Rage of The Dragons/Billy: Difference between revisions

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| intro =
| intro =
| pros =
| pros =
*Good B buttons.
*Good 2B and 5B are Billy's GOD buttons. Poke and hitconfirm machines.
*Easy one-wall stun combos on 80 and 90 stun characters.
*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 is a hit grab that catches stray hurt boxes.
*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.
*Instant overhead jumping Blue Rage using the TK technique.
*Jumping blue rage can be used as an instant overhead using the TK technique.
| cons =
| cons =
*Long recovery on heavy buttons.
*Heavy buttons take a long time to recover.
*6B overhead has a very slow start-up, it can be jabbed out
*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.
*Ko-Ryu Kyaku isn't air unblockable.
*Light Slash Cross is too slow to be used vs fireballs anywhere but fullscreen.
*Light Slash Cross is not a good zoning option.
*Both versions of jumping Blue Rage are punishable on block.
*Both versions of air Blue Rage are punishable on block.
*Character-specific and crouching-specific stun combos.
*Character-specific and crouching-specific stun combos.
*Limited combos without 6B confirm.
*Limited combos without the 6B overhead.
}}
}}


=Movelist=
=Movelist=

Revision as of 20:30, 5 January 2022

Billy Lewis
Billyrotdprofile.gif
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
  • 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.
  • Heavy Blue Rage can be used to extend your combos if you don't finish the rekka.
  • Light Slash Cross has a huge hitbox and makes it hard for some characters to jump over.
  • 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.
  • Back Slash super is a great anti-air option.
  • Jumping blue rage can be used as an instant overhead using the TK technique.
  • Heavy buttons take a long time to recover.
  • 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.
  • Light Slash Cross is too slow to be used vs fireballs anywhere but fullscreen.
  • Both versions of jumping Blue Rage are punishable on block.
  • Character-specific and crouching-specific stun combos.
  • Limited combos without the 6B overhead.



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.

Special Moves

Light Slash Cross - 236A > 236A
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.


Light Ko Ryu-Kyaku - 623B
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.


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.


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.
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.

Super Moves

Back Slash - 2141236B/D
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

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann