Billy Kane (Real Bout 2-Era) (KoF '98)

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Introduction

Colors

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

Gameplay Overview

Real Bout 2 Billy its a zoning focused version of KOF 98 Billy Kane with his diagonal upper bo attack, he had a replaced DM that its a great cheap damage maker.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/4/8 0/-2 HL
Billy98 clA.png
Snkb.gif 5/3/7 +2/0 HL
Billy98 clB.png
Snkc.gif 5/9/19 -8/-10 HL
Billy98 clC.png
Snkd.gif 5/10/19 -9/-11 HL
Billy98 clD.png
Standing Far
Snka.gif 8/6/10 -4/-6 HL
Billy98 stA.png
Snkb.gif 9/3/13 -4/-6 HL
Billy98 stB.png
Snkc.gif 11/13/24 -17/-19 HL
Billy98 stC.png
Snkd.gif 12/4+4/16 -5/-7 HL
Billy98 stD1.png
Billy98 stD2.png
Billy98 stD3.png
Snkc.gif+Snkd.gif 15/2/31 KD/-12 S,Su HL
Billy98 stCD.png
Crouching
Snka.gif 7/5/9 -2/-4 HL
Billy98 crA.png
Snkb.gif 3/3/7 +2/0 L
Billy98 crB.png
Snkc.gif 2/3/31 -14/-16 HL
Billy98 crC.png
Snkd.gif 8/4(11)3+3/25 KD/-13 L
Billy98 crD1.png
Billy98 crD2.png
Billy98 crD3.png
Jump
Snka.gif 4/9/- -/- H
Billy98 jA.png
Snkb.gif 4/9/- -/- H
Billy98 jB.png
Snkc.gif 6/7/- -/- H
Billy98 jC.png
Snkd.gif 9/7/- -/- H
Billy98 jD.png
Snkc.gif+Snkd.gif 17/4/- KD/- HL
Billy98 jCD.png
Neutral Jump
Snka.gif 4/9/- -/- H
Billy98 njA.png
Snkb.gif 4/9/- -/- H
Billy98 njB.png
Snkc.gif 7/2+4/- -/- H
Billy98 njC1.png
Billy98 njC2.png
Snkd.gif 9/7/- -/- H
Billy98 njD.png
Command Normals
f + Snka.gif 7/2(11)2/17 +1/-1 HL
Billy98 fA1.png
Billy98 fA2.png
f + Snkb.gif 20/12/17 -9/-11 HL
Billy98 fB.png

Special Moves

  • Senpuu Kon (A rapidly) -


  • Shuuten Renpa Kon (C rapidly) -


  • Sansetsu Kon: Chuudan Uchi (hcf + P) -
    • Kaen Sansetsu Kon: Chuudan Tsuki (qcf + P from Sansetsu Kon Chuudan Uchi) -


  • Suzume Otoshi (qcb + P) - His lost move from the 98 version, its a good anti air but a bit slow, you will prefer to use Hishou Kon instead


  • Kyoushuu Hishou Kon (f,d,df + K, move b / f) -

Desperation Moves

  • Chou Kaen Senpuu Kon (qcf hcb + P) -

The deadly version of Typhoon Cane is equipped with fire ! Burn your opponents with this move. Best used on those fools who are leaping at you to clear the distance between one another. Better yet, try to use this and make your opponent roll behind you ! He/she will be stuck and burned, sometimes, dizzied. Billy Kane will throw out the flames, and on the more powerful version, he will sent those flames to the end of the screen.


  • Salamander Stream (qcf qcf + P) -

This powerful super has a good range. He spins his cane round and round with flames around and smashes the ground with a small blast of flame. Try to connect this into combos, as it is very damaging. Try not to miss as he gets quite open at the end of the move. If you can and sure that you can't miss at all, try the more powerful version of this move to ensure plenty of damage !


Combos

  • Best jump-ins:
    • j.B
    • j.D
    • j.C


  • cr.B, cl.B / cl.A >
    • f + A


  • Point blank: cl.A / cl.B >
    • (S)DM qcf hcb + P
    • f + 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


  • 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)
    • f + A


  • Out of MAX: ... dp + B,
    • DM qcf hcb + P (Corner.)
    • qcb + P (Out of the corner.) (??)
    • j.C (Timming Required.)
    • st.C (Out of the corner. Timming Required.)


About the qcf qcf + P:

  • Use qcf + C qcf + P to buffer


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.