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The King of Fighters XIII/Billy Kane
Gameplay Overview
Gameplay Notes
Pros
- Awesome normals, some of the best in the game - f+A is safe and a very good poke - Good at controlling space with normals and specials - Really good at building meter - Great as a battery or as a second character - j.C+D is amazing, specially vs. command grabs - CH j.C+D leads to meter less 307 dmg anywhere - dp+BD is arguably the best shoryu in the game - Damaging corner combos with little meter - Relatively Strong corner HD combos - HD activation start-up from a normal is invincible
Cons
- Can't do a lot of damage mid-screen - Lacks good mix-ups besides high/low - Good combos require precise timing - No reversals without meter
Normals
Standing
s.A: 25 damage, cancel-able, hits mid. A quick upward staff attack.
s.B: 30 damage, cancel-able, hits low. A downward staff attack.
s.C: 70 damage, cancel-able, hits mid. A cue strike.
s.D: 70 damage, cancel-able, hits mid. A side kick that can work like s.A as an AA.
cl. C: 85 damage, cancel-able, hits mid. A 3 hit attack that can be canceled on any hit.
Crouching
cr. A: 25 damage, cancel-able only into Senpuukon and EX Senpuukon, hits mid. One of Billy's best and longest pokes.
cr. B: 30 damage, chain-able & cancel-able, hits low. A very fast low pole strike good for hit confirming.
cr. C: 70 damage, cancel-able, hits mid. An upward pole strike that can be used for some combo enders if no meter is available.
cr. D: 80 damage, hits low. Knocks standing opponents down when hit. This move makes Billy advance slightly forward.
Jumping
j. A: 45 (40) damage. Jumping light pole strike. This move is like cr.A, but it's only true use is air to air.
j. B: 45 (40) damage, hits overhead. Jumping light kick with a very low hitbox.
j. C: 72 (70) damage, hits overhead. Jumping downward pole thrust with good range. Susceptible to trade-offs due to less than moderate priority.
j. D: 70 (68) damage, hits overhead. Jumping heavy kick with great priority. Cross up attacks can be done using this move.
Blowback Attack
CD: 75 damage, cancellable, hits mid. A baseball bat swing with excellent range.
j. CD: 90 (80) damage, hits mid. A downward swing with moderate range. This is a good combo starter on counter hit.
GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack.
Throws
Zigokuotoshi = b/f + C/D close 100 damage, can be broken, causes hard knockdown. Can be used to setup a safe jump. Billy picks the opponent up and shakes them with the stick then slams them.
Command Moves
Daikaitenkeri = f+a 40+42 damage, hits mid. Billy does a short jumping spinning pole attack to a reverse aerial roundhouse kick. This is a relatively safe move. Depending on what it is canceled from, it can sometimes do 1 hit instead of 2.
Boutakatobikeri = f+b 50 damage, hits high. Billy vaults with his pole, and fly kicks forward. This move is great at combo extension. If the opponent is high enough, this move can be used back to back in a combo.
Saouchi = b+A 65 damage, hits mid, only cancellable into Senpuukon (tap A/C rapidly) and EX Senpuukon (tap A+C rapidly). Billy steps forward and thrusts his staff forward. This works as a great starter for HD combos (i.e. j.C, s.C, b+A, HD...)
