m (→Special Moves) |
mNo edit summary |
||
Line 335: | Line 335: | ||
|Adv. Guard= | |Adv. Guard= | ||
|description= The finisher to the Blue Rage rekka. This last hit has great wall carry but is over shadowed by the second hit since you can get more off of it. Can be done in the air (I said this already) | |description= The finisher to the Blue Rage rekka. This last hit has great wall carry but is over shadowed by the second hit since you can get more off of it. Can be done in the air (I said this already) | ||
}} | |||
}} | |||
==Super Moves== | |||
{{MoveData | |||
|image=TBD | |||
|caption= Butt Slash! | |||
|name=Back Slash | |||
|linkname= | |||
|input=2141236B | |||
|data= | |||
{{AttackData-ROTD | |||
|Damage= | |||
|Guard= Mid | |||
|Dizzy= | |||
|Cancel= N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|description= Great super, Great anti-air, Great wall carry. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=TBD | |||
|caption= This time it hits twice. | |||
|name=Double Back Slash | |||
|linkname= | |||
|input=2141236D | |||
|data= | |||
{{AttackData-ROTD | |||
|Damage= | |||
|Guard= Mid | |||
|Dizzy= | |||
|Cancel= N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|description= It's like the level 1 but it hits twice! It's wall carry is much better thanks to it's second hit, there have been some cases where the opponent is too high the second hit misses. | |||
}} | }} | ||
}} | }} |
Revision as of 15:06, 31 July 2021
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 |
|
|
Movelist
Command Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | High | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Slow overhead, starts Billy's best combo using the 214D rekka. Don't use often since it can be punished without conditioning but the reward for it is amazing. |
First Impact
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Billy's Impact has some good horizontal range and enough vertical range to catch hopping opponents.
|
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
First hit of a rekka. Has a decent hitbox but should always be followed up. The Rekka window on this move is rather tight and may require some precise timing. See the follow-up below. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Folllow-up to light slash cross. The second hit becomes a projectile. Not the best for zoning but it has a decently big hitbox, some characters struggle to get over it such as Abubo. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Just like the light version, this special is a rekka. Unlike the light version, Billy finishes the entire cross before launching. See the follow-up below. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Billy launches a short ranged flaming cross that does a knockdown, the knockdown has quite a long range and is good for wall carries. This move is great for linking off of 2B. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Fast dp that slides forward a bit. Heavy version is arguably better. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Low | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Argueabliy the better version of DP, 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, making it a nice guard cancel bait if needed. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Hitgrab with good wall carry. Hitbox flickers in and out until it hits something or the move ends. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Just a single flying kick, safe enough on block to frame trap. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
There is honestly nothing notable about this starter, it's very simmilar to Light Blue Rage and should ALWAYS be followed up. Can also be done in the air. See the follow-up below. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
This is the good part of the rekka. On hit, you can shorten your rekka and link into a normal or you can follow it up for the final hit of the rekka. Can also be done in the air. See follow-up below. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
The finisher to the Blue Rage rekka. This last hit has great wall carry but is over shadowed by the second hit since you can get more off of it. Can be done in the air (I said this already) |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Great super, Great anti-air, Great wall carry. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
It's like the level 1 but it hits twice! It's wall carry is much better thanks to it's second hit, there have been some cases where the opponent is too high the second hit misses. |
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
Strategies
confirm 6b = win