Introduction
Birthplace - Los Angeles
Height - 5' 9"
Weight - 154 lbs
Fighting Style - Sousetsuken
Interests - Video Games, Cars
POW: 3
SPD: 4
DEF: 2
Strengths | Weaknesses |
---|---|
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Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | +9 | +13 |
Extremely fast jab with decent range and frame advantage. Whiffs on most crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1330 | 2 | - | - | H/L | Yes | +7 | +11 |
Whiffs on crouch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 4 | - | - | H/L | Yes | +5 | +9 |
Stubby, but very fast. Billy has few cancellable standing pokes, so keep this one in mind. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 2660 | 7 | - | - | H/L | Yes | +7 | +11 |
Strangely bad button. Bad frame data, low damage, and whiffs on crouchers. Anything you want to use this for, use close 5C instead. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 8 | - | - | H/L | No | +4 | +6 |
Front kick with good range and startup. Decent poke, but doesn't cancel into anything. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 3990 | 5 | - | - | H/L | Yes | +3 | +5 |
Lightning-fast uppercut, solid close button for combos and anti-airs. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5320 | 15 | - | - | H/L | No | +3 | +3 |
Step-in high kick. Slow and non-cancellable. Deals decent damage but at this point you're better off just using 236A to poke. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5684 | 8 | - | - | H/L, H/L | Yes (1st hit) | +1 | -1 |
Two quick kicks, both hit high despite appearances. Another mediocre button, really no reason to use this one. Second hit tends to whiff on crouch. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1330 | 4 | - | - | L | Yes | +9 | +13 |
Solid ranged low poke, great for confirming and starting combos. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 2660 | 6 | - | - | H/L | Yes | +5 | +9 |
Slightly higher damage than 2A but worse in essentially every other way. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 3990 | 6 | - | - | H/L | Yes | +6 | +8 |
Classic shoto anti-air button. Extremely small horizontal range, but large vertical range and quick startup. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 3990 | 10 | - | - | L | Yes | KD | +10 |
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 special. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1330 | 4 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1330 | 2 | - | - | H | Yes | Variable | Variable |
Small crossup hitbox. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 2660 | 6 | - | - | H | Yes | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 3990 | 8 | - | - | H | Yes | Variable | Variable |
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. |
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
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
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 2 | - | - | H/L | Yes | +9 | +13 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 3 | - | - | H/L | Yes | +7 | +11 |
Hits mid, despite visual appearance. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3420 | 8 | - | - | H/L | Yes | +9 | +13 |
Whiffs on most crouching opponents. Decent ranged standing poke which can be whiff cancelled into its command normal extension or a special move. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3420 | 8 | - | - | H/L | Yes | +12 | +16 |
High elbow strike, whiffs on nearly all crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 10 | - | - | H/L | No | +7 | +9 |
High-angle roundhouse kick. Usually hits crouchers despite animation. Solid midrange anti-air and poke, though ST Billy definitely has better options. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 6 | - | - | H/L | Yes | +7 | +9 |
A quick headbutt. Whiffs on crouchers. A fast, high-damage combo filler button. Has enough frame advantage on hit to be linked into ST Billy's 2D. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6840 | 15 | - | - | H/L | No | +2 | +2 |
Another large, slow, and non-cancellable button. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6570 (1710+4860) | - | - | - | H/L, H/L | Yes (1st Hit) | +3 | +5 |
Essentially identical to regular Billy's Close 5D, and about as useless. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1710 | 2 | - | - | L | Yes | +13 | +9 |
As close as you can get to a perfect 2A. Extraordinarily fast startup, hits low, great range, and can be linked into basically any of Billy's crouching or close buttons (including itself up to 5 TIMES). Use this to start confirms for easy high damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3420 | 5 | - | - | H/L | Yes | +5 | +9 |
A standard-issue crouching mid punch. Not a particularly remarkable button, but not a bad one by any means. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 5130 | 4 | - | - | H/L | Yes | +6 | +8 |
Awesome anti-air uppercut with phenomenal startup, vertical range, and damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 5130 | 5 | - | - | L | Yes | KD | +10 |
An even better sweep than regular Billy's. Great damage, a ridiculous 5 frame statup, and special cancellability make this a very good 2D. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1710 | 2 | - | - | H | N/A | Variable | Variable |
Decent range and great speed, but neutral jump tends to limit its use. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1710 | 1 | - | - | H | N/A | Variable | Variable |
A 1f crossup button, though one with small range. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3420 | 4 | - | - | H | N/A | Variable | Variable |
ST Billy's least remarkable jump-in. The only air button he has that doesn't hit as a crossup. Not a bad attack in the slightest, but his other aerial buttons are simply better. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9C | 5130 | 6 | - | - | H | N/A | Variable | Variable |
ST Billy's most consistent crossup button. A solid all-purpose jump-in that can really do anything it needs to. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 6840 | 10 | - | - | H | N/A | - | - |
A heavy spinning aerial roundhouse kick. ST Billy's strongest jump-in, and also capable of crossups, though with a smaller hitbox than J. A and J. C. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5AA | 1710 | 3 | - | - | H/L | Yes | +9 | +12 |
A quick downwards backfist. Due to Double Dragon's inherent negative edge input system, this attack will essentially always come out when Far 5A is pressed unless the button is deliberately held to prevent it. Makes it easier to confirm off of a standing jab, though also gives it higher whiff recovery. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 3420 | 4 | - | - | H/L | Yes | +9 | +13 |
