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| intro = | | intro = | ||
| pros = | | pros = | ||
*Good | *Good 2B and 5B are Billy's GOD buttons. Poke and hitconfirm machines. | ||
* | *Combos do a lot of stun if you hit the overhead. | ||
*Light Blue Rage is safe on block and is abusable as a frame trap. | *Light Blue Rage is safe on block and is abusable as a frame trap. | ||
*Heavy Blue Rage can be used to extend your combos if you don't finish the rekka. | *Heavy Blue Rage can be used to extend your combos if you don't finish the rekka. | ||
*Light Slash Cross has a huge hitbox. | *Light Slash Cross has a huge hitbox and makes it hard for some characters to jump over. | ||
*Lightning Tail | *Lightning Tail can catch hurtboxes of some sweeps, giving you a wall hit. | ||
*Heavy Ko-Ryu Kyaku can low profile moves thanks to the low sliding start. | *Heavy Ko-Ryu Kyaku can low profile moves thanks to the low sliding start. | ||
*Back Slash super is a great anti-air. | *Back Slash super is a great anti-air option. | ||
* | *Jumping blue rage can be used as an instant overhead using the TK technique. | ||
| cons = | | cons = | ||
* | *Heavy buttons take a long time to recover. | ||
*6B overhead has a | *6B overhead has a noticeable start-up, it can be reacted to easily. | ||
*Both versions of Ko-Ryu Kyaku slide forward, sometimes missing jump-ins. | *Both versions of Ko-Ryu Kyaku slide forward, sometimes missing jump-ins. | ||
*Light Slash Cross is too slow to be used vs fireballs anywhere but fullscreen. | |||
*Light Slash Cross is | *Both versions of jumping Blue Rage are punishable on block. | ||
*Both versions of | |||
*Character-specific and crouching-specific stun combos. | *Character-specific and crouching-specific stun combos. | ||
*Limited combos without 6B | *Limited combos without the 6B overhead. | ||
}} | }} | ||
=Movelist= | =Movelist= |
Revision as of 20:30, 5 January 2022
Billy Lewis | |
---|---|
Unique Partner | Lynn |
Life | 180 |
Stun | 100 |
Guard | 90 |
Profession | The Blue Dragon |
Story
Billy is the younger brother of Jimmy who accompanied him on many adventures in the city. However, both brothers soon grew tired of the physical abuse and moved to Sunshine City with their uncle. There, both brothers were introduced to Master Lee Song, who taught them the Ryu Zui Ken techniques. Billy was taught the ways of the "Blue Dragon" to best fit with his mellow and devoted nature.
Although he tried to stay away from gangs, Billy felt attracted to Jimmy's girlfriend, Mariah. Wanting to confess his feelings to her, he asks her to meet him for a private talk. Unfortunately, one of the gangs was after his brother killed her while she arrived for their meeting. Once Jimmy hears that his brother was involved, he broke off all ties with Billy and blamed his younger brother for her death.
Billy eventually recovered from the loss by becoming a famous street racer and continued his Ryu Zui Ken training. One day, he received a phone call from Lynn, frantically telling him that their master had been killed. Sensing an evil dragon, he helps her enter the tournament to investigate. In his ending with Lynn, he leaves her to take care of the dojo and begins his search for his brother. In the game's special ending with Jimmy, he implores his brother to join forces against the "Black Dragon". Their conversation takes a sour turn when he tells Jimmy to forget about Mariah. Both brothers part again with Billy wishing his brother luck in the future.
Introduction
Billy is a rather strong character that relies on solid neutral and hit confirming his 6B overhead. Billy has great B buttons that can be used to poke or even hit confirm. A majority of Billy's moves are safe on block and are frame traps, making them abusable if your opponent can't deal with them. Billy is also one of the few single-wall stun characters that deals a load of stun off of the 6B overhead. You can stun most characters with one combo. However, Billy's overhead has a large amount of start-up and can be jabbed out of, so don't rely on it without conditioning.
Pros | Cons |
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Movelist
Impact
Both impacts are done by pressing CD, to get an air impact tap up after you hit the opponent!
CD (ground) - A,A,B,C,D
CD (air) - B,A,C,D,D
Command Moves
- Axe Kick - 6B
- Just a simple overhead axe kick. It's special and super cancelable but has a high start-up so it can be poked out of or even punished on reaction.
- Just a simple overhead axe kick. It's special and super cancelable but has a high start-up so it can be poked out of or even punished on reaction.
Special Moves
- Light Slash Cross - 236A > 236A
- Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.
- Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.
- Heavy Slash Cross - 236C > 236C
- Just like the light version but the first part of the rekka fills the cross out completely. The follow-up launches a short burning projectile that launches the opponent on hit.
