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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, especially vs. command grabs
- dp+BD is arguably the best shoryu in the game
- Damaging corner combos with little meter
- Relatively Strong corner HD combos
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.D, cr.C, b+A, HD...)
Special Attacks
Sansetukonyuudanuchi = (hcf+P) - A version has less reach but is safe, C version has more reach but is unsafe
(EX) = hcf+AC
- Drive & Super Cancelable
- Hit Detection: Mid
- Damage: 50/50+50+50
- Kaen Sansetukonyuudanuchi = (qcf+P) - Only possible after C/EX hcf+C. Very unsafe if done up close
- - Drive & Super Cancelable
- - Hit Detection: Mid
- - Damage: 60
Suzumeotoshi = (qcb+P) - A version is fast. C version on hit lets you free cancel to any special/DM besides Senpuukon
(EX) = qcb+AC - About as fast as A version with better damage
- Drive/Super Cancelable
- Hit Detection: High (Usually whiffs on standing opponents. If you do cr.C, qcb+P then it will connect on standing opponents)
- Damage: 60/70/120
Senpuukon = (press P repeatedly) - Kind of useless, EX version will always land all hits
- Drive/Super Cancelable
- Damage: 24, 23, 22, 21, etc...
Kyousyuuhisyoukon = (dp+K) - B version is often used in combos, D version is rather useless
(EX) = dp+BD - Slight start-up (11F) but completely invincible at least until Billy almost leaves the screen. It will most likely beat any other DPs in the game and unlike them, even if it connects from a jump in, it was always juggle all the way thru sticking the opponent to the move. It fully tracks the opponent on the way down. It is +2 on block. On hit it is a combo starter, specially in the corner where you get 344 dmg (dp+BD, f+B, dp+B, hcf+C, qcf+C) without spending any more meter. Quite easily Billy's best move.
- Hit Detection: Mid
- Damage: 90/121/175
Desperation Moves
Choukaensenpuukon = (qcf~hcb+P) - Regular version has no invincibility and should only be used in combos.
- Hit Detection: Mid
- Damage: 240
(EX) = qcf~hcb+AC - Invincible start-up. Can be used as a solid reversal. On block it does over 100 chip dmg. Also great in combos.
- Max cancelable
- Damage: 325
Neomax
Daigurenrasenkon = qcfx2+AC - Invincible start-up and relatively fast. Mostly used in combos. Unlike Kyo's Neomax, you'll have to connect with this up close to get the full damage.
- Hit Detection: Mid
- Damage: 450 (damage decrease if more distance is added)
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, 1+ Drive Gauge -
- j.D, d.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, No Drive Gauge -
- cr.C, qcb+C, qcb+AC, hcf+AC, qcf+C = 403 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), qcb+C, dp+B, hcf+C, qcf+C = 462 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), qcb+C, *slight delay* dp+B, DM = 530 dmg
2 Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C, (DC), qcb+C, *slight delay* dp+B, EX DM = 634 dmg
3 Stock, 1+ Drive Gauge -
- j.D, d.C, f+A, d.B, dp+B, hcf+C, qcf+C (DC), qcb+C, qcb+AC, *delay* dp+B, EX DM = 683 dmg
Mid-Screen, counter hit 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 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, *slight delay* 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, *slight delay* f+B, dp+B, EX DM = 670 dmg
Corner
No Stock, No Drive Gauge -
- j.D, s.C (2), dp+D, *slight delay* dp+B, hcf+C, qcf+C = 353 dmg
No Stock, 1+ Drive Gauge -
- j.D, s.C (2), dp+D, dp+B, *slight delay* 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, cr.C, dp+B, hcf+C, qcf+C, DC, qcb+C, *delay* dp+B, DM = 503 dmg
- j.D, s.C (2), dp+D, *slight delay* dp+B, hcf+C, qcf+C (DC), dp+BD, *slight delay* f+B, dp+B, hcf+C, qcf+C = 445 dmg
- j.D/d.B, d.B, d.B/s.B, *slight delay* dp+B, hcf+C, qcf+C (DC), dp+BD, *slight delay* 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, *slight delay* dp+B, hcf+C, qcf+C (DC), qcb+C, *slight delay* dp+B, EX DM = 589 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, *slight delay* 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, *slight delay* f+B, dp+B, hcf+C, qcf+C = 501/463 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, d.B/s.B, dp+B, hcf+C, qcf+C (DC), dp+BD, *slight delay* f+B, dp+B, EX DM = 620/582 dmg
Hyper Drive
Mid-Screen
(1) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C (DC), Neomax = 639/532 dmg (2 Stock)
(2) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, EX DM (DC), Neomax = 865/758 dmg (4 Stock)
(NOTE: these work on standing opponents only)
(1) 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 4, *delay* dp+B, hcf+C, qcf+C = 655 dmg (1 Stock)
(2) 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 3, Neomax = 845 dmg (3 Stock)
(3) 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), qcb+C, *slight delay* EX DM (MC), Neomax = 1019 dmg (5 Stock)
Corner
(1) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x5, *slight delay* dp+B, hcf+C, qcf+C = 599/492 dmg (0 Stock)
(2) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x5, *slight delay* dp+B, DM = 673/570 dmg (1 Stock)
(3) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x4, hcf+C, DC, Neomax = 799/692 dmg (2 Stock)
(4) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x3, EX DM, DC, Neomax = 972/865 dmg (4 Stock)
(4) (j.D, d.C, 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)
Tips
(coming soon)
Strategies
Far Range
Mid Range
Mid range is a great spot for Billy Kane to be at when fighting, because he can literally steal the momentum of the opponent and control the flow of the match. Listed below are the best moves to use at this particular range.
