< Rage of The Dragons | Billy
Impact
Both impacts are done by pressing CD, to get an air impact tap up after you hit the opponent!
CD (ground) - B,A,C,D,D
CD (air) - A,A,B,C,D
Command Moves
- Axe Kick - 6B
- Just a simple overhead axe kick. It's special and super cancelable but has a high start-up so it can be poked out of or even punished on reaction.
- Just a simple overhead axe kick. It's special and super cancelable but has a high start-up so it can be poked out of or even punished on reaction.
Special Moves
- Light Slash Cross - 236A > 236A
- Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.
- Billy's Rekka projectile. The timing of the rekka is tight but isn't 1 frame.
- Heavy Slash Cross - 236C > 236C
- Just like the light version but the first part of the rekka fills the cross out completely. The follow-up launches a short burning projectile that launches the opponent on hit.
- Just like the light version but the first part of the rekka fills the cross out completely. The follow-up launches a short burning projectile that launches the opponent on hit.
- Light Ko Ryu-Kyaku - 623B
- Fast dp that slides forward a bit.
- Fast dp that slides forward a bit.
- Heavy Ko Ryu-Kyaku - 623D
- This move starts with a low sliding kick into a two-hitting dp. If the low sliding kick whiffs it moves faster into the DP. Hitbox shrinks on the sliding kick as well, can low profile guard cancels and taller moves.
- This move starts with a low sliding kick into a two-hitting dp. If the low sliding kick whiffs it moves faster into the DP. Hitbox shrinks on the sliding kick as well, can low profile guard cancels and taller moves.
- Lightning Tail - 236B/D
- This is a hitgrab that launches on hit. Has a tendency to catch stray hurtboxes if the opponent sticks out any buttons that come in contact with the kicks. Completely vulnerable to sweeps and low-hitting moves.
- This is a hitgrab that launches on hit. Has a tendency to catch stray hurtboxes if the opponent sticks out any buttons that come in contact with the kicks. Completely vulnerable to sweeps and low-hitting moves.
- Light Blue Rage - 214B
- Single flying kick. Just safe enough on block to use as a frame trap. Can also be done in the air with added recovery.
- Single flying kick. Just safe enough on block to use as a frame trap. Can also be done in the air with added recovery.
- Heavy Blue Rage - 214D > 214D > 214D
- Billy's other rekka that's probably his most used combo tool. If you end the rekka early on the 2nd hit, you can link afterwards. The 3rd hit launches. This move can be done in the air with added recovery.
- Billy's other rekka that's probably his most used combo tool. If you end the rekka early on the 2nd hit, you can link afterwards. The 3rd hit launches. This move can be done in the air with added recovery.
Super Moves
- Back Slash - 2141236B/D
- Backward flip into giant blue power geyser. Great anti-air. D version hits twice.
- Backward flip into giant blue power geyser. Great anti-air. D version hits twice.
WIP
Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Mid | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | KD | - |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
- | High/Mid/Low | - | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Throws
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | - | 0 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
1 | 1 | - | KD | - |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Delete if character does not have air throw. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 | 8 | 17 | KD | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
- | - | - | KD | - |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (? with Partner) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Light version. | |||||
Damage | Guard | Stun | Cancel | ||
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
Heavy version. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Damage | Guard | Stun | Cancel | ||
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
The C version deals more damage and uses two bars. |