The King of Fighters '98/Billy

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Winners Dont Use Drugs.png


Snka.gif Snkb.gif Snkc.gif Snkd.gif
Billy98 colorA.png Billy98 colorB.png Billy98 colorC.png Billy98 colorD.png

Gameplay Overview

Billy Kane its a poking and rushdown character focused on low rush and high zoning tactics.

Low-tier character.

In-depth Analysis


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/4/8 0/-2 C HL
Billy98 clA.png

vs short-hop. Cancelable

Snkb.gif 5/3/7 +2/0 C L
Billy98 clB.png

Low and cancelable. Used after a cr.B to combo.

Snkc.gif 5/9/19 -8/-10 C HL
Billy98 clC.png

Meaty Attack (very useful after D Throw on corner). Cancelable.

Snkd.gif 5/10/19 -9/-11 C HL
Billy98 clD.png
Meaty Attack (very useful after D Throw on corner). Cancelable.
Standing Far
Snka.gif 8/6/10 -4/-6 C HL
Billy98 stA.png
close poke
Snkb.gif 9/3/13 -4/-6 - HL
Billy98 stB.png
close poke
Snkc.gif 11/13/24 -17/-19 - HL
Billy98 stC.png

long range poke. Good as meaty.

Snkd.gif 12/4+4/16 -5/-7 -/- HL/HL
Billy98 stD1.png
Billy98 stD2.png
Billy98 stD3.png
Used vs high jump. must be well used cause punishable easily.
Snkc.gif+Snkd.gif 15/2/31 KD/-12 S HL
Billy98 stCD.png

Good priority move.

Snka.gif 7/5/9 -2/-4 - HL
Billy98 crA.png
long range poke. Not cancelable.
Snkb.gif 3/3/7 +2/0 - L
Billy98 crB.png
Main combo starter (to cl.B or cr.C). Can do "footsie" with this move.
Snkc.gif 2/3/31 -14/-16 C HL
Billy98 crC.png

anti-air move. Good priority. Cancelable.

Snkd.gif 8/4(11)3+3/25 KD/-13 -/- L/L
Billy98 crD1.png
Billy98 crD2.png
Billy98 crD3.png
Billy's sweep. Can be punishable if the opponent does a forward Guard Cancel Roll thus must be well used.
Snka.gif 4/9/- -/- - H
Billy98 jA.png
air-to-air move.
Snkb.gif 4/9/- -/- - H
Billy98 jB.png
Snkc.gif 6/7/- -/- - H
Billy98 jC.png
air-to-ground move.
Snkd.gif 9/7/- -/- - H
Billy98 jD.png

Cross-up. air-to-ground move.

Snkc.gif+Snkd.gif 17/4/- KD/- - HL
Billy98 jCD.png
Good jump-in.
Neutral Jump
Snka.gif 4/9/- -/- - H
Billy98 njA.png
Good vs early anti-air.
Snkb.gif 4/9/- -/- - H
Billy98 njB.png
Instant overhead.
Snkc.gif 7/2+4/- -/- - H
Billy98 njC1.png
Billy98 njC2.png
Instant overhead.
Snkd.gif 9/7/- -/- - H
Billy98 njD.png
Command Normals
f + Snka.gif 7/2(11)2/17 +1/-1 -/- HL/HL
Billy98 fA1.png
Billy98 fA2.png
One of best moves of Billy. Good to rushdown.
f + Snkb.gif 20/12/17 -9/-11 - HL
Billy98 fB.png
Don't use this move...

Special Moves

  • Senpuu Kon - A rapidly - This is a classic move that is best used when you corner you foe. The blocking damage isn't something to gloat about, but if it hits, then you'll enjoy the opponent's suffering !

  • Shuuten Renpa Kon - C rapidly - Sickening move to be trapped in. I piss almost everyone I play against with this move. It's cool to jump in and combo something and ending with this move, but doesn't do much damage. Try it when you can!

  • San Setsu Kon Chu Dan Uchi - hcf + P - Billy throws his cane out and it splits into 3 segment. It's rather fast on the A version, which is good to keep people away and recover fast. The C version is quite a bane since you will not make a good recover if it does not connect. Use the A often, leave the C to really open chances.
    • Kaen San Setsu Kon Chu Dan Tsuki - qcf + P from Sansetsu Kon Chu dan Uchi - Add this command to blow your opponent up for extra damage.

  • Kyou Shuu Hishou Kon - dp + K, move b / f - You'll fly high and smash your opponent with your weight. The B version launches fast and hammers for lower damage. It's basically quite close range, the D version reaches out slightly further. Can be quite preditable so beware when using the move.

  • Senen Satsu Kon - dp + P - The move used to be a super attack, but it's now just an uppercut. Billy rises to the air and spins the cane as well. You'll seldom use this move, as it very often leave you open if done at the WRONG time.

  • Ka Ryuu Tsuigeki Kon - qcb + B - Reverse high moves

  • Sui Ryuu Tsuigeki Kon - qcb + D - Reverse low moves

Super Moves

  • Chou Kaen Senpuu Kon - qcf hcb + P

  • Dai Senpuu - qcf qcf + P

Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: cr.C
  • 3F: cr.B
  • 4F: -
  • 5F: cl.B; cl.C; cl.D
  • 6F: cl.A
  • 7F: cr.A; f + A
  • 8F: st.A; cr.D
  • 9F: st.B
  • 10F: -


  • Best jump-ins:
    • j.D (Can crossup.)
    • j.B

  • cr.B, cl.B / cl.A >
    • DM qcf qcf + A
    • C Senen Satsu Kon (dp + C)
    • f + A
    • Senen Satsu Kon (dp + A)

  • Point blank: cl.A / cl.B >
    • (S)DM qcf hcb + P
    • (S)DM qcf qcf + A
    • C Senen Satsu Kon (dp + C)
    • f + A
    • A Senen Satsu Kon (dp + A)

  • st.A > f + A

  • cr.B, cr.C >
    • (S)DM qcf qcf + P
    • San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P)
    • f + A
    • Senen Satsu Kon (dp + A)

  • cr.C / cl.C / cl.D >
    • (S)DM qcf qcf + P
    • dp + B, [junggler] (Out of MAX and, point blank or corner.)
    • San Setsu Kon Chu Dan Uchi (hcf + A > qcf + P)
    • C Senen Satsu Kon (dp + C) (Point blank.)
    • f + A
    • A Senen Satsu Kon (dp + A)

  • Out of MAX: ... dp + B,
    • DM qcf hcb + P (Corner.)
    • DM qcf qcf + P (Corner. The third hit will miss.)
    • j.C (Timming Required.)
    • st.C (Out of the corner. Timming Required.)
    • dp + A (Corner.)

  • Simple buffers
    • cr.B, cl.A / cl.B > DM qcf qcf + A
      • cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
    • cl.C / cl.D > (S)DM qcf qcf + P
      • qcf + C/D > qcf + P

About the qcf qcf + P:

  • First hit will miss if not to close. It will still combo from hard attacks, but will do less damage specially the DM version.

Strategy Corner

  • MAX: cl.C > hcf + A > qcf + P

deals ??? than

  • cl.C > qcf qcf + P

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.