Difference between revisions of "The King of Fighters '98 UMFE/EX Billy"

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==Introduction==
== Introduction ==


EX Billy is a midrange character that excels at zoning with his long reaching normals and strong pokes. He has good anti airing options such as a long reaching upwards pole attack and a anti air super to help with his zoning. In addition to this Billy can also rush down to push the opponent back into the corner where his pressure is strong and he has access to some really damaging combos. Billy also has access to some mixups in the form of lows, an overhead and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.  
EX Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a long-reaching upwards pole attack and a anti-air DM to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.  


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98 to 98UM'''
'''98 to 98UM'''


Normals:
Normals:
* a new hitbox added to st.C. It now hits diagonally upwards as well as in front.
 
* hitbox of cr.A lengthened.
* A new hitbox added to st.C; it now hits diagonally upwards as well as in front
* New animation to cr.D, the staff now hits twice instead of one staff hit and one sweep.
 
* raw f+B is now an overhead
* Hitbox of cr.A lengthened
 
* New animation for cr.D, the staff now hits twice instead of one staff hit and one sweep
 
* Raw f+B is now an overhead


Specials:
Specials:
* qcb+K added, diagonal anti air move
* qcb+K added, diagonal anti air move
* hcb+K added, a multi hitting staff move
* hcb+K added, a multi hitting staff move
* Mash+C reach increased
 
* maximum number of hits increased from six to 8
* Mash C reach increased, maximum number of hits increased from 6 to 8


Supers:
Supers:
* added qcfx2+K, an upwards travelling fire wheel move, Max version shoots the ring of fire downwards afterwards
 
* qcfx2+P startup reduced by 5 frames, 5 frames and 9 frames respectively for the light, heavy and max versions , all the versions can combo from lights
* Added qcfx2+K, an upwards travelling fire wheel move; MAX version shoots the ring of fire downwards after
 
* qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Normals:
Normals:
* close C no longer whiffs on short characters
 
* crouch D now cancels into special and super moves
* cl.C no longer whiffs on short characters
* f+As second hit should no longer whiff on short characters
 
* cr.D now cancels into special and super moves
 
* f+A's second hit should no longer whiff on short characters


Specials:
Specials:
* HCF+Ps A version has 6 frames less recovery, C version has 10 frames less recovery
 
* Mash A/C, you can now cancel the animation by pressing ABCD together
* hcf+A has 6 frames less recovery, hcf+C has 10 frames less recovery
 
* You can now cancel mash A/C by pressing ABCD


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: Has good vertical reach. Decent point blank anti air. Whiffs on short crouchers. Chainable. Cancelable.
*cl. B: staple combo tool when chained into from cr.B. Chainable. Cancelable.
*cl. C: One of Billys main combo tools. it has a lot of active frames so it can be a good meaty. Cancelable.
*cl. D: whiffs on regular crouchers and lower. Can be a decent close range anti air. Cancelable.


'''Stand'''
* cl.A: Has good vertical reach. Decent point-blank anti air. Whiffs on short crouchers. Chainable and cancelable.
*st. A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
 
*st. B: can be useful for stopping hops. whiffs on short crouchers.
* cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
*st. C: long range poke with two active parts, the first diagonally above Billy which can stop jumps and the second in front of him. Like many of Billys longer pokes it has very bad priority.
 
*st. D: very slow move with some low invulnerability and decent hitboxes for stopping jumps. Very risky due to how slow it is and should be used with caution.
* cl.C: One of Billy's main combo tools. It has a lot of active frames, so it can be a good meaty. Cancelable.
* cl.D: Whiffs on regular crouchers and lower. Can be a decent close-range anti-air. Cancelable.
 
'''Standing'''
 
* st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
 
* st.B: Can be useful for stopping hops. Whiffs on short crouchers.
 
* st.C: Long-range poke with two active parts: the first diagonally above Billy, which can stop jumps, and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
 
* st.D: Very slow move with some low invincibility and decent hitboxes for stopping jumps. Very risky due to how slow it is; should be used with caution.
 
