The King of Fighters XIII/Billy

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Billy Kane

KOFXIII-Billy Face.png

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.png 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.png and Low.png 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.
Billykofxiii.gif


Video Walkthrough

Move List

Normal Moves

Frames Advantage Properties Block Damage Notes
Standing Close
Snkc.gif 7/3,(3),3,(2),5/17 -1/-3 Cancel.png HL 30*3 A bit similar to Standing Snkc.gif, but Billy juts the opponent with his stick three times. It's relatively easy to confirm into another attack with this move, but pay heed to the fact that the more hits this attack does, the more that Billy is pushed out. This may affect his longer HD combos and what not so feel free to experiment at which distances certain attacks could connect after one, two, or three of the hits of Close Snkc.gif.
Standing Far
Snka.gif 6/5/6 +4/+2 Cancel.png HL 25 Much like the other characters, this is also another anti-hop anti-air normal attack. Just keep in mind that the actual hitbox extends only up to the tip of Billy's hand, and not the entire stick. Be careful and don't try to try block while doing this move or Billy might accidentally do his Saouchi (B.png + Snka.gif) instead.
Snkb.gif 6/5/9 +1/-1 Cancel.png Low.png 30 A standard low hitting poke that is cancelable. It has further reach but less frame advantage than Crouching Snkb.gif. So this attack has some uses during a hit confirm combo or as a somewhat far reaching low poke similar to King's or Daimon's Standing Snkb.gif. It's just running in and doing this move repeatedly as low poking pressure just isn't just as effective as his other normals.
Snkc.gif 8/3/20 -2/-4 Cancel.png HL 70 A small jut with his stick. It's not the fastest far Snkc.gif nor does it have significant of range. What it could do is be able to poke and punish from distances in which Billy can't run in close enough for a larger punish. If the player has full drive meter, a punish with Standing Snkc.gif could confirm and net a full blown HD combo. If the players spaces this attack by the tip, it won't be hit by Guard Cancel Blowback Attacks (Snkc.gif+Snkd.gif). Billy then could attack string Standing Snkc.gif into Sansetsu Kon Chuudan Uchi (Hcf.png + P.png) and its follow up to punish the whiffed Guard Cancel Blowback (Snkc.gif+Snkd.gif). So not too well off as a poke on it's own, it's good mix-up attack strings with this move and try to catch opponent off guard.
Snkd.gif 6/5/24 -8/-10 Cancel.png HL 70 Billy leans back a bit and kicks vertically. The horizontal range of this move is a bit deceptive and it's largely preferred to use this anti-air attack against people coming in from full jumps or deeply. It has a tad more horizontal range than Crouching Snkc.gif so it has it's purpose as a vertical anti-air; but with anything else that's coming in from further out, Standing Snka.gif and Daikaitengeri (B.png + Snka.gif) should cover everything else coming in from the hop space.
Snkc.gif+Snkd.gif 20/7/29 KD/-13 Specialcancel.pngSoftknockdown.png HL 75 Billy swings his stick like he's hitting a home run or playing One Outs. What's special to note about this Blowback Attack compared to other characters' is that when Billy makes the opponent block the tip of his Blowback Attack, the opponent will whiff their Guard Cancel blowback attack and waste a meter. Billy could then attack string into Sansetsu Kon Chuudan Uchi (Hcf.png + P.png) and its follow up. So, Billy could set up the opponent and bait out and cleanly beat Guard Cancel Blowback Attacks (Snkc.gif+Snkd.gif). Just note that the spacing for this set up is a bit specific.
Crouching
Snka.gif 6/5/10 +4/+2 HL 25 Billy's furthest reaching crouching poke. It has shorter range than it did in past games but that doesn't stop this attack from poking outside of most of the cast's attack ranges. The hitbox is no longer deceptive compared to older games as the tip of the stick does signify the tip of the hitbox of the attack.
Snkb.gif 5/4/11 0/-2 Cancel.pngChaincancel.png Low.png 30 It has moderate range, chains into itself, hits low, and cancels and combos into Kyoushuu Hishou Kon (Dp.png + Snkb.gif) that has other attacks to follow up after it. It's not the fastest Crouching Snkb.gif in the game and may lose to counter poking as he runs back in, but is fast enough to establish pressure during high and low mix-ups.
Snkc.gif 4/6/21 -6/-8 Cancel.png HL 70 The standard, strictly vertical anti-air attack. This move is more or less for anti-air only. Still fast and effective though. What's interesting to note is that it's cancelable upon whiff like most other cancelable normals in the game.
Snkd.gif 9/6/22 KD/-9 Softknockdown.png Low.png 80 Wow, he actually has a standard, good sweep. Mid-range, standard-speed sweep. Not much to write home about. Can't cancel into other attacks like other characters.
Jump/Hop
Snka.gif 5/8/-

5/6/-

- - High.png 45/40 An air-to-air stick poke. Not as versatile as Jumping Snkc.gif, but it covers the blank spot where Jumping Snkc.gif will typically miss.
Snkb.gif 4/10/-

4/8/-

-/- - High.png 45/40 A deep, vertical kick. It's a standard jump-in attack for high and lows. The move also functions as an instant overhead and helps close out matches. Pretty much serves only these functions as it has no horizontal range.
Snkc.gif 8/6/-

7/4/-

-/- - High.png 72/70 One of the best air-to-air normals in the game. It can hit crouching opponents, but Billy must time the attack really late and it's a bit minute to execute. Otherwise, Billy can simply just abuse the opponent with attack from ranges in which the opponent mostly could not respond with without committing to something unsafe or that uses meter. The party starter of Billy's spacing game.
Snkd.gif 9/8/-

9/6/-

-/- - High.png 70/68 The standard jump-in attack that has some vertical and horizontal reach. It does cross up and it serves to be Billy's most used jump-in.
Snkc.gif+Snkd.gif 12/4/-

11/4/-

KD/- Softknockdown.png HL 90/80 A wide-reaching swing of Billy's stick. For those that have played older KOF games, this attack feels like a combination of his old Jumping Snkc.gif+Snkd.gif and his Neutral Jump Snkc.gif with its deep, downward range. This attack covers about close to the same range horizontally like Jumping Snka.gif and Jumping Snkc.gif but covers a wide downward range. This attack really helps establish Billy's air-to-ground control in the spots that Jumping Snkc.gif can't as easily cover.
Command Normals
F.png + Snka.gif 8/2,(10),2/14 +5/-2 HL 40+45 Daikaitengeri - A double sobat kick in application, this attack is what makes Billy able to apply pressure and greatly limit the opponent's ability to escape or gain footing. Upon a deep hit, this move could be linked with a follow up Crouching Snkb.gif that could combo into other attacks. When really deep in, this attack's first hit is prone to whiff since it reaches out so far that the hitbox extends past the opponent's hurtbox. As with Standing Snka.gif, Daikaitengeri really controls the hop space really well while moving forward and controlling the ground space.
F.png + Snkb.gif 19/6/13 KD/-5 Softknockdown.pngLowerbodyinv.png HL 50 Boukatobigeri - Billy launches himself using his stick as leverage and kicks at the opponent. This move seems relatively safe on block much unlike older games, but it's prone to characters crouching underneath it and punishing it. So this attack, outside of combos, is good to attack the hop range even further beyond Standing Snka.gif and Daikaitengeri (F.png + Snka.gif). It's a good "tricky" move to catch an opponent off guard once a game or set but it's nothing really to rely on often outside of combos.
B.png + Snka.gif 15/5/23 -7/-9 HL 65 Saouchi' - Billy's new command normal attack. It has less range than and slower than Sansetsu Kon Chuudan Uchi (Hcf.png + Snka.gif), so its function as a long range poke is somewhat null in the footsie game. What this attack does is that it helps Billy confirm into HD combos as his other command normals/unique attacks leave Billy in an airborne state. As Billy hits with this attack during HD mode, it gains cancel properties into his special moves and extends his combos. What's neat is that it moves Billy forward after hitting with an attack so it helps him get his corner loops more easily by pushing him closer to the corner. Outside of combos and confirming, this move is pretty much weak or outclassed by other attacks by range, speed, and damage/chip.
Throws
(Close)F.png/B.png + Snkc.gif/Snkd.gif 0 KD Hardknockdown.png Throw.png 100 Jigoku Otoshi - A simple standard throw. It being hard knockdown is a plus to allow Billy to get back in on the opponent or to generate space between the player and the opponent.
Special Moves
Hcf.png + P.png Snka.gif: 13/3/23

Snkc.gif: 19/7/27 Ex.png: 13/7/29

Snka.gif: -5/-9

Snkc.gif: -8/-12 Ex.png: -6/-10

Drivecancel.png HL P.png: 50

Ex.png: 50*3

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. Snka.gif version pushes away a little, Snkc.gif version keeps them in place. The followup flame attack also only works with Snkc.gif/Ex.png versions.

Ex.png: As fast startup and recovery as Snka.gif version, but does 150 damage if all 3 hits connect. Can also do the follow up with Qcf.png + P.png.

>Snkc.gif or Ex.png Sansetsu Kon Chuudan Uchi, then Qcf.png + P.png P.png: 5/4/38

Ex.png: 4/7/33

P.png: KD/-24

Ex.png: KD/-22

Softknockdown.pngDrivecancel.png HL P.png: 60 Kaen Sansetsu Kon Chuudan Uchi- The follow-up to Sansetsu kon Chuudan Uchi, Billy retracts his stick as flames burn the opponent for one more hit.
Press P.png repeatedly Snka.gif/Snkc.gif: 11/18/16

Ex.png: 9/27/29

P.png: -1/-2

Ex.png: KD/-12

Ex.png: Softknockdown.png HL P.png: 25*N

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.

Ex.png: Slightly better as a damaging move than the normal version, also knocks down so it is safer. Always connects with all hits.

Qcb.png + P.png P.png: 9/4/40

Snkc.gif: 15/4/39 Ex.png: 6/5/35

P.png: KD/-26

Snkc.gif: KD/-25 Ex.png: KD/-22

Drivecancel.png Softknockdown.png - Snka.gif: 60

Snkc.gif: 70 Ex.png: 120

Suzume Otoshi - An anti-air move, Billy extends his stick diagonally at a 45 degree angle. Has no invincibility. The Snkc.gif version has a special property that allows it to be cancelled into other specials or even supers without having to spend Drive Meter, effectively giving you a free drive cancel.

Ex.png: 6 frame anti-air move. Mostly used in combos.

Dp.png + K.png Snkb.gif: 11/2,(12),4,(26),7/19

Snkd.gif: 18/5,(10),4,(26),7/19
Ex.png: 11/5,(9),4,(25),8/14

Snkb.gif: 0/-3

Snkd.gif: 0/-3
Ex.png: +5/+2

Softknockdown.png HL Snkb.gif: 45+25*2

Snkd.gif: 40*2+25*2
Ex.png(close): 50*2+40*2

Kyousyuuhisyoukon- Billy's uppercut. Snkb.gif version is comboable and has faster startup. Snkd.gif version is slower and does more damage, but is not very good. Not sure how much invincibility either version has.

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.

DMs
Qcf.png Hcb.png + P.png Snka.gif/Snkc.gif: 14/70/45

Ex.png: 9/68/75

Snka.gif/Snkc.gif: KD/-14

Ex.png: KD/-21

Softknockdown.pngMaxcancel.png HL Snka.gif/Snkc.gif: 30*6+60

Ex.png: 9*25+100 (41 hits)

Choukaensenpuukon- Stick spin super (with FIRE). Mostly just used for combos.

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.

Qcf.png Qcf.png + Snka.gif+Snkc.gif 10/26,(2),20/17 KD/-18 Hardknockdown.png - 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

0% Drive

0 Bar

- cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif, F.png+Snka.gif = (175) (4 cr.Snkb.gif is possible, but 3 is much more consistent)

- cr.Snkb.gif, F.png+Snka.gif, cr.Snkb.gif, F.png+Snka.gif = (198)

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (273)

- (Corner) j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (361)

- (Counterhit.png j.Snkc.gifSnkd.gif), F.png+Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (307)

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (353)

1 Bar

- cr.Snkb.gif, F.png+Snka.gif, cr.Snkb.gif xx Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif = (284)

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif = (329)

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (337)

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif = (337)

- j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = (430)

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif = (368)

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = (401)

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = (399)


2 Bar

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif = (388)

- cr.Snkc.gif xx Qcb.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif xx Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif= (403)

- (Corner) (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = (478)

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = (481)

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = (449)

3 Bar

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = (553)

50% Drive

0 Bar

- j.Snkd.gif, cl.Snkc.gif (2) xx Hcf.png+Snkc.gif xx Qcf.png+Snkc.gifDrivecancel.png Dp.png+Snkb.gif, Qcb.png+Snka.gif = 315 dmg

- (Corner) j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif, Qcf.png+Snkc.gifDrivecancel.png Qcb.png+Snkc.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 462 dmg

- (Corner) (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gif, cr.Snkc.gif = 407 dmg

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, Dp.png+Snkb.gif, *slight delay* Hcf.png+Snkc.gif xx Qcf.png+Snkc.gifDrivecancel.png Dp.png+Snkb.gif, cr.Snkc.gif = 386 dmg

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gif, cr.Snkc.gif = 364/326 dmg

1 Bar

- j.Snkd.gif, cl.Snkc.gif (2) xx Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif = 412 dmg

- cr.Snkb.gif, st.Snkb.gif xx Dp.png+Snkb.gif, Qcb.png+Snka.gifDrivecancel.png cancel startup frames of rapid P.png, Qcb.png+Snkc.gif, (delay) Qcb.png+Snka.gifSnkc.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 429

- cr.Snkb.gif, st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gifDrivecancel.png Qcb.png+Snkc.gif, (slight delay) Dp.png+Snkb.gif, Hcf.png Snkc.gif xx Qcf.png Snkc.gif = 428

- (Standing) j.Snkd.gif, cr.Snkc.gif, F.png+Snkb.gif, Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif = 426 dmg

- (Standing) j.Snkd.gif, cr.Snkc.gif, F.png+Snkb.gif, Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 481 dmg

- j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Qcb.png+Snkc.gif, *slight delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 530 dmg

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif = 411 dmg

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 456 dmg

- (Corner) (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 494 dmg

- (Corner) j.Snkd.gif, cr.Snkc.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gifDrivecancel.png Qcb.png+Snkc.gif, *delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 503 dmg

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif, Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 445 dmg

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 442/404 dmg

2 Bar

- j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif Drivecancel.png Qcb.png+Snka.gifSnkc.gif = 403/365 dmg

- (Standing) j.Snkd.gif, cr.Snkc.gif, F.png+Snkb.gif, Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 548 dmg

- (Standing) j.Snkd.gif, cr.Snkc.gif, F.png+Snkb.gif, Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 640 dmg

- j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gifDrivecancel.png Qcb.png+Snkc.gif, *slight delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 634 dmg

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Hcf.png+Snka.gifSnkc.gif xx Qcf.png+Snkc.gif= 466 dmg

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 526 dmg

- (Corner) (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 566 dmg

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Qcb.png+Snkc.gif, *slight delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 589 dmg

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif xx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Qcb.png+Snkc.gif, *slight delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 562/524 dmg

- (Corner) j.Snkd.gif, cl.Snkc.gif (2) xx Dp.png+Snkd.gif, *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 543 dmg

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 501/463 dmg

3 Bar

- j.Snkd.gif, cr.Snkc.gif, F.png+Snka.gif, cr.Snkb.gifxx Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Qcb.png+Snkc.gif xx Qcb.png+Snka.gifSnkc.gif, *delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 683 dmg

- (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif Qcb.png+Snka.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered* Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 604 dmg

- (Corner) (Counterhit.png j.Snkc.gifSnkd.gif) F.png+Snkb.gif, Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 670 dmg

- (Corner) j.Snkd.gif/cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif/st.Snkb.gifxx Dp.png+Snkb.gif, Hcf.png+Snkc.gif, Qcf.png+Snkc.gif Drivecancel.png Dp.png+Snkb.gifSnkd.gif, *slight delay* F.png+Snkb.gif, Dp.png+Snkb.gif, Qcf.pngHcb.png+Snka.gifSnkc.gif = 620/582 dmg

100% Drive

0 Bar

- (Corner) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Dp.png+Snkb.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x5, *slight delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 599/492 dmg

1 Bar

- j.Snkd.gif, cr.Snkc.gif xx B.png+Snka.gif, HD, st.Snkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered*, Hcf.png+Snka.gif xx Qcb.png+Snkc.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x 4, *delay* Dp.png+Snkb.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif = 655 dmg

- (Corner) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Dp.png+Snkb.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x5, *slight delay* Dp.png+Snkb.gif, Qcf.pngHcb.png+P.png = 673/570 dmg

2 Bar

- (Standing only) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Hcf.png+Snkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 639/532 dmg

- (Corner) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Dp.png+Snkb.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x4, Hcf.png+Snkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 799/692 dmg

3 Bar

- j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif, HD, st.Snkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered*, Hcf.png+Snka.gif xx Qcb.png+Snkc.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x 2 Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 845 dmg

4 Bar

- (Standing only) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif xx Qcf.pngHcb.png+Snka.gifSnkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 865/758 dmg

- (Corner) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Dp.png+Snkb.gif, (Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif) x3 xx Qcf.pngHcb.png+Snka.gifSnkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 972/865 dmg

5 Bar

- j.Snkc.gif, cr.Snkc.gif, B.png+Snka.gif, HD, st.Snkd.gif, F.png+Snkb.gif, Qcb.png+Snka.gif xx Dp.png+Snkb.gifSnkd.gif, F.png+Snkb.gif, *cornered*, Hcf.png+Snka.gif xx Qcb.png+Snkc.gif, Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif, *slight delay* EQcf.pngHcb.png+Snka.gifSnkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 1019 dmg

- (Corner) (j.Snkd.gif, cr.Snkc.gif, B.png+Snka.gif) or (cr.Snkb.gif, cr.Snkb.gif, cr.Snkb.gif), HD, cl.Snkc.gif (1), B.png+Snka.gif, Hcf.png+Snkc.gif xx Qcf.png+Snkc.gif xx Qcb.png+Snkc.gif, Qcb.png+Snka.gif xx Qcb.png+Snka.gifSnkc.gif, Hcf.png+Snkc.gif xx Qcb.png+Snkc.gif, Hcf.png+Snkc.gif xx Qcf.pngHcb.png+Snka.gifSnkc.gif Maxcancel.png Qcf.pngQcf.png+Snka.gifSnkc.gif = 1026/919 dmg

Team Order

1st position

Almost certainly Billy's best position. His game plan is more or less matchup-independent, he doesn't require meter for his combos, and he's super annoying. He builds meter pretty well. Also, he has meterless "drive cancels" with QCB+C combos, further making him a good battery.

2nd position

Billy works well here. He can use meter efficiently while still conserving meter for your anchor. Really he should only be here if he has a particularly difficult matchup with the opponent's point character (Ash and Clark come to mind for me).

3rd position

Definitely Billy's weakest position. While he does have strong combos with meter, Billy is not good at opening up opponents in crunch time, as he lacks a command grab and lacks anything above average mixups. Best to put someone else here.

Strategy

Offense

You have to initiate your offense from mid to close range. Billy does not any good options (projectiles) from fullscreen.

