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The King of Fighters '98 UMFE/EX Billy

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Revision as of 00:15, 10 June 2021 by Jaunty (talk | contribs) (Wrote descriptions for Billys command normals and started writing them for his specials)
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Normal Moves

Close

  • cl. A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable. Cancelable.
  • cl. B: staple combo tool when chained into from cr.B. Chainable. Cancelable.
  • cl. C: One of Billys main combo tools. it has a lot of active frames so it can be a good meaty. Cancelable.
  • cl. D: whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.

Stand

  • st. A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
  • st. B: can be useful for stopping hops. whiffs on short crouchers.
  • st. C: long range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billys longer pokes it has very bad priority.
  • st. D: very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is and should be used with caution.

Crouch

  • cr. A: long range poke, very useful for checking grounded movement from the opponent. bad priority.
  • cr. B: Billys main low combo tool. Chainable. Cancelable.
  • cr. C: very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. has a lot of recovery on whiff. Cancelable.
  • cr. D: Long range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.

Jump

  • j. A: very fast making it excellent for air to airs.
  • j. B: good jumpin that also works as an instant overhead.
  • j. C: long range poke with a lot of active frames. bad priority.
  • j. D: good for jumpins and crossups.

Blowback

  • st. CD: great long range poke with nice priority. Whiff cancelable.
  • j. CD: great jumpin attack with good priority.


Throws

Drop into Hell: (close) b/f + C

  • hold throw, not techable. Benimaru picks the opponent up on his pole and shakes them around a bit, then slamming them down sending them fullscreen away with a hard knockdown.

Skewering Toss: (close) b/f + D

  • regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him sending them fullscreen away with a backturned hard knockdown.

Command Moves

Wide Revolving Kick: f + A

  • two hitting move with great priority on both hits. One of Billy's main pokes and combo tools.

Pole Vault Kick: f + B

  • slow overhead move that travels forward a lot. Has good priority.

Special Moves

Midsection Club Cruncher: hcf + A/C

  • Billy thrusts his pole forwards. The A version starts up faster but recovers slower while the C version is the opposite.
  • The A version is your go to combo tool as the C version is too slow to combo.
  • the C version is the better choice for neutral use as it's faster recovery makes it a bit safer to whiff.
  • has a ton of priority so it can almost be considered a projectile in use.

Flaming Midsection Club Cruncher ( During Midsection Club Cruncher hit): qcf + A/C

  • Followup move to the Club Cruncher. Billys extended pole erupts into a burst of flames that knocks down
  • Will only come out at about 3/4ths of the moves range so it won't come out if you hit them at the tip.
  • Only comes out on hit.
  • Causes a soft knockdown.

Whirlwind Cane: A tapped repeatedly

  • Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
  • Can nullify projectiles.
  • does a lot of hits and good damage if you catch the cornered or backturned opponents with this.

Focus Continuous Beat Canes: C tapped repeatedly

  • Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.
  • This move pushes the opponent far out which makes it a good move for getting opponents out of close range and into zoning range.
  • Unlike the A version this move does not nullify projectiles.

Pursuing Fire Dragon Cane: qcb + B/D


Sparrow Drop: qcb + A/C


Soaring Crackdown Cane: dp + B/D


Desperation Moves

Crimson Lotus Crush: qcf, qcf + B/D


Super Fire Wheel: qcf, hcb + A/C


Salamander Stream: qcf, qcf + A/C

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro