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 |
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Movelist
Command Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | High | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Billy's Impact has some good horizontal range and enough vertical range to catch hopping opponents.
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Special Moves
Slash Cross
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | Mid | - | N/A | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
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. |
(Im still working on this page give me some time!)
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