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|align="center"| 19/6/13 | |align="center"| 19/6/13 | ||
|align="center"| KD/-5 | |align="center"| KD/-5 | ||
|align="center"| [[File:Softknockdown.png]] | |align="center"| [[File:Softknockdown.png]][[File:Lowerbodyinv.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|align="center"| 50 | |align="center"| 50 | ||
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|align="center"| [[File:P.png]]: 50 | |align="center"| [[File:P.png]]: 50 | ||
[[File:Ex.png]]: 50*3 | [[File:Ex.png]]: 50*3 | ||
| '''Sansetsu Kon Chuudan Uchi''' - Billy thrusts his stick across the screen very quickly | | '''Sansetsu Kon Chuudan Uchi''' - Billy thrusts his stick across the screen very quickly; functions like a "Dhalsim limb." This move has a hurtbox that gets stuffed a lot on startup. It's okay in neutral, but is used pretty often in combos, especially with drive cancels. [[File:Snka.gif]] version pushes away a little, [[File:Snkc.gif]] version keeps them in place. The followup flame attack also only works with [[File:Snkc.gif]]/[[File:Ex.png]] versions.<BR> | ||
[[File:Ex.png]]: As fast startup and recovery as [[File:Snka.gif]] version, but does 150 damage if all 3 hits connect. Can also do the follow up with [[File:qcf.png]] + [[File:P.png]]. | |||
|- | |- | ||
! >[[File:Snkc.gif]] or [[File:Ex.png]] Sansetsu Kon Chuudan Uchi, then [[File:qcf.png]] + [[File:P.png]] | ! >[[File:Snkc.gif]] or [[File:Ex.png]] Sansetsu Kon Chuudan Uchi, then [[File:qcf.png]] + [[File:P.png]] | ||
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|align="center"| [[File:P.png]]: 25*N | |align="center"| [[File:P.png]]: 25*N | ||
[[File:Ex.png]]: 20*18+120 | [[File:Ex.png]]: 20*18+120 | ||
| | | '''Senpuukon-''' aka stick spin. Normal version is mostly useless. However, this move is very important for combos, as it allows you to cancel certain moves into specials without using drive cancels, drastically helping Billy's damage.<BR> | ||
[[File:Ex.png]]: Slightly better as a damaging move than the normal version, also knocks down so it is safer. Always connects with all hits. | |||
|- | |- | ||
! [[File:qcb.png]] + [[File:P.png]] | ! [[File:qcb.png]] + [[File:P.png]] | ||
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[[File:Snkd.gif]]: 40*2+25*2<BR> | [[File:Snkd.gif]]: 40*2+25*2<BR> | ||
[[File:Ex.png]](close): 50*2+40*2 | [[File:Ex.png]](close): 50*2+40*2 | ||
| | | '''Kyousyuuhisyoukon-''' Billy's uppercut. [[File:Snkb.gif]] version is comboable and has faster startup. [[File:Snkd.gif]] version is slower and does more damage, but is not very good. Not sure how much invincibility either version has.<BR> | ||
[[File:Ex.png]]: Similar startup to B version, more damage than D version and comboable afterward. Has much better invincibility than even other characters DPs, and is always comboable afterwards. +2 ON BLOCK. | |||
|- | |- | ||
|colspan="8" align="center"| '''DMs''' | |colspan="8" align="center"| '''DMs''' | ||
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|align="center"| [[File:Snka.gif]]/[[File:Snkc.gif]]: 30*6+60<BR> | |align="center"| [[File:Snka.gif]]/[[File:Snkc.gif]]: 30*6+60<BR> | ||
[[File:Ex.png]]: 9*25+100 (41 hits) | [[File:Ex.png]]: 9*25+100 (41 hits) | ||
| | | '''Choukaensenpuukon-''' Stick spin super (with FIRE). Mostly just used for combos.<BR> | ||
[[File:Ex.png]]: Does more damage and A LOT of chip. Also, has invincibility on startup, making it -okay- as a reversal; however don't do this too much. | |||
|- | |- | ||
! [[File:qcf.png]] [[File:qcf.png]] + [[image:snka.gif]]+[[image:snkc.gif]] | ! [[File:qcf.png]] [[File:qcf.png]] + [[image:snka.gif]]+[[image:snkc.gif]] | ||
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|align="center"| - | |align="center"| - | ||
|align="center"| 30*13+60 | |align="center"| 30*13+60 | ||
| | | '''Daigurenrasenkon-''' Has invincibility and beats crossups. Need to be close to get full damage. Mostly used in combos, but since Billy is often a point character, you probably won't see it too much. | ||
|} | |} | ||
= Combos = | = Combos = | ||
== 0% Drive == | |||
'''0 Bar''' | '''0 Bar''' | ||
Mid-Screen | Mid-Screen | ||
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- j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, qcb+A = 337/299 dmg | - j.D/d.B, d.B, d.B/s.B, dp+BD, f+B, qcb+A = 337/299 dmg | ||
== 50% Drive == | |||
1 Stock, 1+ Drive Gauge - | 1 Stock, 1+ Drive Gauge - | ||
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- 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 | - 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 | ||
== 1000% Drive == | |||
Hyper Drive | Hyper Drive | ||
Mid-Screen | Mid-Screen | ||
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(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) | (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) | ||
= Strategy = | |||
== Basic Strategy == | |||
===Offense=== | |||
===Neutral/Defense=== | |||
== Advanced Strategy == | |||
== Team Order == | |||
=== 1st position === | |||
=== 2nd position === | |||
=== 3rd position === | |||
=== Tips and Tricks === | |||
Shortcut for Suzume Otoshi ([[File:Qcb.png]]+[[File:Snka.gif]]), [[File:Drivecancel.png]] Senpuukon (press [[File:Snka.gif]] or [[File:Snkc.gif]] really fast)(cancel startup frames), [[File:Qcb.png]]+[[File:Snkc.gif]]... is simply: [[File:Qcb.png]]+[[File:Snka.gif]] > [[File:Snkc.gif]] *4, which is an example of how rapid canceling is done. | |||
Revision as of 00:28, 2 June 2020


Billy Kane
In a nutshell
Though he is Geese Howard's loyal henchman, Billy returns to the King of Fighters series of his on volition and with a personal vendetta. He's quite a unique character, and one of the few characters similar to him is Rolento from the Street Fighter series (and not just because he holds a staff). However, Billy's staff does have a hurtbox, so his long range moves should not be used too liberally, or you'll get stuffed and/or counterhit often. What makes him stand out is his diverse capability of both offense and defense and his uncanny ability to change his momentum of play with such versatility. Those that like ranged pokes and zoning should enjoy this character. Those that are fond of high and low pressure and confirming into a few chunky combos should also enjoy playing Billy. Players that would be really effective with Billy will be those that really know how to set the pace of the round, but he's an easy enough character for most players to pick up and play.
Video Walkthrough
Move List
Normal Moves
Combos
0% Drive
0 Bar 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
50% Drive
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
1000% Drive
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)
Strategy
Basic Strategy
Offense
Neutral/Defense
Advanced Strategy
Team Order
1st position
2nd position
3rd position
Tips and Tricks
Shortcut for Suzume Otoshi (+
),
Senpuukon (press
or
really fast)(cancel startup frames),
+
... is simply:
+
>
*4, which is an example of how rapid canceling is done.