Rage of The Dragons/Billy

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Billy Lewis
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Unique Partner Lynn
Life 180
Stun 100
Guard 90
Profession The Blue Dragon
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Introduction

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

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

ROTD Navigation

General
Controls and Notation
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Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann