The King of Fighters XIII/Billy Kane

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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

- 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+A+C

- Drive & Super Cancel-able

- Hit Detection: Mid

- Damage: 50/107/198


Kaen Sansetukonyuudanuchi = (qcf+P) - Only possible after C/EX hcf+C. Very unsafe if done up close
- Drive & Super Cancel-able
- Hit Detection: Mid
- Damage: 57


Suzumeotoshi = (qcb+P) - A version is fast. C version on hit lets you free cancel to any special/DM besides Senpuukon

(EX) = qcb+A+C - About as fast as A version with better damage

- Drive/Super Cancel-able

- 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 Cancellable

- Damage: 24, 23, 22, 21, etc...

Kyousyuuhisyoukon = (dp+K) - B version is often used in combos, D version is rather useless

(EX) = dp+B+D - Fast start-up. Completely invincible at least until Billy almost leaves the screen. It will most likely beat any other shoryus in the game. It fully tracks the opponent on the way down. It is +1 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+A+C - Invincible start-up. Can be used as a solid reversal. On block it does over 100 chip dmg. Also great in combos.

- Max cancel-able

- Damage: 325

Neomax

Daigurenrasenkon = qcfx2+A+C - 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, 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)

(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 2, dp+B, mash A = 669 dmg (2 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 2, 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), EX DM (MC), Neomax = 1000 dmg (5 Stock)

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, d.C, 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, 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

Videos, Links & References

KCE Billy Basic Introduction

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