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The King of Fighters XV/Billy Kane/Combos

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The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2B > 5A 51 Standard low light confirm.
cl.B > cl.A > cl.B > 5A 101 Optimal light confirm, range-dependent.

Heavy Starters

Combo Damage Notes
cl.D > 6B 118 Optimal heavy punish (force stand to get 6B).
2C > 6B 108 When you're unsure of cl.D connecting 2C also forces standing.
cl.C > 2D(1) > 6B 144 Link into 2D since cl.C is +7 on hit (Yashiros, Dinosaur, Maxima and Antonov only).

Other Starters

Combo Damage Notes
CD 75 Important normal
5C 70 Far reaching Super/Quick Max cancel.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 185 0 Rush combo ending in a special move.
cl.A > A > A > C 242 1 Rush combo ending in a super. Use B ender into super instead for 301 damage.
cl.A > A > A > D 348 2 Rush combo ending in a Max super.
cl.A > A > A > A 445 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623B 138 140 0 21% Anywhere The simplest confirm into a special.
Light Starter > 623B, 623P 232 190 0 39% Corner Corner extension.
Heavy Starter > 623B 210 190 0 27.5% Anywhere Heavy starter.
Heavy Starter > 623B 314 240 0 45.5% Anywhere Heavy starter.
cl.A > A > A > B, 214A 243 250 0 45.3% Anywhere Good autocombo.
cl.D > 623D, 214A 275 290 0 45.5% Anywhere Single hit confirm close range punish, for slightly more damage midscreen.
CD > (6A), 6B, 623B 169 220 0 27% Anywhere Standard CD conversion. Replace 6A whiff with 6B if starting cornered.
CD > (6A), 41236A ~ 236P 156 160 0 24.5% Anywhere Easier alternative.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623BD, 214A 203 140 0.5 23.5% Anywhere
Light Starter > 623BD, 623B, 623P 279 190 0.5 39% Corner Corner route for more damage.
Heavy Starter > 214AC ~ 236P, 623D, 214A 400 330 0.5 49.5% Non-corner Good damage, good stun. Does not work in the corner, as 214AC ~ 236P pulls the opponent out of the corner.
Heavy Starter > 214AC, 623B, 623P 384 260 05 48% Corner Corner route. Requires manual timing on a few parts, do not attempt without practicing first.
CD > (6A), 6B, 214AC ~ 236P, 623D, 214A 292 360 0.5 49% Midscreen
CD > 6B, 214AC, 623B, 623P 285 290 0.5 47.5% Corner Corner route. Requires manual timing on a few parts, do not attempt without practicing first.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623BD > 214AC ~ 236P, 623D, 214A 334/425 280/330 1 43%/49.5% Anywhere* Will work in the corner, but sideswitches after 214AC ~ 236P.
Light/Heavy Starter > 623B, 623P > 2363214P 372/464 190/240 1 39%/45.5% Corner May lose damage from super cancelling 623P early.
CD > (6A), 6B, 623BD, 214AC ~ 236P, 623D, 214A 292 360 1 49% Midscreen
CD > 6B, 623B, 623P > 2363214P 337 270 1 45% Corner May lose damage from super cancelling 623P early.
236CD, 41236AC ~ 236P, 623P 257 50 1 18% Anywhere The go-to for long-range grounded Shatter Strikes, most other followup options require you to be somewhat close.
236CD, 623D, 214AC, 214C ~ 236P 327 240 1 43.5% Corner You need to hit Shatter Strike at a close enough range to connect with 623D.
236CD, 41236AC ~ 236P, 623P 354 260 1 41.5% Midscreen Anti-air midscreen Shatter Strike combo. Requires manual timing depending on height.
236CD, 214AC ~ 236P, 41236A ~ 236A, 278 60 1 17% Corner These conversions can prove very inconsistent due to varying wall bounce height, exercise caution.
cl.A > A > A > B > 214AC ~ 236P, 214C ~ 236P (delay) > 236236K 442 270 1.5 51.3% Anywhere* Will work in the corner, but sideswitches after 214AC ~ 236P. Billy does not have any midscreen light 1.5 combos better than his 1.0 bar ones except from autocombo.
Light Starter > 623BD, 623B, 623P > 2363214P 379 190 1.5 39% Corner Corner route.
Heavy Starter > 214AC ~ 236P, 214C ~ 236P (delay) > 236236K 484 210 1.5 36% Anywhere*
Heavy Starter > 214AC, 623B, 623P > 2363214P 514 260 1.5 48% Corner Corner route.
CD > (6A), 6B, 214AC ~ 236P, 214C ~ 236P, (delay) > 236236K 360 240 1.5 35.5% Midscreen
CD > 6B, 214AC, 623D, 623P > 2363214P 383 330 1.5 49% Corner May lose damage from super cancelling 623P early.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623BD, 214AC ~ 236P, 214C ~ 236P (delay) > 236236K 402 160 2 29.5% Midscreen
Light/Heavy Starter > 623B, 623P > 236236BD 465/556 190/240 2 39%/45.5% Corner
Heavy Starter > 214AC ~ 236P, 41236AC ~ 236P, 623B, 236236K 485 190 2 27.5% Anywhere Sideswitches after 41236AC ~ 236P, 623B pickup can be a little troublesome.
Heavy Starter > 214A > 236236BD 482 190 2 30% Anywhere Non-sideswitching(and easier) route.
CD > (6A), 6B, 623BD, 214AC>236P, 623D, 236236K 364 280 2 27% Midscreen
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B 422 80 2 15% Anywhere This'll work anywhere but keep an eye on sideswitches
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B 479 130 2 30% Corner This'll work anywhere but keep an eye on sideswitches

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 2363214P > 236236BD 521 140 3 22% Corner You may add a 623P after 623B for more meter gain but way less damage. Remember to cancel the last hit of the wheel.
Light starter > 623B > 236236K > 236214AC 501 140 3 22% Anywhere Less damage but works everywhere in the latest patch.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236BD 557 190 3 26% Anywhere Remember to delay up-extender to make 426AC more consistent. 623P before super in the corner for more meter and damage.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B, 236236BD 447 220 2 26% Midscreen As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super for about 550 damage.
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B, 236236K 512 80 3 15% Anywhere Piddly stun damage.
236CD, 6B, 214AC>236P, 623D, 236236BD 570 180 3 22% Anywhere Antiair Shatter Strike combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Billy Combos by Kakuge
Billy Combos by Meno


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