'''Crouching'''
* cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
 
* cr.B: Billy's main low combo tool. Chainable and cancelable.
 
* cr.C: Very fast move, which makes it an excellent combo tool. Can also be used for anti-airing or as a poke, since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
 
* cr.D: Long-range sweep that is cancelable on hit, block, and whiff. Has good priority, making it a good poke as well.
 
'''Jumping'''
* j.A: Very fast, making it excellent for air-to-airs.
 
* nj.A: Long-reaching forwards poke that can be good for air-to-airs. Bad priority.
 
* j.B: Good jump-in that also works as an instant overhead.
 
* nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
 
* j.C: Long-range poke with a lot of active frames. Bad priority.
 
* nj.C: Downward-hitting long poke with good priority, making it a good jump-in and air-to-air tool.
 
* j.D: Good for jump-ins and crossups.


'''Crouch'''
* nj.D: Pretty much the same as j.D, but with a different animation.
*cr. A: long range poke, very useful for checking grounded movement from the opponent. bad priority.
*cr. B: Billys main low combo tool. Chainable. Cancelable.
*cr. C: very fast move which makes it an excellent combo tool, can also be used for anti airing or as a poke since it also has nice forwards priority. has a lot of recovery on whiff. Cancelable.
*cr. D: Long range sweep that is whiff cancelable. Has good priority making it a good poke as well. Cancelable.  


'''Jump'''
'''CD Normals'''
*j. A: very fast making it excellent for air to airs.
* neutral j. A: Long reaching forwards poke that can be good for air to airs. bad priority.
*j. B: good jumpin that also works as an instant overhead.
* neutral j. B: mostly the same as j.B but with a different animation. not an instant overhead.
*j. C: long range poke with a lot of active frames. bad priority.
* neutral j. C: downwards hitting long poke with good priority making it a good ground to air and air to air tool.
*j. D: good for jumpins and crossups.
* neutral j. D: pretty much the same as j.D but with a different animation.


'''Blowback'''
* st.CD: Great long-range poke with nice priority. Cancelable on hit, block, and whiff.
*st. CD: great long range poke with nice priority. Whiff cancelable.
*j. CD: great jumpin attack with good priority.


* j.CD: Great jump-in attack with good priority.


== Throws ==
== Throws ==


'''Drop into Hell: (close)''' b/f + C
'''Drop into Hell:''' <code>b/f+C (close)</code>


hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit, then slamming them down sending them fullscreen away with a hard knockdown.
Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit before slamming them down, sending them fullscreen away with a hard knockdown.


'''Skewering Toss: (close)''' b/f + D
'''Skewering Toss:''' <code>b/f+D (close)</code>


* regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him sending them fullscreen away with a backturned hard knockdown.
* Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Wide Revolving Kick:''' <code>f+A</code>


'''Wide Revolving Kick:''' f + A
* Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.
 
* two hitting move with great priority on both hits. One of Billy's main pokes and combo tools.


'''Pole Vault Kick:''' f + B
'''Pole Vault Kick:''' <code>f+B</code>


* slow overhead move that travels forward a lot. Has good priority.
* Slow overhead move that travels forward a lot. Has good priority.


== Special Moves ==
== Special Moves ==


'''Midsection Club Cruncher:''' hcf + A/C
'''Midsection Club Cruncher:''' <code>hcf+A/C</code>


* Billy thrusts his pole forwards. The A version starts up faster but recovers slower while the C version is the opposite.
* Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.


* The A version is your go to combo tool as the C version is too slow to combo.
* The A version is your go-to combo tool, as the C version is too slow to combo.


* the C version is the better choice for neutral use as it's faster recovery makes it a bit safer to whiff.
* The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.


* has a ton of priority so it can almost be considered a projectile in use.
* Has a ton of priority, so it can almost be considered a projectile in use.


