Difference between revisions of "Billy Kane (XIII)"

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(Mid Range)
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==Mid Range==
 
==Mid Range==
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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.
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====c.A====
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From the mid range area right before it becomes close range, Billy has d.A to poke out, which if the opponent tries to roll past, gives you the option to cancel d.A into Senpuukon (tap A/C rapidly). If there's Drive Meter to be spent, this can allow Billy to go straight into Kyousyuuhisyoukon (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 d.C). Finally, the strongest, and meter costing option is EX Kyousyuuhisyoukon (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.
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====f+A====
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For anyone wanting to learn Billy Kane, it is very important to understand that this move is essential to understand and use. This allows Billy to close in on the oppponent, and rushdown. This should be used whenever possible to close in. It is possible to train the opponent to fear this move, as this move is safe, and can be repeated for a second time, beating alot of whatever the opponent tries to throw at you, thus leaving them open for throws when up close. There aren't any real combos from this other than the d.B, f+A, d.B f+A loop that can only be done in the corner. This makes a real great pressure tool. Keep in mind this can also help break a bit of guard meter as well.
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====b+A====
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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. Billy should not be using this move up close unless it is used as an HD combo starter, as there are better options for close ranged attacks, and this is best used at mid range if poking. This does a little pushback as well. 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.
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====j.C====
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j.C is such 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 literally allow Billy to just short hop up and poke relentlessly while closing in on the opponent. This will also be the move that's best used to punish a whiff, or bait a counter hit, especially if they're attempting to do a move like a fireball. Be careful, 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).
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====s.CD====
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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 Sansetukonyuudanuchi (qcf+P), which will not only continue in the guard breaking attempt, but will push the opponent back.
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====hcf+A====
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Notice that only hcf+A is mentioned, and not hcf+C. Using hcf+A is safe, and comes out very quickly, 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. This move does a bit of pushback as well. Also keep in mind the length difference between hcf+A and hcf+C, to avoid any form of whiffing (hcf+A is shorter). If there is meter, the EX version of this move can be an option, but at that point it should only be used in combos, which at mid range, the only combo that can be done is hcf+A, hcf+AC~qcf+AC, which does a good damage, but still requires 1 stock of meter, and 1 stock of drive.
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====qcb+A/C====
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This move is a pretty good anti-air. The only real 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. And of course, if meter is available, the EX option is always there to use. The EX version is alot stronger, quicker, and won't get beat out as much as qcb+A/C does.
  
 
==Close Range==
 
==Close Range==

Revision as of 19:45, 28 March 2012

Kof13billylong.jpg Spacer.gif Billyxiii.gif

Billyxiiimoves.png


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, especially 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 +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.

- 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, 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 3, 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

(coming soon)

Strategies

Far Range

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.

c.A

From the mid range area right before it becomes close range, Billy has d.A to poke out, which if the opponent tries to roll past, gives you the option to cancel d.A into Senpuukon (tap A/C rapidly). If there's Drive Meter to be spent, this can allow Billy to go straight into Kyousyuuhisyoukon (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 d.C). Finally, the strongest, and meter costing option is EX Kyousyuuhisyoukon (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

For anyone wanting to learn Billy Kane, it is very important to understand that this move is essential to understand and use. This allows Billy to close in on the oppponent, and rushdown. This should be used whenever possible to close in. It is possible to train the opponent to fear this move, as this move is safe, and can be repeated for a second time, beating alot of whatever the opponent tries to throw at you, thus leaving them open for throws when up close. There aren't any real combos from this other than the d.B, f+A, d.B f+A loop that can only be done in the corner. This makes a real great pressure tool. Keep in mind this can also help break a bit of guard meter as well.

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. Billy should not be using this move up close unless it is used as an HD combo starter, as there are better options for close ranged attacks, and this is best used at mid range if poking. This does a little pushback as well. 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.

j.C

j.C is such 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 literally allow Billy to just short hop up and poke relentlessly while closing in on the opponent. This will also be the move that's best used to punish a whiff, or bait a counter hit, especially if they're attempting to do a move like a fireball. Be careful, 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 Sansetukonyuudanuchi (qcf+P), which will not only continue in the guard breaking attempt, but will push the opponent back.

hcf+A

Notice that only hcf+A is mentioned, and not hcf+C. Using hcf+A is safe, and comes out very quickly, 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. This move does a bit of pushback as well. Also keep in mind the length difference between hcf+A and hcf+C, to avoid any form of whiffing (hcf+A is shorter). If there is meter, the EX version of this move can be an option, but at that point it should only be used in combos, which at mid range, the only combo that can be done is hcf+A, hcf+AC~qcf+AC, which does a good damage, but still requires 1 stock of meter, and 1 stock of drive.

qcb+A/C

This move is a pretty good anti-air. The only real 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. And of course, if meter is available, the EX option is always there to use. The EX version is alot stronger, quicker, and won't get beat out as much as qcb+A/C does.

Close Range

Cornered Opponent

Cornered


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 - Billy's fastest normal
cl.C 2 70 2 - -
cl.C 3 70 2 - -3
cr.C 70 7 4 -8
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) 40 4 8 -
Daikaitengeri(2) 45 4 20 -2 Startup based on hit(1) of move whiffing
Saouchi 65 4 19 -5
Boutakatobigeri 50 4 15 -9
Jigokuotoshi (throw) 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 50 4 13 -9 Close, startup 37, recovery +17
C Sansetsu Kon Chuudan Uchi 50 4 19 -12
→Ka-en 60 2 - -24
A Suzume Otoshi 60 6 9 - Entire animation 52
C Suzume Otoshi 70 6 15 -25
Senpuu Kon(1) 25 1 10 -
Senpuu Kon(2-9) 25 1 - -2
B Kyoushuu Hishou Kon(1) 45 4 11 -
B Kyoushuu Hishou Kon(2,3) 25 2 - -3
D Kyoushuu Hishou Kon(1,2) 40 3 18 -
D Kyoushuu Hishou Kon(3,4) 25 2 - -3
EX Sansetsu Kon Chuudan Uchi(1) 50 0 13 -
EX Sansetsu Kon Chuudan Uchi(2,3) 50 0 - -10
→EX Ka-en 60 0 - -22
EX Suzumeotoshi 120 0 6 -22 Billy's fastest special
EX Senpuukon(1) 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) 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) 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) 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) 100 0 10 - Freeze 80, Close
Dai Guren Rasen Kon(2-13) 30 0 - - Corner~Corner 110(30)

Videos

KCE Billy Basic Introduction

Billy Master Class

Links & References

http://keykakko.wordpress.com/

Contributors

Jinxhand

T3h mAsTarOth...!

keykakko [1]

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIII
Andy Bogard · Ash Crimson · Athena Asamiya · Benimaru Nikaido · Chin Gentsai · Clark Still · Duo Lon · Elisabeth Branctorche · Goro Daimon
Hwa Jai · Iori Yagami · Joe Higashi · K' · Kim Kaphwan · King · Kula Diamond · Kyo Kusanagi · Leona Heidern · Mai Shiranui · Mature
Maxima · Raiden · Ralf Jones · Robert Garcia · Ryo Sakazaki · Shen Woo · Sie Kensou · Takuma Sakazaki · Terry Bogard · Vice · Yuri Sakazaki

DLC Characters: Billy Kane · Saiki · EX Iori · Mr. Karate · EX Kyo
General: Notation · FAQ · Frame Data · Hitboxes · Movement · Defensive Systems · Offensive Systems · Meters and Gauges