

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 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
and
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
- cr., cr.
, cr.
,
+
= (175) (4 cr.
is possible, but 3 is much more consistent)
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
xx
+
= (273)
- (Corner) j., cr.
,
+
, cr.
xx
+
,
+
xx
+
= (361)
- ( j.
),
+
xx
+
,
+
xx
+
= (307)
- (Corner) j., cl.
(2) xx
+
, *slight delay*
+
,
+
xx
+
= (353)
1 Bar
- cr.,
+
, cr.
xx
+
xx
+
= (284)
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
xx
+
= (329)
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
xx
+
= (337)
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
,
+
= (337)
- j., cr.
,
+
, cr.
xx
+
,
+
= (430)
- (Corner) j., cl.
(2) xx
+
,
+
,
+
= (401)
- (Corner) j./cr.
, cr.
, cr.
/st.
xx
+
,
+
,
+
,
+
xx
+
= (399)
2 Bar
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
xx
+
= (388)
- cr. xx
+
xx
+
xx
+
xx
+
= (403)
- (Corner) ( j.
)
+
,
+
,
+
= (478)
- (Corner) j., cl.
(2) xx
+
,
+
,
+
= (481)
- (Corner) j./cr.
, cr.
, cr.
/st.
xx
+
,
+
= (449)
3 Bar
- (Corner) j./cr.
, cr.
, cr.
xx
+
,
+
,
+
,
+
= (553)
50% Drive
0 Bar
- j., cl.
(2) xx
+
xx
+
+
,
+
= 315 dmg
- (Corner) j., cr.
,
+
, cr.
xx
+
,
+
,
+
+
,
+
,
+
xx
+
= 462 dmg
- (Corner) ( j.
)
+
,
+
,
+
xx
+
+
, cr.
= 407 dmg
- (Corner) j., cl.
(2) xx
+
,
+
, *slight delay*
+
xx
+
+
, cr.
= 386 dmg
- (Corner) j./cr.
, cr.
, cr.
/st.
xx
+
,
+
xx
+
+
, cr.
= 364/326 dmg
1 Bar
- j., cl.
(2) xx
+
xx
+
+
,
+
,
+
= 412 dmg
- cr., st.
xx
+
,
+
cancel startup frames of rapid
,
+
, (delay)
+
,
+
,
+
,
+
xx
+
= 429
- cr., st.
xx
+
,
+
,
+
,
+
xx
+
+
, (slight delay)
+
,
xx
= 428
- (Standing) j., cr.
,
+
,
+
+
,
+
,
+
= 426 dmg
- (Standing) j., cr.
,
+
,
+
+
,
+
, *cornered*
+
,
+
xx
+
= 481 dmg
- j., cr.
,
+
, cr.
xx
+
,
+
xx
+
+
, *slight delay*
+
,
+
= 530 dmg
- ( j.
)
+
+
+
,
+
, *cornered*
+
,
+
xx
+
= 456 dmg
- (Corner) ( j.
)
+
,
+
,
+
xx
+
+
, *slight delay*
+
,
+
,
+
xx
+
= 494 dmg
- (Corner) j., cr.
xx
+
,
+
xx
+
+
, *delay*
+
,
+
= 503 dmg
- (Corner) j., cl.
(2) xx
+
, *slight delay*
+
,
+
,
+
+
, *slight delay*
+
,
+
,
+
xx
+
= 445 dmg
- (Corner) j./cr.
, cr.
, cr.
/st.
xx *slight delay*
+
,
+
xx
+
+
, *slight delay*
+
,
+
,
+
xx
+
= 442/404 dmg
2 Bar
- j./cr.
, cr.
, cr.
/st.
xx
+
,
+
,
+
+
= 403/365 dmg
- (Standing) j., cr.
,
+
,
+
+
,
+
, *cornered*
+
,
+
= 548 dmg
- (Standing) j., cr.
,
+
,
+
+
,
+
, *cornered*
+
,
+
= 640 dmg
- j., cr.
,
+
, cr.
xx
+
,
+
xx
+
+
, *slight delay*
+
,
+
= 634 dmg
- ( j.
)
+
+
+
,
+
,
+
xx
+
= 466 dmg
- ( j.