Billy performs a somewhat silly looking hook punch with his opposite hand. Whiffs on the same crouchers Far 5B whiffs on. Not very practical, as the pushback from Far 5B will often make this whiff on hit. Deals decent damage when you can get it to connect. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 9120 | 71 | - | - | N/A | No | KD | N/A |
Identical to regular Billy's pursuit, but with bonus damage added on. Neat! |
Throws
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. |
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 |
Everything said about ground throw also applies here, plus the bonus of staying in aerial state afterwards. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | 6080 | 9 | - | - | H/L | Into | KD | -5 (at worst) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 6840 | 11 | - | - | H/L | Into | KD | -12 (at worst) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 7600 | 13 | - | - | H/L | Into | KD | -20 (at worst) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 8360 | 15 | - | - | H/L | Into | KD | -27 (at worst) |
Billy dashes forward with an energy-infused palm strike. Character-defining move for Billy, covers a great space and will beat nearly any other non-projectile offense outright. Immensely useful for pressure and in combos, usually after a sweep. Stronger versions deal more damage and travel further, but start and recover slower. A and B versions are plus on block if spaced properly. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 623A | 6194 (1330+4864) | 4 | - | - | H/L | Into | KD | -19 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 623B | 6802 (1330+5472) | 4 | - | - | H/L | Into | KD | -22 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 623C | 7410 (1330+6080) | 4 | - | - | H/L | Into | KD | -27 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 623D | 8018 (1330+6688) | 4 | - | - | H/L | Into | KD | -31 |
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. |
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. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 214A | 2660*x | 4 (behind), 8 (in front) | - | - | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 214B | 2660*x | 4 (behind), 8 (in front) | - | - | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 214C | 2660*x | 4 (behind), 8 (in front) | - | - | H/L | Into | Variable | Variable |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 214D | 2660*x | 4 (behind), 8 (in front) | - | - | H/L | Into | Variable | Variable |
An aerial version of the Ryuubisen. Lacks the rising knee portion of the grounded move and hits behind Billy before it hits forward. Stronger versions add additional hits. It's possible to land multiple hits with one use but requires very specific positioning. Pretty situational, like the grounded one, but does function as a very consistent if low damage crossup. |
Transformed Specials
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | 4560 | 12 | - | - | H/L | Into | -13 (point blank) | -17 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 4940 | 12 | - | - | H/L | Into | -15 (point blank) | -17 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 5320 | 12 | - | - | H/L | Into | -17 (point blank) | -18 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 5700 | 12 | - | - | H/L | Into | -19 (point blank) | -19 (point blank) |
ST Billy throws a blue ball of dragon energy forwards. Unsafe on hit and block if performed very close to the opponent. A pretty standard fireball, but always useful to have. Stronger versions give slightly stronger damage and higher travel speed. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 623A | 7470 (1710+5760) | 3 | - | - | H/L | Into | KD | -24 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 623B | 8046 (1710+6336) | 3 | - | - | H/L | Into | KD | -30 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 623C | 8622 (1710+6912) | 3 | - | - | H/L | Into | KD | -38 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 623D | 9198 (1710+7488) | 3 | - | - | H/L | Into | KD | -44 |
ST Billy performs a rising elbow attack wreathed in lightning. All versions are fully invincible and possess 3 frame startup. Stronger versions deal more damage and go further forwards and upwards. A strong reversal and anti-air option, startup and range make it very consistent. Highly unsafe on block, so use with caution. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 214A | 7600 | 12 | - | - | H/L | Into | KD | -8 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 214B | 8360 | 14 | - | - | H/L | Into | KD | -7 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 214C | 9120 | 16 | - | - | H/L | Into | KD | -7 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 214D | 9880 | 18 | - | - | H/L | Into | KD | -6 |
The crown jewel of ST Billy's moveset. An extremely high-damage flying kick that covers a wide distance. Stronger versions possess longer startup but travel further and deal greater damage. All versions are slightly unsafe on block at point blank but can be spaced to be safe or even plus. Cannot be performed in the air. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 41236A | 6660 (3420+3240) | 30 | - | - | H/L | Into | -13 (point blank) | -17 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 41236B | 6680 (3800+2880) | 30 | - | - | H/L | Into | -15 (point blank) | -17 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 41236C | 7348 (4172+3168) | 30 | - | - | H/L | Into | -17 (point blank) | -18 (point blank) |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 41236D | 7824 (4560+3264) | 30 | - | - | H/L | Into | KD | -19 (point blank) |
ST Billy focuses his energy into two spheres and releases them forward as a powerful spiraling projectile. A slower, more powerful fireball that can punch through single hit projectiles, though it loses damage in the process. C and D versions deal far higher damage than the A and B ones, and the D version also knocks down. Somewhat situational overall due to slow startup, but a great option for consistent chip damage and useful for varying up projectile timing when combined with 236X. |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
236XX | 14116 (2660+2016+1904+1904+5632) | 13 | - | - | H/L | Into | KD | -15 |
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. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
ABCD | 9120 | 29 | - | - | H/L | Into | KD | N/A |
Billy harnesses the power of the Double Dragon amulet to transform and power up (This transformed state will be referred to in this wiki page as ST 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, meaning he is only punishable by throws. 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. |