Special Attacks
Sansetukonyuudanuchi = (hcf+P) -
(EX) = hcf+A+C
- Drive & Super Cancel-able
- Hit Detection:
- Damage:
- Kaen Sansetukonyuudanuchi = (qcf+P) -
- Drive & Super Cancel-able
- Hit Detection:
- Damage:
Suzumeotoshi = (qcb+P) -
(EX) = qcb+A+C -
- Drive/Super Cancellable
- Hit Detection:
- Damage:
Senpuukon = (press P repeatedly) -
- Drive/Super Cancellable
Kyousyuuhisyoukon = (dp+K) -
(EX) = dp+B+D -
- Hit Detection:
- Damage:
Desperation Moves
Choukaensenpuukon = (qcf~hcb+P) -
- Hit Detection:
- Damage:
(EX) = qcf~hcb+A+C
- Max cancel-able
Neomax
Daigurenrasenkon = qcfx2+A+C -
- Hit Detection:
- Damage:
Combos
UNDER CONSTRUCTION
Mid-Screen
No Stock, No Drive Gauge -
- d.B, d.B, d.B, d.B, f+A = 175 dmg
- d.B, f+A, d.B, f+A = 198 dmg
- j.D/d.B, d.B, d.B/s.B, dp+B, hcf+C, qcf+C = 273/235 dmg
No Stock, 1+ Drive Gauge -
- j.D, s.C (2), hcf+C, qcf+C, DC, dp+B, qcb+A = 315 dmg
1 Stock, No Drive Gauge -
- d.B, f+A, d.B, hcf+AC, qcf+C = 284 dmg
- j.D/d.B, d.B, d.B/s.B, dp+B, hcf+AC, qcf+C = 329/291 dmg
- j.D/d.B, d.B, d.B/s.B, dp+BD, hcf+C, qcf+C = 337/299 dmg
- j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, qcb+A = 337/299 dmg
1 Stock, 1+ Drive Gauge -
- j.D, s.C (2), hcf+C, qcf+C (DC), dp+BD, f+B, qcb+A = 412 dmg
2 Stock, No Drive Gauge -
- j.D/d.B, d.B, d.B/s.B, dp+BD, hcf+AC, qcf+C = 388/350 dmg
2 Stock, 1+ Drive Gauge -
- j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, qcb+A (DC), qcb+AC = 403/365 dmg
Mid-Screen (standing opponents only)
1 Stock, No Drive Gauge -
- j.D, s.C, f+B, qcb+A (DC), dp+BD, f+B, qcb+A = 426 dmg
- j.D, d.C, f+B, qcb+A (DC), dp+BD, f+B, *cornered* dp+B, hcf+c, qcf+C = 481 dmg
2 Stock, 1+ Drive Gauge -
- j.D, d.C, f+B, qcb+A (DC), dp+BD, f+B, *cornered* dp+B, DM = 548 dmg
- j.D, d.C, f+B, qcb+A (DC), dp+BD, f+B, *cornered* dp+B, EX DM = 640 dmg
Corner (crouching opponents only)
No Stock, No Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C = 361 dmg
No Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C (DC), dp+B, d.C = 433 dmg
1 Stock, No Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, DM = 430 dmg
1 Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, hcf+C, qcf+C = 498 dmg
2 Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C (DC), hcb+C, *slight delay* dp+B, EX DM = 609 dmg
3 Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, EX DM = 676 dmg
Mid-Screen, counter hit hop j.CD follow-ups
No Stock, No Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C = 307 dmg
1 Stock, No Drive Gauge -
- f+B, dp+B, hcf+AC, qcf+C = 368 dmg
1 Stock, 1+ Drive Gauge -
- f+B qcb+A (DC), dp+BD, f+B, qcb+A = 411 dmg
- f+B qcb+A (DC), dp+BD, f+B, *cornered* dp+B, hcf+C, qcf+C = 456 dmg
2 Stock, 1+ Drive Gauge -
- f+B qcb+A (DC), dp+BD, f+B, hcf+AC, qcf+C= 466 dmg
- f+B qcb+A (DC), dp+BD, f+B, *cornered* dp+B, DM = 526 dmg
3 Stock, 1+ Drive Gauge -
- f+B qcb+A (DC), dp+BD, f+B, *cornered* dp+B, EX DM = 604 dmg
Corner, counter hit hop j.CD follow-ups
No Stock, No Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C = 307 dmg
No Stock, 1+ Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C (DC), dp+B, d.C = 407 dmg
1 Stock, No Drive Gauge -
- f+B, dp+B, hcf+AC, qcf+C = 368 dmg
