The King of Fighters 2002/Billy Kane

From SuperCombo Wiki
Billy02 stance.gif

General Info

Crouch height: Low
Jump: 4/37/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 31 frames
Recovery roll: 25 frames

Stand Crouch Jump Grab Run
Billy02 stand.png Billy02 crouch.png Billy02 jump.png Billy02 grab.png Billy02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Billy02 colorA.png Billy02 colorB.png Billy02 colorC.png Billy02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/4/8 0/-2 C,S,Su HL
Billy02 clA.png
Snkb.gif 5/3/7 +2/0 C,S,Su HL
Billy02 clB.png
Snkc.gif 5/9/19 -8/-10 C,S,Su HL
Billy02 clC.png
Snkd.gif 5/10/19 -9/-11 C,S,Su HL
Billy02 clD.png
Standing Far
Snka.gif 8/6/10 -4/-6 C,S,Su HL
Billy02 stA.png
Snkb.gif 9/3/13 -5/-7 HL
Billy02 stB.png
Snkc.gif 11/6/16 -5/-7 HL
Billy02 stC.png
Snkd.gif 9/2(6)3+3/31 -24/-26 HL
Billy02 stD1.png
Billy02 stD2.png
Billy02 stD3.png
Snkc.gif + Snkd.gif 15/2/31 KD/-11 S,Su HL
Billy02 stCD.png
Crouching
Snka.gif 5/5/9 -3/-5 HL
Billy02 crA.png
Snkb.gif 3/3/7 +2/0 R,C,S,Su L
Billy02 crB.png
Snkc.gif 3/3/31 -14/-16 C,S,Su HL
Billy02 crC.png
Snkd.gif 8/4(11)3+3/25 -11/-13 L,L
Billy02 crD1.png
Billy02 crD2.png
Billy02 crD3.png
Jump
Snka.gif 3/9/- -/- H
Billy02 jA.png
Snkb.gif 3/9/- -/- H
Billy02 jB.png
Snkc.gif 5/5/- -/- H
Billy02 jC.png
Snkd.gif 8/7/- -/- H
Billy02 jD.png
Snkc.gif + Snkd.gif 16/4/- KD/- HL
Billy02 jCD.png
Neutral Jump
Snka.gif 3/9/- -/- H
Billy02 juA.png
Snkb.gif 3/9/- -/- H
Billy02 juB.png
Snkc.gif 6/2+4/- -/- H
Billy02 juC1.png
Billy02 juC2.png
Snkd.gif 8/7/- -/- H
Billy02 jD.png
Hop
Snka.gif 3/7/- -/- H
Billy02 jA.png
Snkb.gif 3/9/- -/- H
Billy02 jB.png
Snkc.gif 5/5/- -/- H
Billy02 jC.png
Snkd.gif 8/5/- -/- H
Billy02 jD.png
Command Normals
f + Snka.gif 7/2(11)2/14 +4/+2 HL
Billy02 fA1.png
Billy02 fa2.png
Considered airborne
f + Snkb.gif 20/12/17 -9/-11 HL
Billy02 fB.png
Special Moves
mash Snka.gif 6/[1(1)1(1)1(3)]*4~5 1(1)1(1)1/18 -15~-23/-13~-21 HL
Billy02 mashA1.png
Billy02 mashA2.png
Billy02 mashA3.png
Senpuu Kon - mash A

hcf + Snka.gif

14/1+1+1+1+1+3/23 -11/-13 HL
Billy02 hcfA1.png
Billy02 hcfA2.png
Sansetsu Kon: Chuudan Uchi - hcf + P
hcf + Snkc.gif 20/1+1+1+1+1+3/23 -11/-13 HL
> qcf + Punch.gif 3/1+1+1+2/25 KD/-12 HL
Billy02 hcfPqcfP.png
Kaen Sansetsu Kon: Chuudan Zuki - qcf + P (after hcf + P)

qcb + Snka.gif

12/1+1+1+1+1+1+4+1/25 KD/-19 HL
Billy02 qcbA1.png
Billy02 qcbA2.png
Suzume Otoshi - qcb + P
  • Invincibility: A version: Frame 1-3. C version: Frame 1-13.

Whiffs on all standing opponents but Daimon.

qcb + Snkc.gif 13/1+1+1+1+1+1+4+1/3+22 KD/-19 HL
qcb + Snkb.gif (3[全身M], 2[全身M], 0, 2, 21) -
Billy02 qcbB.png
Karyuu Tsuigeki Kon - qcb + B
qcb + Snkd.gif (3[全身M], 2[全身M], 0, 2, 0, 2, 8, 2, 0, 2, 21) -
Billy02 qcbD.png
Suiryuu Tsuigeki Kon - qcb + D
dp + Snkb.gif (1[全身M]+3+3, 2, 7+20+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1+16) HL
Billy02 dpB1.png
Billy02 dpB2.png
Kyoushuu Hishou Kon - dp + K
dp + Snkd.gif (7[全身M]+3+3, 1, 1, 2, 5+24+1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 18) HL
Billy02 dpD1.png
Billy02 dpD2.png
Billy02 dpB2.png
DMs