  • Blockstrings with cr.Snkb.gif/st.Snkb.gif/cr.Snkc.gif F.png+Snka.gif is Billy's bread and butter. F.png+Snka.gif is safe on block, and you can easily follow up with another F.png+Snka.gif, or run -> throw.
  • Jump Snkc.gifSnkd.gif is a -great- jumping normal, and crucially for Billy, pushes the opponent to the corner, which is where Billy is at his most annoying.
  • Don't neglect standing Snka.gif/cr.Snka.gif, as they're useful for frametraps and pokes.
  • Empty hop > throw and empty hop > low are quite important for Billy, as he has no command grabs.
  • J.Snkd.gif is Billy's best jump-in for combos. Also crosses up.
  • J.Snkb.gif can instant overhead, which might be useful at round end.


Neutral/Defense

Billy's neutral can be very oppressive due to his staff.

  • It may be tempting to use Hcf.png+Snka.gif/Snkc.gif in neutral, but Billy is -not- Dhalsim, and this move is not difficult to poke out, and if the opponent hops over it, you might be dead.
  • Standing Snkc.gifSnkd.gif is great outside of your opponents poke range, as very few normals outrange this. It is also cancelable into Hcf.png+Snka.gif/Snkc.gif.
  • Counterhit J.Snkc.gifSnkd.gif can lead to a combo with F.png+Snkb.gif, making this quite the corner carry tool.
  • Speaking of F.png+Snkb.gif, it goes over lows at the start. It's not that great for going over low normals, but it -is- useful for going over low fireballs like Iori's or Terry's.
  • J.Snkc.gif is one of, if not the, best air-to-air normals in the game. It has ridiculous range, but it can whiff on crouching characters. Pretty good in neutral.
  • Far standing Snkc.gif is actually really stubby, so don't use this move in neutral (much).
  • Standing Snkd.gif is a pretty good far anti-air (and beats lows for some reason), and cr.Snkc.gif is a -great- close anti-air, although it does trade with some really good jumpins.
  • Dp.png+Snkb.gifSnkd.gif is one of the best "DP" or "uppercut" moves in the game, making it useful to stop hop-happy players.
  • EX Choukaensenpuukon (Qcf.pngHcb.png+Snka.gifSnkc.gif) has a little invincibility at the start, so it -can- be used as a reversal. Don't do this often against really good players, as they'll probably safe jump you.


Advanced Strategy

Frame Traps

(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1. st.Snka.gif, st.Snka.gif - 4 frame gap between st.Snka.gif and st.Snka.gif

2. st.Snka.gif, cr.Snka.gif - 4 frame gap between st.Snka.gif and cr.Snka.gif

3. st.Snka.gif, st.Snkb.gif - 4 frame gap between st.Snka.gif and st.Snkb.gif.

4. st.Snka.gif, cr.Snkb.gif - 3 frame gap between st.Snka.gif and cr.Snkb.gif.

5. st.Snka.gif, cr.Snkc.gif - 2 frame gap between st.Snka.gif and cr.Snkc.gif.

6. st.Snka.gif, cl.Snkd.gif - 4 frame gap between st.Snka.gif and cl.Snkd.gif.

Tips and Tricks

Shortcut for Suzume Otoshi (Qcb.png+Snka.gif), Drivecancel.png Senpuukon (press Snka.gif or Snkc.gif really fast)(cancel startup frames), Qcb.png+Snkc.gif... is simply: Qcb.png+Snka.gif > Snkc.gif *4, which is an example of how rapid canceling is done.


Matchups

Strategy with Billy

vs Grappler

vs Zoner

vs Rushdown

Strategy against Billy

as Grappler

as Zoner

as Rushdown

Game Navigation

General
Controls
Notation
HUD
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System
FAQ
Characters
Kyo
Benimaru
Daimon
Terry
Andy
Joe
Billy
Ash
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EX Kyo
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Ryo
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Shen
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K'
Kula
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Clark
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Saiki (Boss)
Dark Ash