Rage of The Dragons/Billy/Movelist

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< Rage of The Dragons‎ | Billy
Revision as of 20:55, 7 November 2024 by Kinov (talk | contribs)
Move List Showcase

Movelist

Impact

Snkb.gifSnka.gifSnkc.gifSnkd.gifSnkd.gif

(Air) Snka.gifSnkb.gifSnkb.gifSnkc.gifSnkd.gif

Command Normals

F.pngSnkb.gif

Special Moves

Qcf.pngSnka.gif/Snkc.gif~Qcf.pngSnka.gif/Snkc.gif - Slash Cross

Dp.pngSnkb.gif/Snkd.gif - Kouryuu Kyaku

Qcf.pngSnkb.gif/Snkd.gif - Lightning Tail

(Air OK) Qcb.pngSnkb.gif/Snkd.gif~Qcb.pngSnkd.gif~Qcb.pngSnkd.gif - Blue Rage

Super Moves

Qcb.pngHcf.pngSnkb.gif/Snkd.gif - Back Slash


Close Normals

cl.A
ROTD Billy clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Billy clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 3 7 +1 0
cl.C
ROTD Billy clC.png
Damage Guard Stun Cancel
16 (6+10) Mid 8 (2+6) Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2+(6)+2 15 -1/+2 -4

Outdamaged by cl.D, but an important tool in Billy's combos because the first hit doesn't push back. When cancelled from the first hit, this move is essential for 236A links on crouching opponents. The other boon this has over cl.D is how the latter's second hit will miss on crouching Pupa; obviously in this case, you get your 236A links. Both close heavies are useful.

cl.D
ROTD Billy clD.png
Damage Guard Stun Cancel
18 (8+10) Mid 10 (4+6) Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2+4 15 -3/0 -6

Your go-to basic punish for its damage and stun.

Standing Normals

st.A
ROTD Billy stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
st.B
ROTD Billy stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 3 12 -4 -5

Billy has good, important pokes and this is one of them. It's fast, safe, hits all crouching opponents despite appearances and is overall blessed with a useful hitbox. Used to check things at midrange.

st.C
ROTD Billy stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
9 2 19 -5/-2 -8
st.D
ROTD Billy stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 6 19 -9/-6 -12

This move goes over lows, and unless their move lowers their hitbox by a lot, it can also low crush. The pushback makes it safe and the range is good, so overall another decent poke.

Crouching Normals

cr.A
ROTD Billy crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cr.B
ROTD Billy crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 3 5 +3 +2

This move is essential as a low confirm into 236C and as a stagger tool. The goal is to condition your opponent to not press buttons and keep blocking low so you can catch them with the overhead. The move's quick recovery and low pushback leaves Billy able to either throw the opponent if they dodge or block if they guard cancel, which narrows their options considerably. Those who've played KOF may be familiar with staggers as a concept, and this fundamental skill applies here.

cr.C
ROTD Billy crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 3 11 +2/+5 -1

Not worth using over other close heavies and way too short to have any use in neutral.

cr.D
ROTD Billy crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 4 16 KD -3

Jumping Normals

j.A
ROTD Billy jA.png
Damage Guard Stun Cancel
8 High/Air 6 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.B
ROTD Billy jB.png
Damage Guard Stun Cancel
10 High/Air 8 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.C
ROTD Billy jC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -
j.D
ROTD Billy jD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 16 - - -

Command Normals

6B
ROTD Billy 6B.png
Damage Guard Stun Cancel
15+12 High 14 Special
Startup Active Recovery Adv. Hit Adv. Guard
10 4+(10)+2 33 -7 -18

Two moves in one — neither of which work with one another. The first hit on frame 10 serves as a juggle tool from Billy's Tag-In and Ground Impact, but its hitbox is too awkward for anything besides this juggle. The overhead on frame 24, however, is Billy's ticket to big damage. 6B is the only move which combos into 214D, and the links available after rack up both massive damage and plenty of stun. Under the right circumstances, Billy can even stun in one combo. Regardless, 24 frame startup is a huge weakness, and Billy has to condition the opponent not to either hit him out or dodge.

Throws

4/6C
ROTD Billy throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Billy pitches the opponent fullscreen. If he's not cornered, there's a good chance they will hit the wall.

System

Tag-In
ROTD Billy stB.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 25 KD -10
Guard Cancel
ROTD Billy GC.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
16 4 21 KD -8
First Impact
ROTD Billy CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 4 31 KD -18
Duplex Attack
ROTD Billy run.png
236CD
ROTD Billy 236BC.png
236CD~236CD
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 (23 with Lynn) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar.

Special Moves

Slash Cross
ROTD Billy 236A 1.png
236A
ROTD Billy 236A 2.png
236A~236A
Damage Guard Stun Cancel
12 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
- 10 27 -13/-9 -20

I hope you weren't expecting this to act like Ein Trigger, because for either version of Slash Cross, the first hit is a strike — not a fireball. Cassandra can even counter them! Billy's fireball is locked behind this first hit, which adds to his combos, but it's a shortcoming against characters with fast, good projectiles.

Damage Guard Stun Cancel
10 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
13 10 (Fireball: ∞) 27 +6/+10 -1

In combos, this gives Billy very important links on crouching opponents. He can link into either 623D or another 236A sequence, which then links into Duplex. Ouch! In neutral, this gives Billy a fast, tall fireball he can run behind. The timing to cancel into this is pretty tight, but easy to eyeball.

