Rage of The Dragons/Billy: Difference between revisions

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=Movelist=
=Movelist=
==First Impact==
Billy's first impact is good thanks to its length but it does have some noticeable start-up and recovery. Noticeable enough to punish.<br>
B+C (ground) B,A,C,D,D<br>
B+C (air) A,B,B,C,D<br>


==Command Moves==
==Command Moves==
6B - Overhead axe kick. Great utility to combo into 214D rekka or after a first impact into a special/super.
6B - Overhead axe kick. A little slow and can be jabbed out but it has great utility for a combo starter.
<br><br>
<br><br>


==Special Moves==
==Special Moves==
<br><br>
'''Slash Cross'''<br>
(a)Slash Cross - qcf A/C x 2. He slashes and creates a blue wave of energy.
236A >> 236A - Slash Cross. Do 236A again before the animation finishes to launch it as a projectile. Not the best for zoning but is used in a lot of Billy's extended stun combos since it keeps the opponent standing on hit.<br>
               
236C >> 236C - Like the A version but the cross fills out in the first part of the rekka. Do 236C again to launch the cross a short distance. Not as useful as the light version due to it launching on hit.
A version becomes a full screen projectile after the 2nd qcf A which looks like heidern's cross cutter move. 
 
C version creates a stationary 2 hit cross cutter in front of him,doing another qcf C will make billy throw it in a very short  distance and send the opponent away in flames.
<br>
(a)(n)Ko Ryu Kyaku - DP B/D.  Does a flying kick upwards. 
 
D version does a slide kick, which must be blocked low, before the rising kick. 
 
B version can easily be airblocked.
 
The D version however can only be air blocked if opponent is high in the air.
<br>
(n)Lightning Tail - qcf B/D. 
Rapid kicks into kick finisher. 
 
Think Robert's  multihit kick move.
<br>
(a)Blue Rage - qcb B/D.  
Does a horizontal flying kick that knocks opponent away. 
 
D version can be done up to 3x and only the 3rd hit knocks away.


Both versions can be done in air.  
'''Ko Ryu-Kyaku'''<br>
623B - Billy's DP. Launches a little forward and may miss opponents above your head or opponents with short crouching hitboxes. <br>
623D - Like the light version but hits 3 times. The first hit hits low with a sliding kick. Moves forward much more compared to the light version, but is best to end combos thanks to its good stun damage. <br>


On ground, D version only combos after fwd B.
'''Lightning Tail'''<br>
<br>
236B/D - Billy kicks a bunch of times. There is no difference between the light and heavy versions. This move is extremely active and stray button presses will get caught in the hitbox. Not the best special Billy has but it does have its usage in its wall carry since it throws the opponent far. <br>
==Super Moves==
Super:
<br>
(n)Back Slash - qcb hcf B/D.
Does a somersault kick with a power geyser emission.  


D version does 2 somersaults with 2 geyser emisions.
'''Blue Rage'''<br>
214B - A single flying kick charged with energy. It's decent to end combos with but using DP is much better.<br>
214D >> 214D >> 214D - Flying kick rekka. This move is Billy's sole combo utility. If you stop on the 2nd rekka, you can keep them standing and extend your combo with a normal. If you finish the rekka, the opponent gets knocked down. The wall carry on the third rekka is good, but not as good as extending your combo.<br>


Great anti air
'''Blue Rage (air)'''
==Super Tag==
j.214B - Same as the grounded version but in the air! Has recovery on landing.<br>
j.214D >> 214D >> 214D - Same as the grounded version but has less utility. Has recovery on landing.<br>


=Combos=
=Combos=

Revision as of 18:50, 6 June 2021

Introduction

Billyrotdprofile.gif
Billyrotd.gif

Movelist

First Impact

Billy's first impact is good thanks to its length but it does have some noticeable start-up and recovery. Noticeable enough to punish.
B+C (ground) B,A,C,D,D
B+C (air) A,B,B,C,D


Command Moves

6B - Overhead axe kick. A little slow and can be jabbed out but it has great utility for a combo starter.

Special Moves

Slash Cross
236A >> 236A - Slash Cross. Do 236A again before the animation finishes to launch it as a projectile. Not the best for zoning but is used in a lot of Billy's extended stun combos since it keeps the opponent standing on hit.
236C >> 236C - Like the A version but the cross fills out in the first part of the rekka. Do 236C again to launch the cross a short distance. Not as useful as the light version due to it launching on hit.

Ko Ryu-Kyaku
623B - Billy's DP. Launches a little forward and may miss opponents above your head or opponents with short crouching hitboxes.
623D - Like the light version but hits 3 times. The first hit hits low with a sliding kick. Moves forward much more compared to the light version, but is best to end combos thanks to its good stun damage.

Lightning Tail
236B/D - Billy kicks a bunch of times. There is no difference between the light and heavy versions. This move is extremely active and stray button presses will get caught in the hitbox. Not the best special Billy has but it does have its usage in its wall carry since it throws the opponent far.

Blue Rage
214B - A single flying kick charged with energy. It's decent to end combos with but using DP is much better.
214D >> 214D >> 214D - Flying kick rekka. This move is Billy's sole combo utility. If you stop on the 2nd rekka, you can keep them standing and extend your combo with a normal. If you finish the rekka, the opponent gets knocked down. The wall carry on the third rekka is good, but not as good as extending your combo.

Blue Rage (air) j.214B - Same as the grounded version but in the air! Has recovery on landing.
j.214D >> 214D >> 214D - Same as the grounded version but has less utility. Has recovery on landing.

Combos

BnB 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

BnB 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) > 623D (WH) > CD (air) > 236BC >> 236BC
(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 (Stun Combo, requires 1 wall. Guarenteed stun on Pepe, Jimmy, Kang, Jones, Alice and Sonia)
(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 (Stun Combo, requires 2 walls. Guarenteed stun on Pepe, Jimmy, Kang, Jones, Alice and Sonia)

Strategies

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