'''Flaming Midsection Club Cruncher ( During Midsection Club Cruncher hit):''' qcf + A/C
: '''Flaming Midsection Club Cruncher:''' <code>qcf+A/C (during hcf+P)</code>


* Followup move to the Club Cruncher. Billys extended pole erupts into a burst of flames that knocks down
:* Followup move to the Club Cruncher. Billy's extended pole erupts into a burst of flames, causing a soft knockdown.


* Will only come out at about 3/4ths of the moves range so it won't come out if you hit them at the tip.
:* Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.


* Only comes out on hit.
:* Only comes out on hit.


* Causes a soft knockdown.
'''Whirlwind Cane:''' <code>press A repeatedly</code>
 
'''Whirlwind Cane:''' A tapped repeatedly


* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
* Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
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* Can nullify projectiles.
* Can nullify projectiles.


* does a lot of hits and good damage if you catch the cornered or backturned opponents with this.
* Does a lot of hits and good damage if you catch cornered or backturned opponents with this.
 
'''Focus Continuous Beat Canes:''' <code>press C repeatedly</code>


'''Focus Continuous Beat Canes:''' C tapped repeatedly
* Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD.


* Billy sends his pole out in front of him at a rapid fire pace. Can be canceled at any point by pressing ABCD.  
* This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.


* This move pushes the opponent far out which makes it a good move for getting opponents out of close range and into zoning range.
* Unlike the A version, this move does not nullify projectiles.


* Unlike the A version this move does not nullify projectiles.
'''Pursuing Fire Dragon Cane:''' <code>qcb+B/D</code>


'''Pursuing Fire Dragon Cane:''' qcb + B/D
* Billy delivers a series of 4 strikes with his pole.
* Billy delivers a series of 4 strikes with his pole.


* A version starts up and recovers faster but deals a bit less damage than the C version.
* A version starts up and recovers faster, but deals a bit less damage than the C version.


* this can be a fairly safe chipping tool as it has a lot of pushback leaving you at zoning range afterwards.
* This can be a fairly safe chipping tool, as it has a lot of pushback, leaving you at zoning range afterwards.


* all of the strikes have good priority on them
* All of the strikes have good priority on them.


* can be a decent combo ender.
* Can be a decent combo ender.
   
   
'''Sparrow Drop:''' qcb + A/C
'''Sparrow Drop:''' <code>qcb+A/C</code>


* Billy thrusts his pole diagonally out into the sky.
* Billy thrusts his pole diagonally out into the sky.


* the A version starts up faster and recovers a bit faster but does less damage.
* The A version starts up faster and recovers a bit faster, but does less damage.


* kinda hard to use on reaction but the A version is the one that should be used for it.
* Kinda hard to use as an anti-air on reaction, but the A version is the one that should be used for it.


* for preemptive anti airing on a read the C version will deal more damage.
* For preemptive anti-airing on a read, the C version will deal more damage.


* this move can not hit grounded opponents at all so only use it when you're sure they're going to be in the air as whiffing it will lead to a guaranteed punish.   
* This move cannot hit grounded opponents at all, so only use it when you're sure they're going to be in the air, as whiffing it will lead to a guaranteed punish.   


'''Soaring Crackdown Cane:''' dp + B/D
'''Soaring Crackdown Cane:''' <code>dp+B/D</code>
   
   
* Billy polevaults into the air and comes down about a half screen away from the starting position of the move.
* Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
 
* On hit, launches the opponent for juggle followups.


* the B version is faster but leaves the opponent closer to the ground when it finishes leaving less time for followups.
* The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.


* the D version is slower and harder to combo into but leads to better juggles.
* The D version is slower and harder to combo into, but leads to better juggles.


* neither version combos from lights but both combos from heavies.
* Neither version combos from lights but both combo from heavies.


* in the corner this move is extra deadly because you can combo a super afterwards for big damage.
* In the corner this move is extra deadly because you can combo a DM afterwards for big damage.


== Desperation Moves ==
== Desperation Moves ==


 
'''Crimson Lotus Crush:''' <code>qcfx2+B/D</code>
'''Crimson Lotus Crush:''' qcf, qcf + B/D
   
   
* Billy creates a ring of fire with his pole and jumps into the air.
* Billy creates a ring of fire with his pole and jumps into the air.


* super that can be used for reversals or anti airing.
* Can be used for reversals or anti-airing.
 
* Will combo from both lights and heavies.


* will combo from both lights and heavies.
* MAX version does more damage.


* Max version does more damage.
'''Super Fire Wheel:''' <code>qcf,hcb+A/C</code>


'''Super Fire Wheel:''' qcf, hcb + A/C
* Billy spins his pole around, creating a ring of fire, then sends it flying forwards after a short time.


* Billy spins his pole around creating a ring of fire, he spins it in place for a while and then sends it flying forwards.
* Both A and C versions are fairly similar, they mostly have different timing for the hits.


* both A and C version are fairly similar, they mostly have different timing for the hits.
* Mostly used for a corner combo after dp+K.


* mostly used for a corner combo after dp+K.
* MAX version does more damage.


* Max version does more damage.
'''Salamander Stream:''' <code>qcfx2+A/C</code>


'''Salamander Stream:''' qcf, qcf + A/C
* Billy strikes with his pole, creating fire in front of him.


* Billy strikes with his pole creating fire in front of him.
* Has good range, so is his primary combo super.


* Has good range so is his primary combo super.
* Combos from lights and heavies


* combos from lights and heavies
* MAX version does more damage.


* Max version does more damage.
== Combos ==
== Combos ==


*cr.B cr.B cr.A f+A
'''General Notes'''
:Basic low confirm combo into a safe ender that doubles down as a good blockstring.
 
===Meterless===
 
''Low''
 
: <code>cr.B, cr.B, cr.A, f+A</code>
: Basic low confirm combo into a safe ender that doubles as a good blockstring.
 
''Mid/Jump-In''
 
: <code>(j.X), cr.C, hcf+A > qcf+P</code>
: Meterless combo from heavies and jump-ins.
 
===With Meter===
 
''Low''
 
: <code>cr.B, cr.B, cr.A, qcfx2+C</code>
: Low confirm combo into DM.
 
''Corner''


*cr.B cr.B cr.A qcfx2+C
: <code>(j.X), cr.C, dp+B, qcf,hcb+C</code>
: low confirm combo into super
: Corner combo into DM from heavies or jump-ins. dp+K can be prone to whiffing if spacing isn't on point.


*(j.X) cr.C hcf+A
===With Quick MAX===
:meterless combo from heavies and jumpins


* (j.X) cr.C dp+B qcf,hcb+C
''Corner''
: corner combo into super from heavies or jumpins. dp+K can be prone to whiffing if spacing isn't on point.


* (starter) f+A ABC qcfx2+C
: <code>(j.X), cl.C, f+A, ABC, qcfx2+C</code>
: quickmax combo where you link a super after f+A. Best used in the corner since the pushback can make the super whiff midscreen.
: Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 06:33, 16 October 2021

Kyo98umfeexbilly.png

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Introduction

EX Billy is a midrange character that excels at zoning with his long-reaching normals and strong pokes. He has good anti-airing options, such as a long-reaching upwards pole attack and a anti-air DM to help with his zoning. In addition to this, Billy can also rush down to push the opponent back into the corner, where his pressure is strong and he has access to some highly damaging combos. Billy also has access to some mixups in the form of lows, an overhead, and an untechable throw. Billy has a fairly unique weakness in that most of his long pokes have very bad priority, where the hurtbox extends further out than the hitbox, meaning he can get hit from further ranges than most characters.

