Both impacts are done by pressing CD, to get an air impact tap up after you hit the opponent!<br>
CD (ground) - A,A,B,C,D<br>
CD (air) - B,A,C,D,D<br>
{{MoveData
|image=
|caption=
|name=5A
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Just a short jab, nothing really notable.
}}
}}
{{MoveData
|image=
|caption=
|name=Cl.A
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= Self
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= An even quicker jab compared to 5A.
}}
}}
{{MoveData
|image=
|caption=
|name=5B
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Great poke. Use this often to check your opponents.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.B
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Find more about this normal.
}}
}}
{{MoveData
|image=
|caption=
|name=5C
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= A much shorter poke than 5B or 5D. There isn't any clear use for this normal.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.C
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= Special/Super
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Hits twice, both hits can be canceled.
}}
}}
{{MoveData
|image=
|caption=
|name=5D
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Has more reach than 5B, but has enough recovery to punish on block. Just use 5B.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.D
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= Special/Super
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Hits twice, can be canceled from any hit.
}}
}}
===Crouching Normals===
{{MoveData
|image=
|caption=
|name=2A
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= Self/Special/Super
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Just like 5A, it's a stubby jab. At least you can cancel it.
}}
}}
{{MoveData
|image=
|caption=
|name=2B
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Low
|Dizzy=
|Cancel= Self/Special/Super
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Billy's BEST normal. Long hitbox, great poke, easy low hitconfirm. Get to know Billy's 2B, you're going to need it.
}}
}}
{{MoveData
|image=
|caption=
|name=2C
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= Special/Super
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Short heavy normal, there is enough blockstun to push out a 6B or 2B to mix your opponent up.
}}
}}
{{MoveData
|image=
|caption=
|name=2D
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= Low
|Dizzy= 15
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Decent sweep, abusable at the right range but if you're too close you'll be punished.
}}
}}
==Jumping Normals==
{{MoveData
|image=
|caption=
|name=8A
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=8B
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=
|linkname=
|input=8C
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=7/9C
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=8D
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
{{MoveData
|image=
|caption=
|name=7/9D
|linkname=
|input=
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description=
}}
}}
==Command Moves==
==Command Moves==
{{MoveData
:'''Axe Kick''' - 6B<br>
|image=TBD
::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.<br>
|caption= Get used to this move, it starts 90% of his combos.
|name=Axe Kick
|linkname=
|input=6B
|data=
{{AttackData-ROTD
|Damage=
|Guard= High
|Dizzy=
|Cancel=
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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===
{{MoveData
|image=TBD
|caption=
|name=Impact
|linkname=
|input=CD
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy= 0
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Billy's Impact has some good horizontal range and enough vertical range to catch hopping opponents.<br>
You can do this move in the air by tappig 8 after hit-confirming CD. Air impacts provide much more meter than ground impacts. However, air impacts have limited combo routes.
:*BC (ground) B,A,C,D,D<br>
:*BC (air) A,B,B,C,D<br>
}}
}}
==Special Moves==
==Special Moves==
{{MoveData
:'''Light Slash Cross''' - 236A > 236A<br>
|image=TBD
::Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.<br>
|caption= Finish the rekka.
|name=Light Slash Cross
|linkname=
|input=236A
|data=Slash Cross
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
{{MoveData
|image=TBD
|caption=
|name=
|linkname=
|input=236A >> 236A
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
:'''Heavy Slash Cross''' - 236C > 236C<br>
::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.<br>
{{MoveData
|image=TBD
|caption=
|name=Heavy Slash Cross
|linkname=
|input=236C
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
{{MoveData
|image=TBD
|caption=
|name=
|linkname=
|input=236C >> 236C
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
:'''Light Ko Ryu-Kyaku''' - 623B<br>
::Fast dp that slides forward a bit.<br>
{{MoveData
:'''Heavy Ko Ryu-Kyaku''' - 623D<br>
|image=TBD
::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.<br>
|caption=
|name=Ko Ryu-Kyaku
|linkname=
|input=623A
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Fast dp that slides forward a bit. Heavy version is arguably better.
}}
}}
{{MoveData
:'''Lightning Tail''' - 236B/D<br>
|image=TBD
::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.<br>
|caption=
|name=Ko Ryu-Kyaku
|linkname=
|input=623D
|data=
{{AttackData-ROTD
|Damage=
|Guard= Low
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
{{MoveData
:'''Light Blue Rage''' - 214B<br>
|image=TBD
::Single flying kick. Just safe enough on block to use as a frame trap. Can also be done in the air with added recovery.<br>
|caption= 百裂拳
|name=Lightning Tail
|linkname=
|input=236B/D
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Hitgrab with good wall carry. Hitbox flickers in and out until it hits something or the move ends.
}}
}}
:'''Heavy Blue Rage''' - 214D > 214D > 214D<br>
{{MoveData
::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.<br>
|image=TBD
|caption=
|name=Blue Rage
|linkname=
|input=214B
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= Just a single flying kick, safe enough on block to frame trap.
}}
}}
{{MoveData
|image=TBD
|caption= First hit
|name=Blue Rage
|linkname=
|input=214D
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
{{MoveData
|image=TBD
|caption= Second Hit
|name=
|linkname=
|input=214D >> 214D
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= 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.
}}
}}
{{MoveData
|image=TBD
|caption= Final hit of the rekka
|name=
|linkname=
|input=214D >> 214D >> 214D
|data=
{{AttackData-ROTD
|Damage=
|Guard= Mid
|Dizzy=
|Cancel= N/A
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|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)
}}
}}
==Super Moves==
==Super Moves==
:'''Back Slash''' - 2141236B/D<br>
{{MoveData
::Backward flip into giant blue power geyser. Great anti-air. D version hits twice.<br>
|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.
}}
}}
=Combos=
=Combos=
Revision as of 16:59, 3 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
Good B buttons.
Easy one-wall stun combos on 80 and 90 stun characters.
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.
Lightning Tail is a hit grab that catches stray hurt boxes.
Heavy Ko-Ryu Kyaku can low profile moves thanks to the low sliding start.
Back Slash super is a great anti-air.
Instant overhead jumping Blue Rage using the TK technique.
Long recovery on heavy buttons.
6B overhead has a very slow start-up, it can be jabbed out
Both versions of Ko-Ryu Kyaku slide forward, sometimes missing jump-ins.
Ko-Ryu Kyaku isn't air unblockable.
Light Slash Cross is not a good zoning option.
Both versions of air Blue Rage are punishable on block.
Character-specific and crouching-specific stun combos.
Limited combos without 6B confirm.
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.