The King of Fighters XIII/Billy Kane

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The King of Fighters XIII

OverviewStrategyDataCombos

XIII Billy Profile.png
Billy Kane
XIII Billy.gif


Movelist

Billyxiiimoves.png

Billy's Move List Video
Quick Combos
0 Stock, No Drive Gauge

Anywhere
Low
Anywhere

s.C (3 hits), f+A = 155 dmg
d.Bx3, s.B, f+A = 175 dmg
j.D/d.B, d.B, d.B/s.B, dp+B, hcf+C, qcf+C = 273/235 dmg

0 Stock, 1+ Drive Gauge

Corner

s.C (3 hits), dp+B, hcf+C (DC), qcb+C, dp+B, Mash P = 314 dmg


Gameplay Overview

Billy Kane is a mid-Range to close-range type of character that excels at outspacing characters while "annoying" your opponents as well as being a very straight-forward character, therefore making it not too difficult to master him.

Gameplay Notes

[ Info Needed ]
Pros Cons
  • Excellent normals, has some of the strongest footsies in the game
  • Forward A is a very useful tool Vs. all characters
  • Space controller with normals & special moves
  • Great as a battery because he builds meter fast but is also good as a second
  • Jump CD has a large hitbox & on counter hit can almost corner carry from 3/4ths of the screen
  • Damaging corner combos with little meter
  • Relatively strong corner HD combos
  • Mid-screen damage requires the opponent to be standing for maximum damage combos & corner carries
  • Lacks good mix-ups besides high/low overhead
  • Good combos require precise timing
  • Meterless reversals are not threatening


Normals


st.A

st.A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 6 +4 +2 -
cr.A

cr.A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 10 0 -2 -
st.B

st.B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 9 +1 -1 -
cr.B

cr.B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 4 11 0 -2 -
cl.C

cl.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 3,(3),3,(2),5 17 -1 -3 -
st.C

st.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 3 20 -2 -4 -
cr.C

cr.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 6 21 -6 -8 -
st.D

st.D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 24 -8 -10 -
cr.D

cr.D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 9 6 22 Knockdown -9 -
→A

→A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 2,(10),2 14 +5 -2 -
→A Cancel

→A Cancel
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 8 2,(10),2 14 +5 -2 -
←A

←A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 5 23 -7 -9 -
←A Cancel

←A Cancel
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 5 23 -7 -9 -
→B

→B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 19 6 13 Knockdown -5 -
→B Cancel

→B Cancel
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 19 6 13 Knockdown -5 -
st.CD

st.CD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 20 7 29 Knockdown -13 -

DM

←↙↓↘→A

←↙↓↘→A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 13 3 28 -5 -9 -
←↙↓↘→C

←↙↓↘→C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 19 7 27 -8 -12 -
> ↓↘→A/C

> ↓↘→A/C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 4 38 Knockdown -24 -
←↙↓↘→AC

←↙↓↘→AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 13 7 29 -6 -10 -
> ↓↘→A/C

> ↓↘→A/C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 7 33 Knockdown -22 -
→↓↘B

→↓↘B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 2,(12),4,(26),7 19 0 -3 -
→↓↘D

→↓↘D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 18 5,(10),4,(26),7 19 0 -3 -
→↓↘BD

→↓↘BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 5,(9),4,(25),8 14 +5 +2 -
↓↙←A

↓↙←A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 9 4 40 Knockdown -26 -
↓↙←C

↓↙←C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 4 39 Knockdown -25 -
↓↙←AC

↓↙←AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 35 Knockdown -22 -
Mash A

Mash A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 18 16 -1 -2 -
Mash C

Mash C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 18 16 -1 -2 -
Mash AC

Mash AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 9 27 29 Knockdown -12 -

SDM/NeoMAX

↓↘→,→↘↓↙←A/C

↓↘→,→↘↓↙←A/C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 14 70 45 Knockdown -14 -
↓↘→,→↘↓↙←AC

↓↘→,→↘↓↙←AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 9 68 75 Knockdown -21 -
↓↘→↓↘→AC

↓↘→↓↘→AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 10 26,(2),20 17 Knockdown -18 -


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. Use it with his crouching C if someone jumps over it for you can anti-air them.

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 finishers if no meter is available. Very good for anti-air because of its fast start-up and vertical hit box.

cr. D: 80 damage, hits low. Knocks standing opponents down when hit. This move makes Billy advance slightly forward. It is not cancel-able on hit or on whiff, so make sure your sweep is going to hit.

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. This attack whiffs on crouching opponents, so be careful.

j. B: 45 (40) damage, hits overhead. Jumping light kick with a very low hitbox. Can be used as an instant overhead to surprise opponents who are addicted to blocking low on defense.

j. C: 72 (70) damage, hits overhead. Jumping downward pole thrust with good range. A good aerial poke, but susceptible to trade-offs due to less than moderate priority. Whiffs on crouching opponents.

j. D: 70 (68) damage, hits overhead. Jumping heavy kick with great priority. Great for jump-ins and it can also cross up too.

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 safe move leaving him at neutral notfactoring pushback. Depending on what it is canceled from and the distance done, 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. There is a slight invincibility as it starts and can be used to bypass projectiles if timed right. This move is great at combo extension. If the opponent is high enough, this move can be used back to back in a combo. Billy is vulnerable if this move is blocked or whiffed, so be sure to commit to using this only in combos, or if you know for sure it isn't going to miss and will hit the opponent.

Saouchi = b+A - 65 damage, hits mid, only cancellable into Senpuukon (tap A/C rapidly) and EX Senpuukon (tap A+C rapidly) as well as Rapid Cancel (See Billy thread for more on Rapid Cancels). 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) - Billy whips his bo staff in a straight thrust while it separates, giving an almost half screen attack distance. On hit, the attack just very briefly momentarily stuns them (the A version pushes them back a bit, while the C version keeps them in place). On block, both button version aren't safe on block. Billy can take damage if his staff is hit upon activation. The A version can be comboed from light and heavy normal attacks, while the C version can only be comboed from heavy attacks. You will most likely be drive canceling out of this move into his dp+K, dp+BD and/or his hcb+P in the corner. Mid-screen doesn't have much use outside maybe a combo using a close activated hcf+C, while any distance further while cause whatever move drive canceled into, to miss.

It's somewhat of a so-so poke, because Billy can be hit during its activation, it has slow start-up (even the A version which is faster than the C version), and the recovery isn't very good. Try not to use it during very close blockstrings because of that bad recovery and only use it as a zoning tool sparingly.

(EX) = hcf+AC - Much faster start-up, and Billy's staff has some invincibility, while his hurtbox doesn't have any at all. On block, very close, isn't a very safe idea at all. You might catch some hops at full screen if they are landing towards the middle, but overall it's defensive use is a bit limited. On hit it does three hits, and you can follow up with his qcf+P.

- Drive & Super Cancelable

- Hit Detection: Mid

- Damage: 50/50+50+50


Kaen Sansetukonyuudanuchi = (qcf+P) - The bo staff while still extended, bursts in flames, igniting the opponent. Only possible after C/EX hcf+C. Very unsafe on block at close and far range. On hit, the opponent falls back causing a soft knockdown. This move will be used more during Billy's corner combos and a few times in his mid-screen combos.
- Drive & Super Cancelable
- Hit Detection: Mid
- Damage: 60


Suzumeotoshi = (qcb+P) - Billy extends the staff at a steep diagonal angle upwards. A version is fast while the C version on hit lets you free cancel to any special/DM besides Senpuukon. Because of the steep angle and the likelihood to trade against jumping attacks, using this as an anti-air can work, but it's rather risky.

(EX) = qcb+AC - Billy's fastest special. It also has higher priority than the non-EX versions. Most used during his mid-screen combos.

- Drive/Super Cancelable

- 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 used by itself; EX version will always land all hits. Much like Clark, the startup frames can be canceled allowing you do stuff like qcb A, [DC] Senpuukon (cancel startup frames), qcb A - 2 hits. Billy's Saouchi (b+A) also freely cancels into Senpuukon so you can do stuff like d.C, b.A, Senpuukon, hcf P without using a drive.

- Drive/Super Cancelable

- Hit Detection: Mid

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

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

(EX) = dp+BD - Slight start-up (11F) but completely invincible at least until Billy almost leaves the screen. It will most likely beat any other DPs in the game and unlike them, even if it connects against a jump in, you will always be able to land the full follow-up combo. It fully tracks the opponent on the way down. It is +2 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.

- Neo-Max cancellable

- Hit Detection: Mid

- Damage: 240


(EX) = qcf~hcb+AC - Invincible start-up. Can be used as a solid reversal. On block it does over 100 chip dmg. Also great in combos.

- Neo-Max cancelable

- Hit Detection: Mid

- Damage: 325

Neomax

Daigurenrasenkon = qcfx2+AC - 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. It also beats cross-ups because the hit box starts from behind Billy.

- Hit Detection: Mid

- Damage: 450 (damage decrease if more distance is added)

Combos

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

- d.B, s.B, dp B, qcb A, [DC] cancel startup frames of rapid P, qcb C, (delay) Ex qcb P, f+B, dp B, hcf C~qcf C = 429

- d.B, s.B, Ex dp K, f B, dp B, hcf C~qcf C, [DC] qcb C, (slight delay) dp B, hcf C~qcf C = 428

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, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, hcf+C (DC), Neomax = 639/532 dmg (2 Stock)

(2) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, EX DM (DC), Neomax = 865/758 dmg (4 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 4, *delay* dp+B, hcf+C, qcf+C = 655 dmg (1 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), qcb+C, *slight delay* EX DM (MC), Neomax = 1019 dmg (5 Stock)

Corner

(1) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x5, *slight delay* dp+B, hcf+C, qcf+C = 599/492 dmg (0 Stock)

(2) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x5, *slight delay* dp+B, DM = 673/570 dmg (1 Stock)

(3) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x4, hcf+C, DC, Neomax = 799/692 dmg (2 Stock)

(4) (j.D, d.C, b+A) or (d.B, d.B, d.B), HD, s.C (1), b+A, dp+B, (hcf+C (DC), qcb+C) x3, EX DM, DC, Neomax = 972/865 dmg (4 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

-Shortcut for qcb A, [DC] rapid P (cancel startup frames), qcb C... is simply: qcb A ---> C x4 which is an example of how rapid canceling is done.


Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1. st. A > st. A - 4 frame gap between st. A and st. A.

2. st. A > cr. A - 4 frame gap between st. A and cr. A.

3. st. A > st. B - 4 frame gap between st. A and st. B.

4. st. A > cr. B - 3 frame gap between st. A and cr. B.

5. st. A > cr. C (L) - 2 frame gap between st. A and cr. C.

6. st. A > cl. D - 4 frame gap between st. A and cl. D.

Strategies

Far Range

Billy does not have many options in this distance but he can fight from it.


b+A

This move allows Billy to poke on the ground, but from a further distance. It's not as great as d.A, but it can still be used at the right distance. This does a little pushback as well and If you whiff cancel d.C into b+A, Billy will slightly move forward with this move, thus closing the distance a bit, and possibly open up an chance to rush down if close enough. What makes this tool great is that it can be rapid cancelled from the first frame of startup from Senpuu Kon (rapid A/C) and be chained into Sansetukonyuudanuchi (hcf+A/C)(Any version) for a frame trap to keep the long range game going.


hcf+A/C/AC > qcf+c only after C & EX(AC)Versions

Although this move in unsafe according to the frame data, when using it from this range combined with the follow up and pushback there is very little to nothing that most characters can do to punish this without making a read or reacting.

Mid Range

Mid range is a great spot for Billy Kane to be at when fighting, because he can literally steal the momentum of the opponent and control the flow of the match. Listed below are the best moves to use at this particular range.


cr.A

From the mid range area right before it becomes close range, if the opponent tries to roll you can to cancel into Senpuu Kon (tap A/C rapidly). If there's Drive Meter to be spent, this can allow Billy to go straight into Kyoushuu Hishou Kon (dp+K) and gives the opportunity to combo accordingly. If the opponent decides to jump, there are several options to choose from. Billy can use d.C which works in many cases, and even if the move trades, the distance between both characters is sufficient enough to continue mid-range poking, or just simply close in. There is also his Suzumeotoshi (qcb+P) which should only be used if you know your opponent is going to jump, rather than reacting to a jump (that's normally reserved for cr.C). Finally, the strongest, and meter costing option is EX Kyoushuu Hishou Kon (dp+BD). Aside from obviously doing more damage, this move allows stronger combos to be performed, and takes the opponent closer to the corner for applied pressure. This move has been known to beat out alot of moves, including supers. If the opponent does nothing, and you want to close in, f+A can do just that. This move is generally safe unless whiffed, and from that move there's plenty Billy can do afterwards.


f+A

It is very important to understand that this move is essential to understand and use. This allows Billy to close in on the opponent and rushdown. It is possible to train the opponent to fear this move, as this move is safe, and can be repeated for a second time, limiting the number of options the opponent tries to throw at you, thus leaving them open for throws when up close. The only combo you can do mid-screen from this is cr.B, f+A, cr.B, f+A. In the corner you can cr.B, f+A, cr.B, dp+B~. Although this makes for a great pressure tool keep in mind this can also help break a bit of guard meter as well.