)
+
+
+
,
+
, *cornered*
+
,
+
= 526 dmg
- (Corner) ( j.
)
+
,
+
,
+
xx
+
+
,
+
,
+
,
+
= 566 dmg
- (Corner) j., cl.
(2) xx
+
, *slight delay*
+
,
+
xx
+
+
, *slight delay*
+
,
+
= 589 dmg
- (Corner) j./cr.
, cr.
, cr.
xx
+
,
+
xx
+
+
, *slight delay*
+
,
+
= 562/524 dmg
- (Corner) j., cl.
(2) xx
+
, *slight delay*
+
,
+
xx
+
+
,
+
,
+
,
+
= 543 dmg
- (Corner) j./cr.
, cr.
, cr.
/st.
xx
+
,
+
,
+
,
+
xx
+
+
, *slight delay*
+
,
+
,
+
xx
+
= 501/463 dmg
3 Bar
- j., cr.
,
+
, cr.
xx
+
,
+
xx
+
+
xx
+
, *delay*
+
,
+
= 683 dmg
- ( j.
)
+
+
+
,
+
, *cornered*
+
,
+
= 604 dmg
- (Corner) ( j.
)
+
,
+
,
+
xx
+
+
, *slight delay*
+
,
+
,
+
= 670 dmg
- (Corner) j./cr.
, cr.
, cr.
/st.
xx
+
,
+
,
+
+
, *slight delay*
+
,
+
,
+
= 620/582 dmg
100% Drive
0 Bar
- (Corner) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
, (
+
xx
+
) x5, *slight delay*
+
,
+
xx
+
= 599/492 dmg
1 Bar
- j., cr.
xx
+
, HD, st.
,
+
,
+
xx
+
,
+
, *cornered*,
+
xx
+
, (
+
xx
+
) x 4, *delay*
+
,
+
xx
+
= 655 dmg
- (Corner) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
, (
+
xx
+
) x5, *slight delay*
+
,
+
= 673/570 dmg
2 Bar
- (Standing only) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
+
= 639/532 dmg
- (Corner) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
, (
+
xx
+
) x4,
+
+
= 799/692 dmg
3 Bar
- j., cr.
,
+
, HD, st.
,
+
,
+
xx
+
,
+
, *cornered*,
+
xx
+
, (
+
xx
+
) x 2
+
= 845 dmg
4 Bar
- (Standing only) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
xx
+
+
= 865/758 dmg
- (Corner) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
, (
+
xx
+
) x3 xx
+
+
= 972/865 dmg
5 Bar
- j., cr.
,
+
, HD, st.
,
+
,
+
xx
+
,
+
, *cornered*,
+
xx
+
,
+
xx
+
, *slight delay* E
+
+
= 1019 dmg
- (Corner) (j., cr.
,
+
) or (cr.
, cr.
, cr.
), HD, cl.
(1),
+
,
+
xx
+
xx
+
,
+
xx
+
,
+
xx
+
,
+
xx
+
+
= 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.
/st.
/cr.
+
is Billy's bread and butter.
+
is safe on block, and you can easily follow up with another
+
, or run -> throw.
- Jump
is a -great- jumping normal, and crucially for Billy, pushes the opponent to the corner, which is where Billy is at his most annoying.
- Empty hop > throw and empty hop > low are quite important for Billy, as he has no command grabs.
Neutral/Defense
Billy's neutral can be very oppressive due to his staff.
- It may be tempting to use
+
/
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
is great outside of your opponents poke range, as very few normals outrange this. It is also cancelable into
+
/
.
- Speaking of
+
, 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.
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.
- Standing
is a pretty good far anti-air (and beats lows for some reason), and cr.
is a -great- close anti-air, although it does trade with some really good jumpins.
+
is one of the best "DP" or "uppercut" moves in the game, making it useful to stop hop-happy players.
- EX Choukaensenpuukon (
+
) 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., st.
- 4 frame gap between st.
and st.
2. st., cr.
- 4 frame gap between st.
and cr.
3. st., st.
- 4 frame gap between st.
and st.
.
4. st., cr.
- 3 frame gap between st.
and cr.
.
5. st., cr.
- 2 frame gap between st.
and cr.
.
6. st., cl.
- 4 frame gap between st.
and cl.
.
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.