1 Stock, 1+ Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, hcf+C, qcf+C = 494 dmg
2 Stock, No Drive Gauge -
- f+B, dp+B, EX DM = 478 dmg
2 Stock, 1+ Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, DM = 566 dmg
3 Stock, 1+ Drive Gauge -
- f+B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, EX DM = 670 dmg
Corner
No Stock, No Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, hcf+C, qcf+C = 353 dmg
No Stock, 1+ Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, hcf+C, qcf+C (DC), dp+B, d.C = 386 dmg
- j.D/d.B, d.B, d.B/s.B, dp+B, hcf+C, qcf+C (DC), dp+B, d.C = 364/326 dmg
1 Stock, No Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, DM = 401 dmg
- j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, dp+B, hcf+C, qcf+C = 399/361 dmg
1 Stock, 1+ Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, hcf+C, qcf+C = 445 dmg
- j.D/d.B, d.B, d.B/s.B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, hcf+C, qcf+C = 442/404 dmg
2 Stock, No Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, EX DM = 481 dmg
- j.D/d.B, d.B, d.B/s.B, dp+B, EX DM = 449/411 dmg
2 Stock, 1+ Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, DM = 543 dmg
- j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, hcf+C, qcf+C = 501/463 dmg
- j.D/d.B, d.B, d.B, dp+B, hcf+C, qcf+C (DC), qcb+C, *slight delay* dp+B, EX DM = 562/524 dmg
- j.D, s.C (2), dp+D, dp+B, hcf+C, qcf+C (DC), qcb+C, *slight delay* dp+B, EX DM = 589 dmg
3 Stock, 0+ Drive Gauge -
- j.D/d.B, d.B, d.B, dp+BD, f+B, dp+B, EX DM = 553/515 dmg
3 Stock, 1+ Drive Gauge -
- j.D, d.B, d.B, dp+B, hcf+C, qcf+C (DC), dp+BD, f+B, dp+B, DM = 620/582 dmg
Hyper Drive
Mid-Screen
(NOTE: works on standing opponents only)
(1) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C (DC), Neomax = 601 dmg (2 Stock)
(2) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, EX DM (DC), Neomax = 827 dmg (2 Stock)
(3) j.D, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, (hcf+C (DC), qcb+C) x 2, dp+B, mash A = 669 dmg (2 Stock)
(3) j.D, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, (hcf+C (DC), qcb+C) x 2, Neomax = 845 dmg (3 Stock)
(4) j.C, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered* hcf+A (DC), hcb+C, hcf+C (DC), EX DM (MC), Neomax = 1000 dmg (5 Stock)
(5) j.C, d.C, b+A, HD, s.D, f+B, qcb+A (DC), dp+BD, f+B, *cornered*, hcf+A (DC), qcb+C, hcf+C (DC), EX DM (MC), Neomax = 1000 dmg
Corner
(1) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x5, dp+B, d.C = 576/507 dmg (0 Stock)
(2) (j.D, s.C (1), b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x4, hcf+C (DC), dp+BD, f+B, dp+B, mash A = 613/544 dmg (1 Stock)
(3) (j.D, s.D, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, (hcf+C (DC), qcb+C) x4, hcf+C, qcf+C, DC, Neomax = 831/724 dmg (2 Stock)
(4) (j.D, s.D, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C, qcf+C (DC), qcb+C, qcb+A (DC), qcb+AC, hcf+C (DC), qcb+C, hcf+C (DC), EX DM (DC), Neomax = 1026/919 dmg (5 Stocks)
(5) j.C, d.C, b+A, HD, s.D, f+B, qcb+A, DC, dp+BD, f+B, *cornered* hcf+A, DC, hcb+C, hcf+C, DC, EX DM, DC, Neomax = 1000 dmg (5 Stock)
Tips
Videos, Links & References
KCE Billy Basic Introduction
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