b+A

Read "Far Range" Section


j.C

j.C is a great change in Billy Kane's moveset as his j.C in older KOFs were nowhere near as far reaching as this. This move can allows Billy to short hop up and poke relentlessly while closing in on the opponent. In addition to this being his best combo starter for a whiffed dp, etc., this move can be utilized for baiting special normals & certain special moves. Be cautious as this move can and will trade with stronger moves, and specific jumping CD attacks (Terry, Benimaru, Vice, and Kyo are just a few who can beat this out with a j.CD).


s.CD

While standing at the borderline between mid and close range, this move can serve a multitude of purposes. For starters, it helps break guard meter, so it's definitely important to remember that. This move can also allow Billy to cancel into other moves if desired, such as Sansetu Kon Chuudan Uchi (hcf+P), which will not only continue in the guard breaking attempt, but will push the opponent back.


hcf+A

Hcf+A is safe,comes out very quickly, and does a bit of pushback, whereas hcf+C is rather slower, and although it does more damage to both health and guard, it's still unsafe at the end of the day. Also keep in mind the length difference between hcf+A and hcf+C, to avoid any form of whiffing (hcf+A is shorter).


qcb+A/C

This move is a pretty good anti-air but the downside is that in order to truly use this move to its full potential, yomi is required. This shouldn't be used as a reactive move, as depending on the character and whatever move they're doing, they can trade with this move more times than others. It won't necessarily be beaten out though, so try to get a feel for when this move can be implemented.

Close Range

This is ultimately where Billy Kane needs to be. Cornering an opponent is one of his strong areas, as it opens up many opportunities to find an opening for a chance to combo. Below are moves listed for close range tactics.


s.A

Pending on how close Billy is to the opponent, this move can serve as a great tool, as it is +2 on block, making frame traps possible. It at times can work as an anti-air, but not as great as d.C.


cr.A

A somewhat less safe (-2 on block), but long reach option, d.A works wonders at this range. It's as fast as s.A, but it can't be used in rapid succession as s.A. It can serve as a baiting move, or a special mid poke. There is the option to cancel into Senpuu Kon (tap A/C rapidly) if the opponent either rolls or GCAB towards Billy.


f+A

Read from "Mid-Range" section


s.B

This move hits low, so there is a chance to trick the opponent into blocking high by pressuring with a move like s.A or f+A and then switch up to d.B and hit confirm to combo accordingly. It's not a risky move to use, as it's -1 on block, making it relatively safe. For most Billy Kane players, this move is used moreso in combos than in sheer poking. If used in combos, the best option from this is either f+A or the B version of Kyoushuu Hishou Kon (dp+B). If poking, f+A would be the best move to go into.


cr.B

This move serves as a great poke and a combo starter. This can easily go into the B version of Kyoushuu Hishou Kon (dp+B) if there is a successful hit confirm from d.B. If you have HD then you can do up to 3 d.B then late activate HD and you will get an auto s.C. You need to cancel the s.C *1/2 hit* into b+A and continue the HD combo. When it comes to poking, from d.B, Billy can either do another d.B, or go into d.A, f+A, s.B, or the safe A version of Sansetsu Kon Chuudan Uchi (hcf+A).


j.B

This can work as an instant overhead. From a short hop, this move can work as a great overhead. The hitbox for this is low enough that Billy can connect with this and continue to combo upon landing on the ground with most likely a d.B into whatever else desired.


s.C

This move works differently depending on how close Billy is to the opponent. From 1/2 character's distance, this move will only hit once, and provide a good source of pushback, as well as some guard breakage. Billy can't cancel into anything, but he can go into HD mode if this move connects. Up close the move will hit 3 times, and can be canceled into anything Billy wants. If Drive meter is available, going into HD mode wouldn't be a bad idea. If however you don't want to spend HD meter just yet, Sansetsu Kon Chuudan Uchi (hcf+A), f+A, or f+B are good options. If you decide to f+B from a close s.C, Billy can do some interesting combos from that point on, or simply reset to go for more damage.


cr.C

This is not normally to be done by itself unless its used as an anti-air. It can be done after a s.A to bait a counter hit and possible combo followup. If this move is done on its own, or if the bait fails, it should be cancelled right into Sansetsu Kon Chuudan Uchi (hcf+A) to stay relatively safe from a counter attack, since d.C leaves Billy at -8. This d.C, hcf+A helps serve as a way to break guard, as well as pushback the opponent when they block.


