CreateBillboard interally negates the forward vector. Which means the entire world matrix for the billboarded world object is spun around towards the camera. Also this method really expects all the fields to be inputed, except in simple cases. It also manually normalizes the forward you pass it. So it takes a direction.
One way to handle this is to just use your inverted texture coordinates or put a bool on your create quad that lets you flip the uv to whichever way you want it.
// raw usage.
var billboardPos = new Vector3(0, 0, -5f);
var cameraPos = Vector3.Zero;
var up = Vector3.Up;
var forward = billboardPos - cameraPos;
// this forward one passed ends up being negated so it will be -forward or backward.
// this means the quad will be fliped around towards you.
// that can affect the culling direction of the quad.
Matrix objsBillboardMatrix = Matrix.CreateBillboard(billboardPos, cameraPos, up, forward);
// To demonstrate in a gif.
// How i would use it practically to ensure that in all rotations it will work.
// If that is indeed desired here i task the billboards up to be the cameras up.
var billboardPos = wObjRandomthing.Position + new Vector3(1f,0f,0f);
var cameraPos = wObjCamera.Position;
var up = wObjCamera.World.Up;
var forward = billboardPos - cameraPos;
Matrix objsBillboardMatrix = Matrix.CreateBillboard(billboardPos, cameraPos, up, forward);
// set this objects world matrix to be a billboard.
wObjRandomthing.world = objsBillboardMatrix;
Helpers.DrawQuad(GraphicsDevice, effect, viewSpaceCameraTransformer.GetWorldViewProjection(wObjRandomthing), textureOrient);
In the below image you can see that while both arrows in the world are undergoing severe rotations and position changes in all axis in relation to the camera, the one arrow texture stays billboarded to the camera.
It’s not billboarded to some terrain’s up, ( and camera to object positions, forward) (which in your case you would probably prefer to do) you would use the terrains up, to make it keep that upwards orientation, in the case of the camera rolling.