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Fatal Fury: City of the Wolves/Billy Kane

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Fatal Fury: City of the Wolves

OverviewStrategyDataCombos

Movelist

(*) = Brake

Gameplay Overview

Billy is a mid range fighter who specializes in controlling space with his long-reaching staff normals and pokes
Pros Cons
  • Longest pokes in the game: Not only does he have superior reach, he can even start combos off of his longest normals and specials.
  • No meterless reversal: If the opponent get past the tip of your staff you'll have a really hard time, but at least 236236A is a very good 1-bar reversal super.
  • Very limited conversions from light attacks: doesn't get much more than two lights into 236K/Super.


Normals

Far Standing Normals

Far A

f.A


File:CotWBillyFarA.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
40 - - 8 - - -4 -4 - -% -

Description.

  • Billy's longest cancelable normal, but nothing except Supers combos at tip range.

Far B

f.B


File:CotWBillyFarB.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
45 - - 7 - - -1 -3 - -% -

Description.

  • Additional notes.

Far C

f.C


File:CotWBillyFarC.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
75 - - 14 - - -8 -15 - -% -

Description.

  • Special cancelable into 236P variations for potentially huge damage. Beware that 236C can be blown up by High Dodge Attack, and both C and AC versions can be blown up by Rev Blow. Last hit can be punished through guard canceling as well, so keep the follow-ups varied.
  • Is only -5 on block if feint canceled.
  • Lose to High Dodge Attack.

Far D

f.D


File:CotWBillyFarD.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
90 - - 10 - - 0 -5 - -% -

Description.

  • Wild Punish +20f.
  • Can anti-air short hops.
  • Can be used in spacing traps against jabs, since Billy's hurtbox doesn't expand before the strike.

Close Standing Normals

Close A

c.A


File:CotWBillyCloseA.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
35 - - 4 - - +3 +1 - -% -

Description.

  • Additional notes.

Close B

c.B


File:CotWBillyCloseB.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
40 - - 6 - - +6 +4 - -% -

Description.

  • Additional notes.

Close C

c.C


File:CotWBillyCloseC.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
70 - - 8 - - +2 -4 - -% -

Description.

  • Additional notes.

Close D

c.D


File:CotWBillyCloseD.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
80 - - 7 - - +4 0 - -% -

Description.

  • Additional notes.

Crouch Normals

Crouch A

2A


File:CotWBillyCrouchA.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
30 - - 7 - - -1 -4 - -% -

Description.

  • Combos into 236B at tip range, making it an extremely important normal.
  • Also combos into 214B rekkas for less damage, better knockdown? and extra hitconfirm opportunity.

Crouch B

2B


File:CotWBillyCrouchB.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
25 - - 5 - - +2 -2 - -% -

Description.

  • Additional notes.

Crouch C

2C


File:CotWBillyCrouchC.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
80 - - 9 - - 0 -4 - -% -

Description.

  • Wild Punish +20f. Billy's go-to whiff punisher leading to Far C xx 236AC,4C combos.
  • Anti-air that's special cancelable.

Crouch D

2D


File:CotWBillyCrouchD.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
90/60 - - 10 - - +52/+61 -11 - -% -

Description.

  • Additional notes.

Jump Normals

Jump A

j.A


File:CotWBillyJumpA.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
44 - - 9 - - - - - -% -

Description.

  • Air-to-air with good speed-size ratio, perfect for backward hops.
  • Cancels into Rev Blow. Doesn't combo but can be used to blow up air Just Defends.

Jump B

j.B


File:CotWBillyJumpB.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
44 - - 6 - - - - - -% -

Description.

  • Crossup.
  • Part of the j.B,D command combo.

Jump C

j.C


File:CotWBillyJumpC.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
77 - - 15 - - - - - -% -

Description.

  • Massive jump attack for pre-emptively controlling space or surprisingly far reaching jump-ins.

Jump D

j.D


File:CotWBillyJumpD.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
88 - - 8 - - - - - -% -

Description.

  • Additional notes.

Throws

Forward Throw

AB


File:CotWBillyFThrow.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
120 - - 5 - - +41 - - -% -

Description.

  • Additional notes.

Back Throw

4AB


File:CotWBillyBThrow.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
120 - - 5 - - +42 - - -% -

Description.

  • Additional notes.

Command Normals

Dai Kaiten Geri

6A


File:CotWBilly6A.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
88 (33+55) - - 11 - - +2 -3 - -% -

Description.

  • Advances with two hits. Covers about the same space as Far C, while the forward movement slips under jump-in attempts.
  • Is even better than 6B at clearing low projectiles due to the faster startup.
  • Both hit jails, so if the 1st hit gets blocked the 2nd can be punished by a Hyper Defense Guard Cancel.
  • Is +4 on counter hit, meaning comboing into close A is possible.

Bou Takatobi Geri

6B


File:CotWBilly6B.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
99 - - 21 - - -1 -5 - -% -

Description.