j.D

Aside from using a deep j.D as a combo starter, this move can also work as a cross up tool. If Billy connects with this in either way, combo accordingly.


s.D

This move is VERY excellent in the close range as it not only does it push back your hitbox afterward, it beats low, can anti air AND can be cancelled into special normals or special moves. There is NO reason that this move should not be used in this range.


cr.D

Although it is -9 on block and does not recover fast, this often forgotten move can really get into the opponents head as it puts Billy between both the Mid & Close Range varying on where it's done & where it is hit or blocked. It can also be used to anti air hops and place you at a very advantageous position. The main thing is to not forget about this move & mix it up with your ground game.


s.CD

Read "Mid-Range" section


dp+BD

Voted as one of the best "shoryus" in the game itself, EX Kyoushuu Hishou Kon (dp+BD) is good to use if you have to turn the tides for whatever reason. Keep in mind this does cost meter, and is risky to use, but if calculated right, this will definitely reap great rewards.


Cornered Opponent

See "Close Range" Strategy section above as ways to deal with the opponent in this state.

Cornered

Billy has some good options that can make the match turn in his favor.


s.A

Read previous strategy section(s)


f+A

Read previous strategy section(s)


cr.C

Read previous strategy section(s)


s.D

Read previous strategy section(s)


dp+BD

Read previous strategy section(s)


qcf,hcb+AC

While costing 2 stocks of meter to execute this, Billy Kane's only EX Super gives him a few frames of invincibility, making this a good move to use on wake up, or against specific moves if timed right. This should be used VERY sparingly and do not make it obvious.

Character Matchups

Andy Bogard

The main thing to look out for in this matchup is to watch Zan-ei Ken abuse on the ground; Punish accordingly with forward A and cr. A. Andy's sweep has some pretty good range but Billy's st. D crushes it & you can option select afterward for more damage. While airborne, the most threatening move that Andy has is j.D because of its hitbox but you can cr. C as well as st. D it as an reactionary anti-air. J. CD can be a bit of a problem at first because of it's hitbox but the previously mentioned anti-airs along with his hcb+A and EX Elevator should shut that down without much effort. Overall, Billy has the advantage in this matchup, but as when fighting all fireball characters, there may & probably will be times where the match may get unorthodox from the opponent seeking chances to start their offense or to slow yours down so remember to have patience, dominate on the ground where Billy is a force to be reckoned with & the win will be yours.


Ash Crimson

In this matchup, Billy is looking to not allow Ash to start his fireball zoning to keep him away so it's typically best to walk in & deal with what the Ash player does accordingly. If they are using Ventose, it's best to block & keep coming at him or if you read it well enough, use the appropriate jump & respond with a j.C or j.CD. If they are using Genee, either hit it away with st. A or run past it if the opponent isn't anticipate you running towards them. Outside of these things Billy generally wins the matchup since he was better buttons on the ground & can bait Ash into doing risky things such as Nivose to attempt to gain momentum because of Billy's pressure. Overall in this matchup don't get overzealous in attacking Ash because you will lose a ton of life quickly, approach him at a slow pace & once you get in, apply pressure which makes the player think when they have to gamble using Nivose or Sans Culotte because those will be the tools that they will most likely be using to try to get out of the situation.


Athena Asamiya


Benimaru Nikaido

This matchup can be really tough for Billy without a meter but it's manageable. On the ground, Beni "can" challenge Billy with Iaido Kick but on guard it is punishable by forward A and cr. B from mid-close block range; From far range, it is punishable by hcf. A. The real problem with this matchup (as many of Benimaru's) is dealing with him in the air. Since he has so many aerial options it's difficult to assume which is the right option often at times but tools that you can use which will generally work in most situations are any version of j.A because it can interfere with Beni's jump range, st. D because it can act as an anti-air & in many times it is more reliable than using cr. C because it doesn't just get stuffed & at worst, it will end in a trade situation. When you have meter it's best to EX-Elevator (dp. BD) because it is the most guaranteed anti-air regardless of where he jumps as well as it pushing him near or into the corner which is where you want Beni. If you feel that your Yomi levels are feeling high and you have meter to burn, you CAN EX Chou Ka-en Senpuukon & put a ton of damage on him. Overall use Billy's ground tools to hold your ground on the floor & be cautious & ready when he jumps because once Billy gets knocked down (ESPECIALLY meterless), the fight becomes so much more difficult for him.