- Just like the light version but the first part of the rekka fills the cross out completely. The follow-up launches a short burning projectile that launches the opponent on hit.
- Light Ko Ryu-Kyaku - 623B
- Fast dp that slides forward a bit.
- Fast dp that slides forward a bit.
- Heavy Ko Ryu-Kyaku - 623D
- This move starts with a low sliding kick into a two-hitting dp. If the low sliding kick whiffs it moves faster into the DP. Hitbox shrinks on the sliding kick as well, can low profile guard cancels and taller moves.
- This move starts with a low sliding kick into a two-hitting dp. If the low sliding kick whiffs it moves faster into the DP. Hitbox shrinks on the sliding kick as well, can low profile guard cancels and taller moves.
- Lightning Tail - 236B/D
- This is a hitgrab that launches on hit. Has a tendency to catch stray hurtboxes if the opponent sticks out any buttons that come in contact with the kicks. Completely vulnerable to sweeps and low-hitting moves.
- This is a hitgrab that launches on hit. Has a tendency to catch stray hurtboxes if the opponent sticks out any buttons that come in contact with the kicks. Completely vulnerable to sweeps and low-hitting moves.
- Light Blue Rage - 214B
- Single flying kick. Just safe enough on block to use as a frame trap. Can also be done in the air with added recovery.
- Single flying kick. Just safe enough on block to use as a frame trap. Can also be done in the air with added recovery.
- Heavy Blue Rage - 214D > 214D > 214D
- Billy's other rekka that's probably his most used combo tool. If you end the rekka early on the 2nd hit, you can link afterwards. The 3rd hit launches. This move can be done in the air with added recovery.
- Billy's other rekka that's probably his most used combo tool. If you end the rekka early on the 2nd hit, you can link afterwards. The 3rd hit launches. This move can be done in the air with added recovery.
Super Moves
- Back Slash - 2141236B/D
- Backward flip into giant blue power geyser. Great anti-air. D version hits twice.
- Backward flip into giant blue power geyser. Great anti-air. D version hits twice.
Combos
Here's a video of Billy's Basic Combos:
Basic Combos
9D > 2B > 623D
9D > cl.D (2 hits) > 623D
9D > cl.C (1 hit) > 236A > 236A
9D > cl.C (1 hit) > 236C > 236C
9D > cl.C (1 hit) > 236D
6B > 214D > 214D > cl.C (2 hits) > 623D
(Crouching Only) 6B >> 214D > 214D > cl.C (1 hit) > 236A >> 236A > 623D
9D > cl.C (2 hits) > 2141236B or D
(Crouching Only) 6D > 214D >> 214D > 236A >> 236A > 236A >> 236A > 236BC >> 236BC
Wall Combos
9D > cl.D (2 hits) > 623D (WH) > CD (ground) > 6B > 623D
9D > cl.C (2 hits) > 623D (WH) > CD (ground) > 6B > 214-236B or D
6B > 214D >> 214D > cl.C (2 hits) > 2141236B (WH) > CD (air) > 236BC >> 236BC
Character Specific Combos
These combos can only be done on Pepe, Jimmy, Kang, Jones, Alice and Sonia. Anyone with 90 stun or more, these combos cannot be done on.
(Crouching Only) 6B > 214D >> 214D > cl.C (1 hit) > 236A >> 236A > 623D (WH) > CD (ground) > 6B > 623D (Stun) > 6B > 214D >> 214D > cl.C (2 hits) > 2141236D
(Crouching Only) 6B > 214D >> 214D > cl.C (1 hit) > 236A >> 236A > 623D (WH) > CD (ground) > 6B > 623D (Stun) > 6B >214D >> 214D > cl.C (2 hits) > 2141236B (WH) > CD (air) > 236BC >> 236BC
Advanced Combos
Rapid (CPS1) Chain Combos
Here's a video of showing this tech:
cl.A > cl.A > 2A+B (Rapid Cancel) > 236B
9D > cl.A > 2A+B (Rapid Cancel) > 236B
9D > cl.A > 2A+B (Rapid Cancel) > 236C > 236C
9C > cl.A > cl.A > 2A+B (Rapid Cancel) > 214236B/D (Super)
cl.A > cl.A > 2A+B (Rapid Cancel) > 623D (Heavy DP)
This combo only works on Jones, Kang and Alice. ( 80 Stun characters )
6B > 214D >> 214D > cl.A > cl.A > 2A+B (Rapid Cancel) > 623D (Wall Hit) > CD (Ground) > 6B > 623D (Stun) 6B > 214D >> 214D > cl.C (1 hit) > 236A >> 236A > 623D (Wall Hit) > CD (Ground > 6B > 214236B/D
Strategies
Confirm 6B = WIN