Changes from Previous Versions

98 to 98UM

Normals:

  • A new hitbox added to st.C; it now hits diagonally upwards as well as in front
  • Hitbox of cr.A lengthened
  • New animation for cr.D, the staff now hits twice instead of one staff hit and one sweep
  • Raw f+B is now an overhead

Specials:

  • qcb+K added, diagonal anti air move
  • hcb+K added, a multi hitting staff move
  • Mash C reach increased, maximum number of hits increased from 6 to 8

Supers:

  • Added qcfx2+K, an upwards travelling fire wheel move; MAX version shoots the ring of fire downwards after
  • qcfx2+P startup reduced by 5 frames and 9 frames for the normal and MAX versions respectively, both versions can combo from lights

98UM to 98UMFE

Normals:

  • cl.C no longer whiffs on short characters
  • cr.D now cancels into special and super moves
  • f+A's second hit should no longer whiff on short characters

Specials:

  • hcf+A has 6 frames less recovery, hcf+C has 10 frames less recovery
  • You can now cancel mash A/C by pressing ABCD

Normal Moves

Close

  • cl.A: Has good vertical reach. Decent point-blank anti air. Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Staple combo tool when chained into from cr.B. Chainable and cancelable.
  • cl.C: One of Billy's main combo tools. It has a lot of active frames, so it can be a good meaty. Cancelable.
  • cl.D: Whiffs on regular crouchers and lower. Can be a decent close-range anti-air. Cancelable.

Standing

  • st.A: Decent poke. More active than st.B. Whiffs on tiny crouchers. Cancelable.
  • st.B: Can be useful for stopping hops. Whiffs on short crouchers.
  • st.C: Long-range poke with two active parts: the first diagonally above Billy, which can stop jumps, and the second in front of him. Like many of Billy's longer pokes, it has very bad priority.
  • st.D: Very slow move with some low invincibility and decent hitboxes for stopping jumps. Very risky due to how slow it is; should be used with caution.

Crouching

  • cr.A: Long-range poke, very useful for checking grounded movement from the opponent. Bad priority.
  • cr.B: Billy's main low combo tool. Chainable and cancelable.
  • cr.C: Very fast move, which makes it an excellent combo tool. Can also be used for anti-airing or as a poke, since it also has nice forwards priority. Has a lot of recovery on whiff. Cancelable.
  • cr.D: Long-range sweep that is cancelable on hit, block, and whiff. Has good priority, making it a good poke as well.

Jumping

  • j.A: Very fast, making it excellent for air-to-airs.
  • nj.A: Long-reaching forwards poke that can be good for air-to-airs. Bad priority.
  • j.B: Good jump-in that also works as an instant overhead.
  • nj.B: Mostly the same as j.B, but with a different animation. Not an instant overhead.
  • j.C: Long-range poke with a lot of active frames. Bad priority.
  • nj.C: Downward-hitting long poke with good priority, making it a good jump-in and air-to-air tool.
  • j.D: Good for jump-ins and crossups.
  • nj.D: Pretty much the same as j.D, but with a different animation.

CD Normals

  • st.CD: Great long-range poke with nice priority. Cancelable on hit, block, and whiff.
  • j.CD: Great jump-in attack with good priority.

Throws

Drop into Hell: b/f+C (close)

  • Hold throw, not techable. Billy picks the opponent up on his pole and shakes them around a bit before slamming them down, sending them fullscreen away with a hard knockdown.

Skewering Toss: b/f+D (close)

  • Regular throw, techable. Billy picks the opponent up with his pole and slams them down behind him, sending them fullscreen away with a backturned hard knockdown.

Command Moves

Wide Revolving Kick: f+A

  • Two-hitting move with great priority on both hits. One of Billy's main pokes and combo tools.

Pole Vault Kick: f+B

  • Slow overhead move that travels forward a lot. Has good priority.

