Billy Lewis | |
---|---|
Unique Partner | Lynn |
Life | 180 |
Stun | 100 |
Guard | 90 |
Profession | The Blue Dragon |
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
Billy's combos are either really short, or really long depending on if you can confirm your 6B overhead or not. Billy is also able to output a large amount of stun damage and can stun 40% of the cast with one confirm and deal up to 80% damage or more.
Here's a video of all the combos posted below:
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
(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 (Stun Combo, requires 1 wall. Guarenteed stun on Pepe, Jimmy, Kang, Jones, Alice and Sonia)
(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 (Stun Combo, requires 2 walls. Guarenteed stun on Pepe, Jimmy, Kang, Jones, Alice and Sonia)
Strategies
confirm 6b = win