  • Goes over low attacks and projectiles.
  • At tip range it's +6 on hit and +2 on block.

Command Combo 1

j.B,D


File:CotWBillyjBD.png


Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
85 (44+41) - - - - - +7 - - -% -

Description.

  • Only available from full jumps.

Special Moves

Sansetsu Kon Chuudan Uchi

236A/C


File:CotWBilly236P.png


Version Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
A 80 - - 17 - - -1 -8 - -% -
C 60 - - 21 - - +1 -10 - -% -
C 6C 60 - - - - - +53 -15 - -% -
C 4C 40 - - - - - +1 +1 - -% -
A+C 20,20,20 - - 17 - - -3 -10 - -% -
A+C 6C 60 - - - - - +59 -5 - -% -
A+C 4C 40 - - - - - +2 +2 - -% -

Description.

  • Billy's most powerful zoning tool, either canceled from Far C or done on its own, as C and AC versions outreaches most characters jump-ranges.
  • Beware that while the follow-ups to C and AC versions are mostly safe on block, characters with long range specials can punish using Guard Cancels.

Suzume Otoshi

214A/C


File:CotWBilly214P.png


Version Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
A 88 - - 12 - - - - - -% -
C 88 - - 17 - - - - - -% -
C, 4/6C 132 (88+44) - - - - - - - - -% -
AC 88 (44+44) - - 12 - - - - - -% -
AC, 4/6C 143 (88+55) - - - - - - - - -% -

Description.

  • Long reaching anti-air.
  • No invulnerability, but combos from the High Dodge Attack for anti-air combos.
  • C version launches on Counter Hit.

Senpuu Kon

623A/C


File:CotWBilly623P.png


Version Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
A/C 11xN - - 11 - - - - - -% -
A+C 88 - - 15 - - +4 +3 - -% -

Description.

  • A spin that deflects projectiles.
  • Can be held indefinitely, but is easily countered by using low attacks (or Rev Blow).
  • AC version deflects EX projectiles, but the slower startup and the forwards movement makes it hard to use on reaction.

Kyoushuu Hishou Kon

236B/D


File:CotWBilly236K.png


Version Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
B 5x22 - - 14 - - +72 0* - -% -
D 22, 33, 3x22 - - 16 - - +70 -2* - -% -
D BR 22 - - 16 - - +103 -7 - -% -
B+D 44, 33, 3x11 - - 15 - - +85 0* - -% -
B+D BR 44 - - 15 - - +105 -5 - -% -

Description.

  • The gap between jumping up and landing is punishable
  • BD version can be canceled into j.Rev Blow.

Sandan Shoujou

214B/D


File:CotWBilly214K.png


Version Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. Invulnerability Rev Damage Guard Damage
B 22 MID - 12 - - +2 -6 - -% -
BB 22 MID - - - - -8 -12 - -% -
BBB 44 MID - - - - +55 -14 - -% -
D 22 MID - 16 - - +2 -7 - -% -
DD 22 MID - - - - -8 -12 - -% -
DDD 66 MID - - - - +55 -14 - -% -
B+D 33 MID - 15 - - +3 -2 - -% -
B+D B 33 MID - - - - +2 +2 - -% -
B+D BB 44 MID - - - - +62 -14 - -% -

Description.

  • Rekka series performed by doing 214K,4/6K,4/6K (the direction used doesn't change anything).
  • The first hit is +7 on Counter Hit, allowing you to link into 2A.
  • If you somehow manage to delay trap the last hit it launches on Counter Hit.

Supers

Ignition Gears

Chou Kaen Senpuu Kon

Chou Kaen Senpuu Kon
236236A
236236A


IMAGE NOT FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
250 Mid - 7 - - - -30 Yes - -
  • Placeholder

Guren Sakkon

Guren Sakko
236236B
236236B


IMAGE NOT FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
230 Mid - 10 - - - -78 - - 40(4x6+16)
  • Placeholder

Redline Gears

Chou Kaen Senpuu Kon

Chou Kaen Senpuu Kon
236236C
236236C


IMAGE NOT FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
330 - - 6 - - - -42 Yes - 52(3x8+28)
  • Placeholder

Guren Sakko

Guren Sakko
236236D
236236D


IMAGE NOT FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
300 - BR 11 - - - -24 Yes - -
  • Placeholder

Hidden Gear

Dai Gouen Senpuu Kon

Dai Gouen Senpuu Kon
236236REV
236236REV


IMAGE NOT FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft Knockdown, aHKD is hard Knockdown.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
Rev DamageAmount of damage done to rev gauge Guard DamageDamage done to the guard bar regardless of multipliers
429 Mid - 8 - - - -34 Yes - -
  • Placeholder


Fatal Fury: City of the Wolves

OverviewStrategyDataCombos


Fatal Fury: City of the Wolves
System

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Characters