Blobbentein (talk | contribs) (→Throws) |
Blobbentein (talk | contribs) |
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1330 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1330 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5B | |input=5B | ||
|damage= | |damage=2660 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5B | |input=5B | ||
|damage= | |damage=2660 | ||
|startup=7 | |startup=7 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=3990 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=3990 | ||
|startup=5 | |startup=5 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=5320 | ||
|startup=15 | |startup=15 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=5684 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2A | |input=2A | ||
|damage= | |damage=1330 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2B | |input=2B | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2C | |input=2C | ||
|damage= | |damage=3990 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2D | |input=2D | ||
|damage= | |damage=3990 | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=8A | |input=8A | ||
|damage= | |damage=1330 | ||
|startup=4 | |startup=4 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/9A | |input=7/9A | ||
|damage= | |damage=1330 | ||
|startup=2 | |startup=2 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9B | |input=7/8/9B | ||
|damage= | |damage=2660 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=8C | |input=8C | ||
|damage= | |damage=3990 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/9C | |input=7/9C | ||
|damage= | |damage=3990 | ||
|startup=6 | |startup=6 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=7/8/9D | |input=7/8/9D | ||
|damage= | |damage=5320 (1330+3990) | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=2X | |input=2X | ||
|damage= | |damage=7600 | ||
|startup=71 | |startup=71 | ||
|active= | |active= |
Revision as of 12:18, 5 October 2024
Introduction
Birthplace - Los Angeles
Height - 5' 9"
Weight - 154 lbs
Fighting Style - Sousetsuken
Interests - Video Games, Cars
POW: 3
SPD: 4
DEF: 2
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 4 | - | - | H/L | Yes | - | - |
Stubby, but very fast. Billy has few cancellable standing pokes, so keep this one in mind. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 7 | - | - | H/L | Yes | - | - |
Strangely bad button. Bad frame data, low damage, and whiffs on crouchers. Anything you want to use this for, use close 5C instead. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 8 | - | - | H/L | No | - | - |
Front kick with good range and startup. Decent poke, but doesn't cancel into anything. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 5 | - | - | H/L | Yes | - | - |
Lightning-fast uppercut, solid close button for combos and anti-airs. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5320 | 15 | - | - | H/L | No | - | - |
Step-in high kick. Slow and non-cancellable. Deals decent damage but at this point you're better off just using 236A to poke. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5684 | 8 | - | - | H/L, H/L | Yes (1st hit) | - | - |
Two quick kicks, both hit high despite appearances. Another mediocre button, really no reason to use this one. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1330 | 4 | - | - | L | Yes | - | - |
Solid ranged low poke, great for confirming and starting combos. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 2660 | 6 | - | - | H/L | Yes | - | - |
Slightly higher damage than 2A but worse in essentially every other way. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 3990 | 6 | - | - | H/L | Yes | - | - |
Classic shoto anti-air button. Extremely small horizontal range, but large vertical range and quick startup. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 3990 | 10 | - | - | L | Yes | KD | - |
A supremely excellent sweep, singlehandedly redeems Billy's grounded poking game. Hits low with solid range and special-cancellable. Abuse whenever you can, especially combined with his 236X |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1330 | 4 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1330 | 2 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 2660 | 6 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 3990 | 8 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9C | 3990 | 6 | - | - | H | Yes | - | - |
Like most J. Cs, a reliable jump-in which can perform crossups if necessary. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 5320 (1330+3990) | 8 | - | - | H, H | Yes | Variable | Variable |
Two-hitting axe kick, great when combined with a dash and useful in combos. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 7600 | 71 | - | - | N/A | No | KD | N/A |
Billy's universal Pursuit attack. Slightly faster than average, worth noting that the attack registers once Billy lands on them, not once he actually strikes them. |
Transformed Normals
Standing Normals
Crouching Normals
Aerial Normals
Command Normals
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 6080/6840/7600 | 1 | - | 0 | N/A | No | KD | N/A |
Can be performed in either direction, button used determines damage and how far opponent is thrown. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
- | 6080/6840/7600 | 1 | - | 0 | N/A | No | KD | N/A |
Everything said about ground throw also applies here, plus the bonus of staying in aerial state afterwards. |