c.A
From the mid range area right before it becomes close range, Billy has d.A to poke out, which if the opponent tries to roll past, gives you the option to cancel d.A into Senpuu Kon (tap A/C rapidly). If there's Drive Meter to be spent, this can allow Billy to go straight into Kyoushuu Hishou Kon (dp+K) and gives the opportunity to combo accordingly. If the opponent decides to jump, there are several options to choose from. Billy can use d.C which works in many cases, and even if the move trades, the distance between both characters is sufficient enough to continue mid-range poking, or just simply close in. There is also his Suzumeotoshi (qcb+P), which should only be used if you know your opponent is going to jump, rather than reacting to a jump (that's normally reserved for d.C). Finally, the strongest, and meter costing option is EX Kyoushuu Hishou Kon (dp+BD). Aside from obviously doing more damage, this move allows stronger combos to be performed, and takes the opponent closer to the corner for applied pressure. This move has been known to beat out alot of moves, including supers. If the opponent does nothing, and you want to close in, f+A can do just that. This move is generally safe unless whiffed, and from that move there's plenty Billy can do afterwards.
f+A
For anyone wanting to learn Billy Kane, it is very important to understand that this move is essential to understand and use. This allows Billy to close in on the oppponent, and rushdown. This should be used whenever possible to close in. It is possible to train the opponent to fear this move, as this move is safe, and can be repeated for a second time, beating alot of whatever the opponent tries to throw at you, thus leaving them open for throws when up close. There aren't any real combos from this other than the d.B, f+A, d.B f+A loop that can only be done in the corner. This makes a real great pressure tool. Keep in mind this can also help break a bit of guard meter as well.
b+A
This move allows Billy to poke on the ground, but from a further distance. It's not as great as d.A, but it can still be used at the right distance. Billy should not be using this move up close unless it is used as an HD combo starter, as there are better options for close ranged attacks, and this is best used at mid range if poking. This does a little pushback as well. If you whiff cancel d.C into b+A, Billy will slightly move forward with this move, thus closing the distance a bit, and possibly open up an chance to rush down if close enough. Outside of HD cancels, this move can only cancel into Senpuu Kon (tap A/C rapidly).
j.C
j.C is such a great change in Billy Kane's moveset, as his j.C in older KOFs were nowhere near as far reaching as this. This move can literally allow Billy to just short hop up and poke relentlessly while closing in on the opponent. This will also be the move that's best used to punish a whiff, or bait a counter hit, especially if they're attempting to do a move like a fireball. Be careful, this move can and will trade with stronger moves, and specific jumping CD attacks (Terry, Benimaru, Vice, and Kyo are just a few who can beat this out with a j.CD).
s.CD
While standing at the borderline between mid and close range, this move can serve a multitude of purposes. For starters, it helps break guard meter, so it's definitely important to remember that. This move can also allow Billy to cancel into other moves if desired, such as Sansetu Kon Chuudan Uchi (hcf+P), which will not only continue in the guard breaking attempt, but will push the opponent back.
hcf+A
Notice that only hcf+A is mentioned, and not hcf+C. Using hcf+A is safe, and comes out very quickly, whereas hcf+C is rather slower, and although it does more damage to both health and guard, it's still unsafe at the end of the day. This move does a bit of pushback as well. Also keep in mind the length difference between hcf+A and hcf+C, to avoid any form of whiffing (hcf+A is shorter). If there is meter, the EX version of this move can be an option, but at that point it should only be used in combos, which at mid range, the only combo that can be done is hcf+A, hcf+AC~qcf+AC, which does a good damage, but still requires 1 stock of meter, and 1 stock of drive.
qcb+A/C
This move is a pretty good anti-air. The only real downside is that in order to truly use this move to its full potential, yomi is required. This shouldn't be used as a reactive move, as depending on the character and whatever move they're doing, they can trade with this move more times than others. It won't necessarily be beaten out though, so try to get a feel for when this move can be implemented. And of course, if meter is available, the EX option is always there to use. The EX version is alot stronger, quicker, and won't get beat out as much as qcb+A/C does.
Close Range
This is ultimately where Billy Kane needs to be. Cornering an opponent is one of his strong areas, as it opens up many opportunities to find an opening for a chance to combo. Below are moves listed for close range tactics.
s.A
Pending on how close Billy is to the opponent, this move can serve as a great tool, as it is +2 on block, making frame traps possible. It at times can work as an anti-air, but not as great as d.C.
d.A
A somewhat less safe (-2 on block), but long reach option, d.A works wonders at this range. It's as fast as s.A, but it can't be used in rapid succession as s.A. It can serve as a baiting move, or a special mid poke. There is the option to cancel into Senpuu Kon (tap A/C rapidly) if the opponent either rolls or GCAB towards Billy.
f+A
Again, this move proves to be a useful tool in both rushdown and in combos. Off of a quick set or d.B, d.B, s.B, Billy can go into f+A and do a decent amount of damage. Keep in mind this move is safe, and up close, there's the option to make this move only hit once, which can be used to confuse the opponent, possibly making them stop blocking for a second from anticipating the first hit from f+A, and getting hit with the kick portion.
j.A
A good air-to-air attack, j.A is always good to have in case the opponent tries to either escape or steal momentum by jumping or hopping.
s.B
This move hits low, so there is a chance to trick the opponent into blocking high by pressuring with a move like s.A or f+A and then switch up to d.B and hit confirm to combo accordingly. It's not a risky move to use, as it's -1 on block, making it relatively safe. For most Billy Kane players, this move is used moreso in combos than in sheer poking. If used in combos, the best option from this is either f+A or the B version of Kyoushuu Hishou Kon (dp+B). If poking, f+A would be the best move to go into.
d.B
This move serves as a great poke and a combo starter. This can easily go into the B version of Kyoushuu Hishou Kon (dp+B) if there is a successful hit confirm from d.B. If your hands are quick enough, and there is a full Drive meter, Billy can go from d.B, go into HD mode, and connect a d.C and combo afterwards. When it comes to poking, from d.B, Billy can either do another d.B, or go into d.A, f+A, s.B, or the safe A version of Sansetsu Kon Chuudan Uchi (hcf+A).
j.B
From a short hop, this move can work as a great overhead. The hitbox for this is low enough that Billy can connect with this and continue to combo upon landing on the ground with most likely a d.B into whatever else desired.
s.C
This move works differently depending on how close Billy is to the opponent. From 1/2 character's distance, this move will only hit once, and provide a good source of pushback, as well as some guard breakage. Billy can't cancel into anything, but he can go into HD mode if this move connects. Up close the move will hit 3 times, and can be canceled into anything Billy wants. If Drive meter is available, going into HD mode wouldn't be a bad idea. If however you don't want to spend HD meter just yet, Sansetsu Kon Chuudan Uchi (hcf+A), f+A, or f+B are good options. If you decide to f+B from a close s.C, Billy can do some interesting combos from that point on, or simply reset to go for more damage.
d.C
This is not normally to be done by itself unless its used as an anti-air. It can be done after a s.A to bait a counter hit and possible combo followup. If this move is done on its own, or if the bait fails, it should be cancelled right into Sansetsu Kon Chuudan Uchi (hcf+A) to stay relatively safe from a counter attack, since d.C leaves Billy at -8. This d.C, hcf+A helps serve as a way to break guard, as well as pushback the opponent when they block.
j.D
Aside from using a deep j.D as a combo starter, this move can also work as a cross up tool. If Billy connects with this in either way, combo accordingly.
s.CD
As mentioned before, s.CD helps break guard, and can be followed up with moves like the A version of Sansetsu Kon Chuudan Uchi (hcf+A) to continue breaking the guard. If close enough, and on counterhit, this move can go into the B version of Kyoushuu Hishou Kon (dp+B) and allow for further combo opportunity.
f+C/D
Up close, this is essential in Billy Kane's mixup game, because he doesn't have any feint moves, or command overheads to help him eliminate the opponent.
Tap A/C Rapidly
If the opponent is successful in a evading a block string, Senpuu Kon (tap A/C rapidly) can cover your assets and make sure the opponent doesn't have a chance to counter strike. As mentioned previously, if successful, and if Drive meter is available, this can go into Kyoushuu Hishou Kon (dp+B/D) of any variant.
dp+BD
Voted as one of the best "shoryus" in the game itself, EX Kyoushuu Hishou Kon (dp+BD) is good to use if you have to turn the tides for whatever reason. Keep in mind this does cost meter, and is risky to use, but if calculated right, this will definitely reap great rewards.
Cornered Opponent
When Billy has the opponent cornered, it is vital that he ensures the opponent stayed locked there. Billy has tools to cover both the ground and the air if the opponent tries to evade by either rolling, or jumping. However, one has to keep in mind of moves with invincibility frames, as well as command grabs and their super/EX variants. Alot if not all of the moves in the "Close Range" section are good to use when an opponent is cornered, so only specific notes are mentioned for certain moves if they have a stronger use when cornering.
s.A
As mentioned before, this move not only gives +2 on block, making it safe and allowing for frame traps, but it can also serve as a quick anti-air tool if the opponent tries to escape by jumping.
Cornered
There's not too much that Billy has if he's cornered. He does have some good options that can make the match turn in his favor though, so don't fret.
s.A This standing attack is fast enough to interrupt certain attacks while stuck in the corner. Billy won't always be able to beat people out with this move, but it's good enough to at least trade while standing. There are some good canceling options from this if it hits on both normal hit, and on block, but you have to get creative if you don't want to either roll past the opponent, and possibly getting thrown, or waste meter with an EX Super or EX dp+BD.
f+A
If there happens to be a gap in the rushdown, and you don't want to rely on wasting meter, this can at times become a life saver. Even on block, f+A can interrupt opponents' attacks, and put you at plus frames, meaning that Billy can get back to rushing down, poking and annoying the opponent.
s.B
Whenever this move is ever used up close, the primary goal for this is to hit confirm. As mentioned previously, this is a low attack, so some opponents might or might not expect this. If they don't and it hits, go for dp+B to quickly get out of the corner, all while doing a decent damaging combo. Don't forget to get that extra damage afterwards.
d.B
Ridiculously fast, and a low hit, d.B serves as a "get back" move, as well as a way to hit confirm with that dp+B. If you have a full Drive meter, and are quick, there is a possibility to HD combo from a successful d.B and going into d.C quickly after HD activation.
d.C
This move is quick enough to respond to almost any aerial attack. This is definitely a quick response to hop attacks, especially if the player has trained themselves to input certain moves on reaction.
f+C/D
As simple as this is, a throw can definitely stop people's momentum. At the very least, the opponent will break the throw, creating the gap you need to either get out, or push them back even further. If a back throw is used, then Billy can get right back to poking, rushdown, and setting up for a deadly combo.
dp+BD
For many, this move is probably the most feared EX move, even when attempting to get out of the corner. Be weary of characters trying to bait this out. Billy has options while cornered, but this is the easiest, and quickest way to escape. It does cost 1 stock of meter, however, so make it count. There are combo possibilities from this as well.
qcf,hcb+AC
While costing 2 stocks of meter to execute this, Billy Kane's only EX Super gives him a few frames of invincibility, making this a good move to use on wake up, or against specific moves if timed right. Whatever you do, don't become obvious with this move.
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane (mirror match)
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 3 | 6 | +2 | Billy's only normal that gives him adv. |
cr.A | 25 | 3 | 6 | -2 | |
st.A | 25 | 3 | 6 | +2 | Billy's only normal that gives him adv. |
j.A | 45 | 3 | 5 | - | |
hop A | 40 | 3 | 5 | - | |
st.B | 30 | 3 | 6 | -1 | |
cr.B | 30 | 3 | 5 | -1 | |
j.B | 45 | 3 | 4 | - | |
hop B | 40 | 3 | 4 | - | |
cl.C 1 | 70 | 2 | 7 | - | |
cl.C 2 | 70 | 2 | - | - | |
cl.C 3 | 70 | 2 | - | -3 | |
cr.C | 70 | 7 | 4 | -8 | Billy's fastest normal |
st.C | 80 | 7 | 8 | -4 | |
j.C | 72 | 7 | 8 | - | |
hop C | 70 | 7 | 7 | - | |
cl.D | 80 | 7 | 6 | -10 | |
cr.D | 80 | 7 | 9 | -9 | |
st.D | 80 | 7 | 6 | -10 | |
j.D | 70 | 7 | 9 | - | |
hop D | 68 | 7 | 9 | - | |
st.CD | 75 | 10 | 20 | -13 | |
j.CD | 90 | 8 | 12 | - | |
hop CD | 80 | 10 | 11 | - | |
Daikaitengeri(1) (f A) | 40 | 4 | 8 | - | |
Daikaitengeri(2) | 45 | 4 | 20 | -2 | Startup based on hit(1) of move whiffing |
Saouchi (b A) | 65 | 4 | 19 | -5 | |
Boutakatobigeri (f B) | 50 | 4 | 15 | -9 | |
Jigokuotoshi (throw) | 100 | 0 | 1 | - | Hard knock down |
GCCD | 4 | 0 | 13 | -15 | Startup vs Wk 13, St 13, jump atk 17F |
A Sansetsu Kon Chuudan Uchi (hcf P) | 50 | 4 | 13 | -9 | Close, startup 37, recovery +17 |
C Sansetsu Kon Chuudan Uchi | 50 | 4 | 19 | -12 | |
→Ka-en (hcf P~qcf P) | 60 | 2 | - | -24 | |
A Suzume Otoshi (qcb P) | 60 | 6 | 9 | - | Entire animation 52 |
C Suzume Otoshi | 70 | 6 | 15 | -25 | |
Senpuu Kon(1) (rapid P) | 25 | 1 | 10 | - | |
Senpuu Kon(2-9) | 25 | 1 | - | -2 | |
B Kyoushuu Hishou Kon(1) (dp K) | 45 | 4 | 11 | - | |
B Kyoushuu Hishou Kon(2,3) | 25 | 2 | - | -3 | |
D Kyoushuu Hishou Kon(1,2) | 40 | 3 | 18 | - | |
D Kyoushuu Hishou Kon(3,4) | 25 | 2 | - | -3 | |
EX Sansetsu Kon Chuudan Uchi(1) (hcf P) | 50 | 0 | 13 | - | |
EX Sansetsu Kon Chuudan Uchi(2,3) | 50 | 0 | - | -10 | |
→EX Ka-en (hcf P~qcf P) | 60 | 0 | - | -22 | |
EX Suzume Otoshi (qcb P) | 120 | 0 | 6 | -22 | Billy's fastest special |
EX Senpuukon(1) (rapid P) | 20 | 0 | 9 | - | |
EX Senpuukon(even hits) | 0 | 0 | - | - | |
EX Senpuukon(odd hits) | 20 | 0 | - | - | |
EX Senpuukon(19) | 24 | 0 | - | -12 | |
EX Kyoushuu Hishou Kon(1) (dp K) | 50 | 0 | 11 | - | Invincible |
EX Kyoushuu Hishou Kon(2) | 50 | 0 | - | - | |
EX Kyoushuu Hishou Kon(3,4) | 45 | 0 | - | +2 | |
Chou Ka-en Senpuukon(1) (qcf~hcb P)) | 30 | 0 | 43(14) | - | Freeze 29, Close |
Chou Ka-en Senpuukon(2-6) | 30 | 0 | - | - | |
Chou Ka-en Senpuukon(7) | 60 | 0 | - | -14 | |
EX Chou Ka-en(1) | 9 | 0 | 38(9) | - | Freeze 29, Close |
EX Chou Ka-en(2-26) | 9 | 0 | - | - | |
EX Chou Ka-en(27-40) | 0 | 0 | - | - | |
EX Chou Ka-en(41) | 100 | 0 | - | -21 | |
Dai Guren Rasen Kon(1) (qcf x2+P) | 100 | 0 | 10 | - | Freeze 80, Close |
Dai Guren Rasen Kon(2-13) | 30 | 0 | - | - | Corner~Corner 110(30) |
Videos
KCE Billy Basic Introduction
Billy Master Class
Links & References
http://keykakko.wordpress.com/
Contributors
Discussion Threads
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