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The King of Fighters XIV/Billy Kane

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Jigoku Otoshi - close / +  

Ippon Tsuri Nage - close / +

Command Normals

Dai Kaiten-Geri  - +

Boutakatobi  - +

Chokka Uchi  - in air, +

Special Moves

Senpuu Kou - press rapidly, / (*)

Sansetsu Kon Chuudan Uchi - + / (*)

Kaen Sansetsu Kon Chuudan Uchi [Sansetsu Kon Chuudan Uchi / (*)] + /

Kyoushuu Hishou Kon - + / (*)

Suzume Otoshi - + / (*)

Super Special Moves

Chou Kaen Senpuu Kon - + / (!)

Guren Sakkon - + / (!)

Climax Super Special Moves

Sakkon • Dai Shounetsu - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A somewhat slow but decent mid range poke. Has super cancel, but no special cancel.
  • st. B: A good, fast poke with no cancelability (except MAX). Also hits low!
  • st. C: Billy’s longest reaching normal that is punishable even on hit. It has no cancels except MAX, but is one of his best whiff punishers if you have the resources.
  • st. D: A somewhat slow high-hitting anti air kick. For some reason it has a super cancel.

Close

  • cl. A: Sluggishly slow for a close normal, but it makes it up with big advantage on block.
  • cl. B: One of Billy’s fastest normals and a primary part in his confirms. Special cancelable, but not super cancelable.
  • cl. C: Billy hits the opponent with the backend of his cane. Abnormal advantage on block for just a normal, but it’s terribly slow for usual purposes (MAX filler).
  • cl. D: Hits for slightly more damage than cl.C and faster, but is less advantageous. Quite slow for a close normal, but it’s the go-to close heavy move.


Crouching

  • cr. A: A nice mid range poke that has super cancel, but no special cancel.
  • cr. B: A basic crouching light normal that hits low and is a part of his hit confirm. You can special and super cancel the move, but strangely it doesn’t allow for command normals at all.
  • cr. C: The fastest move that Billy has. It’s an important part of his gameplay in combos and through anti airing. Horizontally the move is lacking but vertically it’s a wall of a normal. Recommended move for MAX combos too since it forces the opponent to stand.
  • cr. D: A peculiar two-part sweep which you can cancel into specials or command normals before the second hit even on whiff. On hit you may also super, but it serves no purpose as you won’t hit with anything.


Jumping

  • j. A: A fast linear air-to-air normal. Good horizontal reach.
  • j. B: Kicks in the same spot as his j.D, but faster. Also less pushback allows you to go for more reliable light hit confirms.
  • j. C: One of Billy’s core moves, you can control the sky with this and j.CD. It’s possible to hit crouchers, but the angle is too high most of the time.
  • j. D: Arguably his best jump-in with a decent angle and reach.


Blowback

  • st. CD: After far C his longest reaching normal. Like most characters, you can whiff cancel it after startup, but only into specials and not command normals.
  • j. CD: Another one of Billy’s core moves that you can use to control the match. It’s heavy advantage on block. As usual on counter hit it allows for a combo.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Billy Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina