Double Dragon/Billy Lee

From SuperCombo Wiki

Introduction

Birthplace - Los Angeles

Height - 5' 9"

Weight - 154 lbs

Fighting Style - Sousetsuken

Interests - Video Games, Cars

POW: 3

SPD: 4

DEF: 2

Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Billylee5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1330 2 - - H/L Yes - -


Close 5A
BillyleeCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1330 2 - - H/L Yes - -


Far 5B
Billylee5b.png
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.


Close 5B
BillyleeCLb.png
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.


Far 5C
Billylee5c.png
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.


Close 5C
BillyleeCLc.png
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.


Far 5D
Billylee5d.png
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.


Close 5D
BillyleeCLd1.png
BillyleeCLd2.png
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

2A
Billylee2a.png
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.


2B
Billylee2b.png
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.


2C
Billylee2c.png
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.


2D
Billylee2d.png
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

Neutral J. A
Billylee8a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8A 1330 4 - - H Yes Variable Variable


J. A
Billylee79a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9A 1330 2 - - H Yes Variable Variable

Small crossup hitbox.


J. B
Billylee789b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9B 2660 6 - - H Yes Variable Variable


Neutral J. C
Billylee8c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8C 3990 8 - - H Yes Variable Variable


J. C
Billylee79c.png
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.


J. D
Billylee789d1.png
Billylee789d2.png
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

Pursuit
2X when opponent is stunned (KD)
Billyleeprst1.png
Billyleeprst2.png
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

Shoulder Toss
4/6B/C/D
Billyleethrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6B/C/D 6080/6840/7600 (Transformed: 6840/7600/8360) 1 - 0 N/A No KD N/A

Can be performed in either direction, button used determines damage and how far opponent is thrown. If performed during Souryuu Tenshou, deals bonus damage.


Air Shoulder Toss
4/6B/C/D
Billyleethrow2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
- 6080/6840/7600 (Transformed: 6840/7600/8360) 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.


Special Moves

Soushuuga
236X
Billylee236X.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 236A 6080 9 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 236B 6840 11 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 236C 7600 13 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 236D 8360 15 - - H/L Into KD -

Billy dashes forward with an energy-infused palm strike. Character-defining move for Billy, covers an incredible amount of space and will beat nearly any other non-projectile offense outright. Stronger versions deal more damage and travel much further, but start and recover slower.


Rekkuuha
623X
Billylee623X1.png
Billylee623X4.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 623A 6194 (1330+4864) 4 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 623B 6802 (1330+5472) 4 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 623C 7410 (1330+6080) 4 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 623D 8018 (1330+6688) 4 - - H/L Into KD -

Billy's DP. A meterless invincible reversal, always nice to have. Also a great anti-air tool and can even hit behind Billy, as the animation would suggest. All versions possess 4f startup, the stronger ones deal more damage at the cost of slower recovery.


Ryuubisen
214X
Billylee214X3.png
Billylee214X1.png
Billylee214X2.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 214A 5474 (1330+2128+2016) 1 - - H/L Into -4 +5
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 214B 1330+(2128*x) 1 - - H/L Into Character-dependent Character-dependent
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 214C 1330+(2128*x) 1 - - H/L Into Character-dependent Character-dependent
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 214D 1330+(2128*x) 1 - - H/L Into Character-dependent Character-dependent

Billy performs a Tatsumaki Senpukyaku-esque spinning kick. A strange and situational special move that should usually be ignored. On the positive side, all versions hit on frame one and deal decent chip damage on block. This move's issues stem from its highly unpredictable frame advantage and damage. The B, C, and D versions of this move will often whiff their successive hits due to very high pushback, and as a result tend to leave Billy in a punishable state even when the attack successfully connects. If you really, really want to use this then stick to the A version for its consitency.


Super Moves

Kouryuu Geki Ha
236XX
Billylee236XX.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
236XX 14116 (2660+2016+1904+1904+5632) 13 - - H/L Into KD -

Billy performs a dragon-powered version of his Soushuuga special attack. Fully invincible from frame 1 until near the end of his attack animation. An excellent all-purpose super, great for wakeups, blowing up zoning, and combos. Majority of the damage comes from the final hit, so don't be afraid to use this from long range either. 2D will always combo into this when cancelled even from max range.


Souryuu Tenshou (Dragon Transformation)
ABCD
BillyleeABCD1.png
BillyleeABCD2.png
BillyleeABCD3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
ABCD 9120 29 - - H/L Into KD -

Billy harnesses the power of the Double Dragon amulet to become Super Billy. The transformation itself functions as an invincible reversal, leaving Billy in an aerial state where he cannot move or attack but can still block, effectively making this a safe wakeup option. This transformation completely overhauls Billy's moveset and has no time limit, though it resets at the beginning of the next round. In addition to his new powerful attacks, Billy's throw and pursuit deal bonus damage, though he also takes slightly more damage as well.


Transformed Specials

The Basics

Combos

Color List

Dd95colorsbilly.jpg
Dd95colorsbillyt.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
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Billy Lee
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Jimmy Lee
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