qcf,hcb + Snka.gif

( {1 + 28[暗転] + 3}[全身M] + 3, 25, 0, 25, 0, 25, 0, 25, 0, 2+10, 0, -, 4+37)、(飛び道具持続)( 23 ) -
Billy02 qcfhcbP.png
Chou Kaen Senpuu Kon - qcf,hcb + P
qcf,hcb + Snkc.gif ( {1 + 28[暗転] + 5}[全身M] + 5, 25, 0, 25, 0, 25, 0, 21+2+2, 0, 8, 0, -, 4+45)、(飛び道具持続)( 23 ) -
qcfx2+Snka.gif ( {1 + 28[暗転] + 1}[全身M] + 8, 2, 0, 2, 20, 2, 0, 2, 0, 5, 47) HL
Billy02 qcfx2P1.png
Billy02 qcfx2P2.png
Billy02 qcfx2P3.png
Dai Senpuu - qcfx2+P
qcfx2+Snkc.gif ( {1 + 28[暗転] + 9}[全身M] + 2, 2, 0, 2, 20, 2, 0, 2, 0, 5, 53) HL
Billy02 qcfx2P4.png
Billy02 qcfx2P5.png
SDM
qcfx2+Snka.gif + Snkc.gif ( {1 + 28[暗転] + 7}[全身M] + 2, 2, 0, 2, 20, 2, 0, 2, 0, 5, 19, 2, 0, 2, 0, 5, 19, 2, 0, 2, 0, 5, 62) HL
Billy02 qcfx2P1.png
Billy02 qcfx2P2.png
Billy02 qcfx2P3.png
Dai Senpuu - qcfx2+AC
Billy02 qcfx2P4.png
Billy02 qcfx2P5.png
HSDM
qcb,hcf + Snkb.gif + Snkd.gif ( {16 + 28[暗転] + 5}[全身M], 94, 73)
Billy02 HSDM.png
Liar Elemental - qcb,hcf + BD

Short Movelist

  • f + A
  • f + B


  • hcf + P
    • qcf + P


  • qcb + P


  • Mash A


  • dp + K (Use b / f to change trajectory while falling.)


  • qcb + B (Counter: air normals + non-low specials.)
  • qcb + D (Counter: ground normals + low specials.)


  • DM qcf hcb + P


  • DM qcf qcf + P


  • SDM qcf qcf + AC


  • HSDM qcb hcf + BD (Counter: any. Throw on trigger.)

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: A
  • Crouch: B, C


  • CD is cancellable into specials and DMs

Super cancellable moves

  • qcb + D (1; If triggered.)

Free cancellable into moves

  • hcf + P
  • qcb + P
  • dp + K
  • qcb + B
  • qcb + D

Free cancellable out-of moves

  • hcf + P
  • hcf + P > qcf + P
  • mash A
  • qcb + B (If triggered.)
  • qcb + D (If triggered.)

Moves with Invincibility

??

Moves with autoguard

(none)

Other Notes

  • Crouch D hits low twice and knockdown on both hits, but the second will never combo with the first (not even on a counterhit).


  • C throw is mashable.

Combos

Basic Combos

  • cr.C >
    • dp + D, (Very close.) [27.7%]
      • DM qcf hcb + A [70.3%] (Very close to corner) {1 Stock}
      • DM qcf qcf + A (Close to corner. Only vs Yamazaki. Only 1st hit will connect.) {1 Stock}
      • j.C [36.9%]
    • dp + B, (Very close.) [25.8%]
      • j.C [35.7%]
    • DM qcf qcf + A [39.3% or 35.5% if not very close and 1st hit miss] {1 Stock}
    • hcf + A > qcf + P [27.3%]
    • f + A [22.1%]


  • cr.B x 1-3 >
    • dp + B,
      • j.C
    • DM qcf qcf + A
    • f + A


  • Corner: cr.C > f + A, cr.C > ... {+20%}


  • Counterhit & opponent in the air: cr.C > qcb + A {24%}


  • qcb + D (1) >> DM qcf qcf + A (Close.)

Max Mode

  • Already in Max Mode: Mash A (2) >>
    • hcf + A >> dp + D,
      • DM qcf hcb + A (Corner) {70%} {+0 Stock}
      • j.C


  • cr.C >> BC, run, cr.C > {2 Stocks}
    • hcf + A >> dp + D,
      • DM qcf hcb + A (Corner) {80%} {+0 Stocks}
      • j.C
    • SDM qcf qcf + AC {+1 Stock}
    • DM qcf qcf + A {+0 Stocks}

Attack Strings

  • cl.C / (cr.B x 3) > f + A


  • Corner: cl.C > f + A, cr.C > f + A


  • CD > hcf + A > qcf + A


  • cr.B, cr.C > f + A


Strategies

Palo palo palo palo bonito palo...*Chayanne tune*

Billy Kane its one of the ABC Trinity and its focused on poking and low rushing, f + A its an excellent command move...at corner a dp + D with a juggling DM qcf hcb + P finisher its your main 1 stock strategy.

Unfortunately he can be overheaded easily due that his anti air options are risky, his Counter Special (qcb + K) don't have good range and his Dragon Kicks (dp + K) can be punsihed easily, Crouching C its your only good option.

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