Billy Kane (mirror match)

This mirror is pretty much the battle to see who gets meter first because that person will control the direction in where the match goes. Billy can punish pretty much everything he does in the mid-close range in where he wants to be so the match will get nutty if one person does not want to play textbook "poke & punish."

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Billy's goal Vs. Elisabeth is to get her to spend her meter so he has a not so difficult time in playing his game (applying pressure/controlling space) because Liz can put a dent in those plans if one has no gameplan against her.


Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

Vice

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 6 +2 Billy's only normal that gives him adv.
cr.A 25 3 6 -2
st.A 25 3 6 +2 Billy's only normal that gives him adv.
j.A 45 3 5 -
hop A 40 3 5 -
st.B 30 3 6 -1
cr.B 30 3 5 -1
j.B 45 3 4 -
hop B 40 3 4 -
cl.C 1 70 2 7 -
cl.C 2 70 2 - -
cl.C 3 70 2 - -3
cr.C 70 7 4 -8 Billy's fastest normal
st.C 80 7 8 -4
j.C 72 7 8 -
hop C 70 7 7 -
cl.D 80 7 6 -10
cr.D 80 7 9 -9
st.D 80 7 6 -10
j.D 70 7 9 -
hop D 68 7 9 -
st.CD 75 10 20 -13
j.CD 90 8 12 -
hop CD 80 10 11 -
Daikaitengeri(1) = f+A 40 4 8 -
Daikaitengeri(2) 45 4 20 -2 Startup based on hit(1) of move whiffing
Saouchi = b+A 65 4 19 -5
Boutakatobigeri = f+B 50 4 15 -9
Normal Throw = b/f+C/D 100 0 1 - Hard knock down
GCCD 4 0 13 -15 Startup vs Wk 13, St 13, jump atk 17F
A Sansetsu Kon Chuudan Uchi = hcf+A 50 4 13 -9 Close, startup 37, recovery +17
C Sansetsu Kon Chuudan Uchi = hcf+C 50 4 19 -12
→Ka-en = qcf+P 60 2 - -24
A Suzume Otoshi = qcb+A 60 6 9 - Entire animation 52
C Suzume Otoshi = qcb+C 70 6 15 -25
Senpuu Kon(1) = [P] 25 1 10 -
Senpuu Kon(2-9) 25 1 - -2
B Kyoushuu Hishou Kon(1) = dp+B 45 4 11 -
B Kyoushuu Hishou Kon(2,3) 25 2 - -3
D Kyoushuu Hishou Kon(1,2) = dp+D 40 3 18 -
D Kyoushuu Hishou Kon(3,4) 25 2 - -3
EX Sansetsu Kon Chuudan Uchi(1) = hcf+AC 50 0 13 -
EX Sansetsu Kon Chuudan Uchi(2,3) 50 0 - -10
→EX Ka-en = qcf+P 60 0 - -22
EX Suzume Otoshi = qcb+AC 120 0 6 -22 Billy's fastest special
EX Senpuukon(1) [A+C] 20 0 9 -
EX Senpuukon(even hits) 0 0 - -
EX Senpuukon(odd hits) 20 0 - -
EX Senpuukon(19) 24 0 - -12
EX Kyoushuu Hishou Kon(1) = dp+BD 50 0 11 - Invincible
EX Kyoushuu Hishou Kon(2) 50 0 - -
EX Kyoushuu Hishou Kon(3,4) 45 0 - +2
Chou Ka-en Senpuukon(1) = qcf~hcb+P 30 0 43(14) - Freeze 29, Close
Chou Ka-en Senpuukon(2-6) 30 0 - -
Chou Ka-en Senpuukon(7) 60 0 - -14
EX Chou Ka-en(1) = qcf~hcb+AC 9 0 38(9) - Freeze 29, Close
EX Chou Ka-en(2-26) 9 0 - -
EX Chou Ka-en(27-40) 0 0 - -
EX Chou Ka-en(41) 100 0 - -21
Dai Guren Rasen Kon(1) = qcfx2+AC 100 0 10 - Freeze 80, Close
Dai Guren Rasen Kon(2-13) 30 0 - - Corner~Corner 110(30)

Videos

Billy Kane HD Bypass, Counter Hit Combos, & Stuff

Billy Combos


Billy Hit Boxes

Links & References

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Contributors

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