Slash Cross
ROTD Billy 236C 1.png
236C
ROTD Billy 236C 2.png
236C~236C
Damage Guard Stun Cancel
16 (6+10) Mid/Air 8 (4+4) -
Startup Active Recovery Adv. Hit Adv. Guard
10 6+(10)+12 29 -17/-13 -24

Two slashes — none of which destroy fireballs. Given the advantage on block, there is no reason not to cancel into the second part.

Damage Guard Stun Cancel
10 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
17 ? 26-? KD +8

A short-ranged fireball. On block, it's very safe, while on hit it's the most damaging of Billy's special moves. It is, however, outstunned by 623D. Unfortunately, it whiffs from the second hit of either close heavy, but it's his go-to from cr.B chains. It also launches the opponent fullscreen, and Billy has enough time to catch them if they hit the wall.

Kouryuu Kyaku
ROTD Billy 623K.png
623B/D
ROTD Billy 623D.png
623D
Damage Guard Stun Cancel
16 Mid/Air 4 -
Startup Active Recovery Adv. Hit Adv. Guard
15 (1-16 invuln) 2 53 KD -25

Billy's reversal. Its sluggishness and slight forward movement make it very prone to safejumps, and it can be blocked in the air.

Damage Guard Stun Cancel
20 (6+2+12) Low, Mid, Mid/Air 24 (8×3) -
Startup Active Recovery Adv. Hit Adv. Guard
7 8+(8)+2+(2)+2 53 KD -26

Billy's go-to after a close heavy. This deals the most stun out of all of his moves, and because of it, it often takes him one or two good hits to get a stun. Before the DP, Billy slides forward a little, which shrinks his hurtbox; this can let him low profile guard cancels and other taller moves. It can also combo from cr.B if you want its stun over 236C's damage, but it's a lot less safe.

Lightning Tail
ROTD Billy 236K.png
236B/D
Damage Guard Stun Cancel
15 Mid 2 -
Startup Active Recovery Adv. Hit Adv. Guard
8 [2+(4)]×8+2 23 KD -41

A hitgrab which launches fullscreen on hit. Has a tendency to catch stray hurtboxes, but is completely vulnerable to sweeps and low-hitting moves. It has a niche as a fast special which can't be blocked in the air, but its intermittent hits and bad priority make it inconsistent against jump-ins. In combos, Lightning Tail is redundant for its low damage and negligible stun.

Damage Guard Stun Cancel
15 Mid 2 -
Startup Active Recovery Adv. Hit Adv. Guard
15 [2+(4)]×8+2 13 KD -34

Trades better recovery for worse startup, which means it can't combo from lights or Air Impact anymore.

Blue Rage
ROTD Billy 214K 1.png
214B/D
ROTD Billy 214K 2.png
214D~214D
ROTD Billy 214K 3.png
214D~214D~214D
Damage Guard Stun Cancel
14 Mid/Air 10 -
Startup Active Recovery Adv. Hit Adv. Guard
- 6+(4)+4 17 KD -14

The B version is a single flying kick. Just safe enough on block to use as a frame trap.

Damage Guard Stun Cancel
10 Mid/Air 5 -
Startup Active Recovery Adv. Hit Adv. Guard
25 6+(4)+4 15 -5/-1 -12

The D version's first rekka, this is too slow to combo from anything — sans the overhead.

Damage Guard Stun Cancel
6 Mid/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
7 8 13 +7 -4

The second rekka — stop here. On hit, it's plus enough to link into a close normal, and the forward movement leaves you right in their face. This move alone is a big reason why Billy's overhead is scary. On block, you may think it's unsafe because it's -4, but because of the dead frame, it can only be punished by an instant command grab. Some Billy players may go for throw, which you can beat with an airborne reversal or a tag-in; otherwise, you have to tech.

Damage Guard Stun Cancel
10 Mid/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
3 12 21 KD -16

The full 214D sequence deals as much damage as the 236C rekka and corner carries even further, but his links from the second rekka invalidate these traits.

Blue Rage
ROTD Billy 214K 1.png
j.214B/D
ROTD Billy 214K 2.png
j.214D~214D
ROTD Billy 214K 3.png
j.214D~214D~214D
Damage Guard Stun Cancel
14 High/Air 10 -
Startup Active Recovery Adv. Hit Adv. Guard
11 6+(4)+4 - KD -19

Billy's air tatsu. Curiously, the B version hits overhead; at an effective 15f when TK'd, it's unreactable, and it works on every character. Unlike 6B, there's no way to make it safe, and it can still be stuffed. Added recovery upon landing.

Damage Guard Stun Cancel
10 Mid/Air 5 -
Startup Active Recovery Adv. Hit Adv. Guard
25 6+(4)+12 - KD -27
Damage Guard Stun Cancel
6 Mid/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
4 14 - KD -25
Damage Guard Stun Cancel
10 Mid/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
2 12 - KD -17

The D version is fairly useless. All hits juggle, but from an Air Impact, the first hit will launch too high for the others to connect. It can escape the corner, but it's laggy. Added recovery upon landing.

Super Moves

Back Slash
ROTD Billy 2141236K.png
2141236B/D
Damage Guard Stun Cancel
40 (10+10+20) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
9 (1-12 invuln) 2+2+3+3 49 KD -18

Backward flip into giant blue Power Geyser. Great anti-air and reversal.

Damage Guard Stun Cancel
60 ([5+5+20]×2) Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
9 (1-12 invuln) 2+2+3+3+(39)+2+2+3+3 49 KD -16

Two flips instead of one.

ROTD Navigation

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