Gameplay Overview
Gameplay Notes
Billy is like a schoolyard bully. If you're the new kid whose green or a current weaker kid, Billy can prove to be a power house and beat most players. However, once you become more experienced and wise up to his tactics, he starts to really slack and not show as much use. Great for beginners, not so good against a high level player using someone like Rick or Mary.
But Billy is still capable of keeping up in this game, so thats no reason to quit using him. He has good pokes and can combo off of a few things. His 632C S-Power isn't exactly the most damaging, but comes out quick and helps his game plan. If you plan to use Billy, you better figure out whats good to use where and whats not quickly, because he'll start showing less usefulness if you gotta face a tougher player. Otherwise, he's kind of a scrub killer.
Pros
Cons
Decent pokes and ranged game
Not enough normals or Special Moves that cause knock down
Hard pressed to do any high damaging combos with
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
9
5
16
-4
-8
HL
Y
-
-
n.5A (within 80 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
5
2
10
+4
0
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
5,5
-
11
4(10)4
33
-21
-25
HL
N
-
-
n.5B (within 112 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
4,4,4
-
7
2,2,2
12
+2
-2
HL
N
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
17
9
16
+1
-5
HL
N
-
-
n.5C (within 100 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
9
2,5
23
-2
-8
HL,L
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
8
4
8
+4
0
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
3
12
+1
-3
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
13,13
-
9
3(9)6
20
KD
-6
L
N
-
-
Command
Leaning Pole Strike 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
11
9
21
-4
-10
HL
Y
-
-
Jumping
j.A
Neutral Hop/Jump Diagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
9
-
6
9
6
+8
+4
H
N
-
-
Good range to poke and keep away
Diagonal Hop
9
-
5
till landing
6
+8
+4
H
N
-
-
Neutral Jump
9
-
6
9
6
+8
+4
H
N
-
-
Good range to poke and keep away
Diagonal Jump
9
-
5
11
6
+8
+4
H
N
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
7
9
6
+8
+4
H
N
-
-
Diagonal Hop
11
-
7
9
6
+8
+4
H
N
-
-
Neutral Jump
11
-
7
7
6
+8
+4
H
N
-
-
Diagonal Jump
11
-
7
9
6
+8
+4
H
N
-
-
j.C
Neutral Hop/Diagonal Jump Diagonal Hop/Neutral Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
20
-
10
9
8
+15
+9
H
N
-
-
Diagonal Hop
20
-
13
4
8
+15
+9
H
N
-
-
It's decent as an anti-air
Neutral Jump
20
-
12
7
8
+15
+9
H
N
-
-
Diagonal Jump
20
-
9
9
8
+15
+9
H
N
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
9
3,4
20
+2
+4
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
20
-
12
4,6
14
+2
-4
L
Y
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
25
4
12
+3
+1
H
-
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
24
4
12
+1
-1
L
-
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11,11
-
26
4
12
+13
-1
HL
-
-
-
Throw
Rising Toss 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Hell Drop Slam 3C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8,8,8,8
-
-
-
-
-
-
-
-
-
-
Can be followed up with Karyu Tsuigeki Kon (214B)
Feints
Feint Kyou Shuu Hishou Kon 4AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
42
-
-
-
-
-
-
Good for dodging crouching attacks, as it has low body invul through 10-26f
Special Moves
Sansetsukon Chudan Uchi [4]6A(-46C)
Kaen Sansetsukon Chudan Tsuki
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
[4]6A
32
-
17
20
20
-10
-12
HL
-
N
Y
Good as a long range poke
Absorbs projectiles
-46C
10
-
9
11
26
KD
-
-
-
-
Y
Sansetsukon must connect in order to use this
Sepunkon Mash A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
6*7
-
18
83
13
-
-
HL
-
N
Y
It tends to stay out awhile, so it may not be safe even when it hits.
Suzume Otoshi 214A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
32
-
15
11
21
KD
-10
HL
-
Y
Y
If used at the height of the opponent's jump, can follow up with Guren Sakkon (632C)
Karyu Tsuigeki Kon 214B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8,8,16
-
9
2,4(7)5
22
+1
-5
HL
-
Y
Y
Kyou Shuu Hishou Kon 41236B (4/6 to move)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12.14,14
-
17
7, till landing
20
+6
0
Y
-
Y
N
S-Power
Cho Kaen Senpu Kon 641236BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
76
-
24
54
22
KD
-58
HL
-
N
Y
This can get you killed if it is blocked up close in the corner - the projectile will completely whiff, allowing opponents to do whatever they want.
Guren Sakkon 632C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8,12,12,12,21(51)
-
8
5,2,4,9(2)18
42
KD
-53
HL
-
N
Y
Works well to use as an anti-air
Billy's better choice for an S-Power and can combo into this more easily .
Can be used to follow up Suzume Otoshi (214A) with if timed at the height of the enemy's jump
P-Power
641236C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
13*5,32(85)
-
1+16
21(18)16
21
KD
-5
HL
-
N
N
Chain Combos
Punch Starters
``````````````
n.5A (*)----> 5C (*, E)
6C (*, ^, E)
5A two steps----> 5C (E)
away (*)
2A (*)------> 2C (*, E)
j.A (O)---> j.C (1, H, O, E)
Kick Starters
`````````````
j.K (O)---> j.C (1, H, O, E)
Strong Starters
```````````````
2C (_)------> 5C (1) -----> 236C (E)
Combos
Meterless
Metered
Strategy
Miscellaneous