< Rage of The Dragons | Billy
(works now :)) |
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{{Character Subnav ROTD|name=Billy}} | {{Character Subnav ROTD|name=Billy}} | ||
==Impact== | ===Impact=== | ||
Both impacts are done by pressing CD, to get an air impact tap up after you hit the opponent!<br> | 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 (ground) - A,A,B,C,D<br> | ||
CD (air) - B,A,C,D,D<br> | CD (air) - B,A,C,D,D<br> | ||
==Command Moves== | ===Command Moves=== | ||
:'''Axe Kick''' - 6B<br> | :'''Axe Kick''' - 6B<br> | ||
::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> | ::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> | ||
==Special Moves== | ===Special Moves=== | ||
:'''Light Slash Cross''' - 236A > 236A<br> | :'''Light Slash Cross''' - 236A > 236A<br> | ||
::Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.<br> | ::Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.<br> | ||
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::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> | ::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> | ||
==Super Moves== | ===Super Moves=== | ||
:'''Back Slash''' - 2141236B/D<br> | :'''Back Slash''' - 2141236B/D<br> | ||
::Backward flip into giant blue power geyser. Great anti-air. D version hits twice.<br> | ::Backward flip into giant blue power geyser. Great anti-air. D version hits twice.<br> |
Revision as of 16:46, 16 February 2022
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.