Special Moves

Midsection Club Cruncher: hcf+A/C

  • Billy thrusts his pole forwards. The A version starts up faster but recovers slower than the C version.
  • The A version is your go-to combo tool, as the C version is too slow to combo.
  • The C version is the better choice for neutral use, as its faster recovery makes it a bit safer to whiff.
  • Has a ton of priority, so it can almost be considered a projectile in use.
Flaming Midsection Club Cruncher: qcf+A/C (during hcf+P)
  • Followup move to the Club Cruncher. Billy's extended pole erupts into a burst of flames, causing a soft knockdown.
  • Will only come out at about 3/4ths of the move's range, so it won't come out if you hit them at the tip.
  • Only comes out on hit.

Whirlwind Cane: press A repeatedly

  • Billy spins his cane around in circles. Can be canceled at any point by pressing ABCD.
  • Can nullify projectiles.
  • Does a lot of hits and good damage if you catch cornered or backturned opponents with this.

Focus Continuous Beat Canes: press C repeatedly

  • Billy sends his pole out in front of him at a rapid-fire pace. Can be canceled at any point by pressing ABCD.
  • This move pushes the opponent far out, which makes it a good move for getting opponents out of close range and into zoning range.
  • Unlike the A version, this move does not nullify projectiles.

Pursuing Fire Dragon Cane: qcb+B/D

  • Billy delivers a series of 4 strikes with his pole.
  • A version starts up and recovers faster, but deals a bit less damage than the C version.
  • This can be a fairly safe chipping tool, as it has a lot of pushback, leaving you at zoning range afterwards.
  • All of the strikes have good priority on them.
  • Can be a decent combo ender.

Sparrow Drop: qcb+A/C

  • Billy thrusts his pole diagonally out into the sky.
  • The A version starts up faster and recovers a bit faster, but does less damage.
  • Kinda hard to use as an anti-air on reaction, but the A version is the one that should be used for it.
  • For preemptive anti-airing on a read, the C version will deal more damage.
  • This move cannot hit grounded opponents at all, so only use it when you're sure they're going to be in the air, as whiffing it will lead to a guaranteed punish.

Soaring Crackdown Cane: dp+B/D

  • Billy pole vaults into the air and comes down about a half screen away from the starting position of the move.
  • On hit, launches the opponent for juggle followups.
  • The B version is faster but leaves the opponent closer to the ground when it finishes, leaving less time for followups.
  • The D version is slower and harder to combo into, but leads to better juggles.
  • Neither version combos from lights but both combo from heavies.
  • In the corner this move is extra deadly because you can combo a DM afterwards for big damage.

Desperation Moves

Crimson Lotus Crush: qcfx2+B/D

  • Billy creates a ring of fire with his pole and jumps into the air.
  • Can be used for reversals or anti-airing.
  • Will combo from both lights and heavies.
  • MAX version does more damage.

Super Fire Wheel: qcf,hcb+A/C

  • Billy spins his pole around, creating a ring of fire, then sends it flying forwards after a short time.
  • Both A and C versions are fairly similar, they mostly have different timing for the hits.
  • Mostly used for a corner combo after dp+K.
  • MAX version does more damage.

Salamander Stream: qcfx2+A/C

  • Billy strikes with his pole, creating fire in front of him.
  • Has good range, so is his primary combo super.
  • Combos from lights and heavies
  • MAX version does more damage.

Combos

General Notes

Meterless

Low

cr.B, cr.B, cr.A, f+A
Basic low confirm combo into a safe ender that doubles as a good blockstring.

Mid/Jump-In

(j.X), cr.C, hcf+A > qcf+P
Meterless combo from heavies and jump-ins.

With Meter

Low

cr.B, cr.B, cr.A, qcfx2+C
Low confirm combo into DM.

Corner

(j.X), cr.C, dp+B, qcf,hcb+C
Corner combo into DM from heavies or jump-ins. dp+K can be prone to whiffing if spacing isn't on point.

With Quick MAX

Corner

(j.X), cl.C, f+A, ABC, qcfx2+C
Quick MAX combo where you link a DM after f+A. Best used in the corner since the pushback can make the DM whiff midscreen.

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro