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

Strengths Weaknesses
  • Versatile: Billy has a solid, well-rounded set of basic tools, and the ability to swap to a second moveset once he has meter, giving him an incredible amount options.

  • Low Attacks: In and out of his install, Billy has great lows that can be converted into sizeable damage with his specials.

  • Fantastic Supers: Both of Billy's supers are great in their own ways. Kouryuu Geki Ha is a phenomenal anti-zoning and combo tool, and Souryuu Tenshou is a great reversal that lets him access his powered up moveset.

  • Stubby: Many of Billy's grounded pokes don't go very far, and the ones that do typically aren't cancellable.

  • Low Health: Billy's health is on the lower end, and Double Dragon is already a very high damage game. It's not unlikely for him to die in two good combos from any given character.


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 +9 +13

Extremely fast jab with decent range and frame advantage. Whiffs on most crouchers.


Close 5A
BillyleeCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1330 2 - - H/L Yes +7 +11

Whiffs on crouch.


Far 5B
Billylee5b.png
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.


Close 5B
BillyleeCLb.png
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.


Far 5C
Billylee5c.png
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.


Close 5C
BillyleeCLc.png
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.


Far 5D
Billylee5d.png
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.


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) +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

2A
Billylee2a.png
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.


2B
Billylee2b.png
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.


2C
Billylee2c.png
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.


2D
Billylee2d.png
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

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

Far 5A
Billyleest5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1710 2 - - H/L Yes +9 +13


Close 5A
BillyleestCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1710 3 - - H/L Yes +7 +11

Hits mid, despite visual appearance.


Far 5B
Billyleest5b.png
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.


Close 5B
BillyleestCLb.png
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.


Far 5C
Billyleest5c.png
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.


Close 5C
BillyleestCLc.png
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.


Far 5D
Billyleest5d.png
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.


Close 5D
BillyleestCLd1.png
BillyleestCLd2.png
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

2A
Billyleest2a.png
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.


2B
Billyleest2b.png
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.


2C
Billyleest2c.png
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.


2D
Billyleest2d.png
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

Neutral J. A
Billyleest8a.png
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.


J. A
Billyleest79a.png
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.


J. B
Billyleest789b.png
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.


J. C
Billyleest789c.png
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.


J. D
Billyleest789d.png
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

5AA
Billyleest5aa.png
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.


5BB
Billyleest5bb.png
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.


Pursuit
2X when opponent is stunned (KD)
Billyleestprst1.png
Billyleestprst2.png
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

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 in air
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

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 -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.


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 -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.


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.


Air Ryuubisen
J. 214X
Billylee214X2.png
Billylee214X1.png
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

Hiryuuken
236X
Billyleest236X.png
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.


Ryuujinken
623X
Billyleest623X1.png
Billyleest623X4.png
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.


Ryuusetsukyaku
214X
Billyleest214X2.png
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.


Souryuuha
41236X
Billyleest41236X1.png
Billyleest41236X2.png
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

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 -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.


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 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.


The Basics

Combos

Color List

Dd95colorsbilly.jpg
Dd95colorsbillyt.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
Abobo
Amon
Billy Lee
Burnov
Cheng-Fu
Dulton
Eddie
Jimmy Lee
Marian
Rebecca
Bosses
Duke
Shuko