The King of Fighters 2002 UM/Billy Kane - Dream Cancel Wiki

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Billy is close to a faster Dhalsim without a projectile. He has the longest normals in the game, which allows for safer jump-ins, pokes, and punishes at ranges others can't. Jumping B, jumping C, crouching C and standing CD offer good priority and/or range, which is good to use against certain characters' normals. Crouching A almost goes 2/3 of the screen, difficult to punish at range and is able to rob your fireball spam/run-away opponent of that small amount of life needed to win. Midscreen, standing A and B are best to deal with hops and f+A is excellent for both punishing and harassing the opponent while being safe on block.<br> Despite being centered around poking at that range he's not lacking decent close-up conversions. Crouching B is fast and can be safely stringed and 2~3 hit confirmed into a dp+B and a followup move, usually j.C anywhere and qcf,hcb+P in the corner for solid 1 bar damage. He lacks impact for more meter and loves forcing his buttons on his opponent, making him most effective as point but know that while his long hitboxes help him, his even longer hurtboxes can hurt him. Characters with good priority can stuff Billy's long-range pokes so keep an eye out for that. Billy has a fair amount of situational moves, like mash A that stops projectiles to give him a breather against spam but that you'd never use otherwise. Learning those uses and ranges and avoiding the very unsafe dp+B spam all play a big part in being a good Billy.
Billy is close to a faster Dhalsim without a projectile. He has the longest normals in the game, which allows for safer jump-ins, pokes, and punishes at ranges others can't. Jumping B, jumping C, crouching C and standing CD offer good priority and/or range, which is good to use against certain characters' normals. Crouching A almost goes 2/3 of the screen, difficult to punish at range and is able to rob your fireball spam/run-away opponent of that small amount of life needed to win. Midscreen, standing A and B are best to deal with hops and f+A is excellent for both punishing and harassing the opponent while being safe on block.
Despite being centered around poking at that range he's not lacking decent close-up conversions. Crouching B is fast and can be safely stringed and 2~3 hit confirmed into a dp+B and a followup move, usually j.C anywhere and qcf,hcb+P in the corner for solid 1 bar damage. He lacks impact for more meter and loves forcing his buttons on his opponent, making him most effective as point but know that while his long hitboxes help him, his even longer hurtboxes can hurt him. Characters with good priority can stuff Billy's long-range pokes so keep an eye out for that. Billy has a fair amount of situational moves, like mash A that stops projectiles to give him a breather against spam but that you'd never use otherwise. Learning those uses and ranges and avoiding the very unsafe dp+B spam all play a big part in being a good Billy.
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