Old Billy Kane team thread
William "Billy" Kane, arguably the third strongest character in KoF 2002, number 1 body guard of Geese Howard and brother to 'Lilly Kane'.
Billy Kane is credited , to have the most solid ground game in 2002, this is the reason why he is 'arguably' the third strongest character, despite how many people might say: "But Archedgar, how? Billy Kane has no command throws or decent high-low games like Vannessa, Kim, he doesn't even have a (real) projectile! He doesn't even have lengthy combos like Kula and Kyo or even relatively damaging short combos at all like Chang and Maxima, WTF!?!! "
Note: The earlier statement(s) do not include his corner combo.
Anyway, while these claims may be true, Billy Kane still has the most solid ground game, this is partly due to him having the undisputed BEST long distance poke in the game , his crouch A has a huge hitbox and quick recovery to boot. The priority for a crouch A move is hideously low when compared to others such as: K9999, Vice, Yashiro, Maxima, etc. , this adds greatly to his general ground 'offensive' and even defensive game.
Further fueling this fire that is Billy Kane on ground, he has once again 'arguably' the best command move in the game in his Forward-A, this builds up power meter quickly, produces guard crush faster than nearly any other move in the game and is extremely safe on block, not to mention knock's out jump attempts at the proper distance.
All of this is lovely, however, even MORE power to his ground game are his anti air and anti ground counters, they are both fairly decent, not as good as ... Blue Mary's counters, but they are fairly good. The fact that his ground counter can stop 'CD' guard cancel attacks makes Billy Kane difficult to shake off once he corners someone, while the air ... well... obviously counters air attacks(...

FURTHER adding to this, his crouch C has great priority and a large hitbox, this attack, IMO, is overpowered, serving as anti air and also 'defeating' almost all ground attacks in the game when they clash. This attack can be canceled into his forward-A and can also be canceled into his ground counter.
All of these things add to why Billy Kane has the best ground game available.
*Worthy mentions are his mock projectile and his anti air version of it, which are... balanced(unlike the other attacks mentioned), abusing either of them will lead to being heavily punished.
Despite Billy Kane being the third strongest character, as a general rule, he usually has problems against projectile characters, this is due to the fact that he is forced to go on the offensive. His air attacks are not as 'bad' as other characters like Kula(A,C, CD) but he lacks a strong jump in move and he has no real outstanding aerial prowess, aside from his straight jump A as anti air.
Kensou, Athena, Yuri, Mai all give Billy Kane a vast amount of problems, this is because said characters ALL have a more 'solid' air game than Billy Kane and they all have a good long distance game.
I'd say, again, as a general rule, characters without projectiles, usually have trouble against Billy Kane, characters such as Vice, K9999. There are exceptions to this of course, but they are few, and its still a troublesome match for the opposition.
Just as additional info, Billy Kane's jump D can cross up, which can lead into: Jump D, Crouch Bx3-4,

Anyway, discuss Billy Kane , how to kill him, how to kill with him, and general tactics.
Well, since I started the thread, I will kick things off.
I have had some problems using his 'Crouch C' into his ground counter to counter 'CD' guard cancel attacks.
For some reason it seems to fail sometimes, I am not certain if this depends on character, distance, or just luck. For example, I can get this to work every time against Iori, Chris, Yamazaki, but it has failed for me against Benimaru and Athena.
Anyone know how or why this happens?
Also something I can't really seem to understand, Billy Kane's Jump CD is supposedly his highest priority air attack, however, when matched against Chris's jump CD, it loses.
Of course this is not news, Chris's jump CD is extremely strong, however, the situation is like this, Billy Kane's jump C will trade hits or 'win' against Chris's jump CD most of the time(*Note: this is without having Billy Kane's jump C hit before Chris's jump CD, the attacks actuall clash and Billy Kane's 'can' win).
This strikes me as odd, because the hitbox range for both attacks is roughly the same(in air to air distance), and as I understand it, CD attacks are meant to be the highest priority attacks in the game.
Hmm, it is quite perplexing, and I have no idea why this is, similarly...
Billy Kane's jump CD will beat Iori's crouch D, but his jump C will lose to it.