|
|
Line 348: |
Line 348: |
|
| |
|
| ==Unique Traits== | | ==Unique Traits== |
| *Coming Soon
| | === Iron Will of the Otaku === |
| | When a trade occurs (attacks hit at the same time), Billy gains armor and is allowed to continue to do a combo if applicable. |
| | |
| | === Shouri no Kamae === |
| | Better frame advantage on knockdowns (+20 instead of +10) and most attacks. |
| | |
| | === Large and In Charge === |
| | Ground attacks and throws do extra damage. Jump distance is 1 instead of 2 spaces. |
| | |
| | === Juggernaut === |
| | To force a side switch, attacks like j.C must hit. |
|
| |
|
| ==Strategy== | | ==Strategy== |
Revision as of 03:03, 3 February 2024
Billy Big Billy
|
Playstyle
|
Grappler
|
HP
|
1600
|
Unique Traits
|
Iron Will of the Otaku Armored attacks power through trades.
Shouri no Kamae Better knockdowns and frame advantage.
Large and In Charge Slower, more damaging ground attacks. Shorter jumps.
|
|
Introduction
Big Billy is the game's grappler. While he lacks in speed, he has a devastating command throw and hard-hitting armored attacks.
Billy is a moving tank. Slowly makes his way in, with very threatening mixups once he gets in, making your opponent guess for their life, Being all brawn has its downsides, though. His normals are slow, and while they do have armor, it just makes them as good as faster normals while he's plus. If you like anime and hard reads, Billy might just be the character for you.
Gameplan
Billy's goals are to get in close enough to threaten a Big Billy Buster, and to get knockdowns to set up dangerous oki scenarios. Because of his slow attack speed, he will likely need to be patient and make good use of blocking to get close enough to make things happen.
Armor works by allowing Billy to continue a combo on trading with an attack. Billy takes the initial damage. When Billy's health gets down to 500, his Grappler Guts kick in and he takes 50% less damage on trades.
"If I win the Mega Knockdown tournament, I will make anime real!" |
Lore: | Billy was raised to hate grapplers, but ever since he started reading the wrestling manga Bobo no Obo, he has been training hard to become one. Maybe his dad will finally understand him if he brings home the trophy... |
Pros and Cons
Strengths |
Weaknesses
|
- Billy Buster - The single scariest and strongest grab in the game, doing around 30% of the opponent's health bar.
- Very High Damage - Provided Billy actually gets a hit, his damage is some of the highest in the game.
- Highest Health In The Game - Billy has the highest health in the game, which allows him to tank more hits than anyone else.
- Scary Oki/Pressure - Billy gets more advantage than usual on block and wakeup, and he can keep the corner better than others. If he does get a knockdown, he can take the opponent for a ride.
|
- Slow Normals - Billy's normals may have armor, but they're slower to compensate. This can be annoying both on offense and defense alike, and he also lacks a 10f normal.
- Bad At Approaching - Billy has a difficult time getting in due to his slow normals, so he has to walk forward block and jump more than everyone else in the cast.
|
Normal Moves
Billy A [4A/5A/6A]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Normal
|
150
|
20
|
1/1
|
All
|
20
|
Combo A
|
1
|
-
|
Armor
|
Extremely plus to compensate for its slow speed. While slow for a jab, but the ensuing combo can chew up a chunk of the opponents' life bar on hit. On trade, armor lets you ignore pushback/KD and finish your combo. Okay abare. Prone to trading, which is a good thing for Billy since it triggers armor.
|
Combo A
|
300
|
-
|
-
|
-
|
-
|
-
|
1
|
-
|
-
|
Three-hit follow up combo. Automatically triggers on a clean A hit.
|
|
Billy B [4B/5B/6B]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Normal
|
150
|
30
|
2/2
|
All
|
Unsafe (close) -> -20 (far)
|
Combo B
|
1
|
-
|
Armor
|
B is a powerful space control option that covers both the air and the ground. B normals are only unsafe at point blank range and cannot be whiff punished, so they have the least risk at range 2. Billy's B attack is slower than other characters', but on a trade, his armor lets you finish your combo. Doing 4B on the opponent's wakeup is safe on block (although minus) and beats most wakeup options, like Paulcano, mash, throw, and jump, however, be aware of what it trades with and loses to.
|
Combo B
|
200
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Two-hit follow up combo. Automatically triggers on a clean B hit.
|
|
Billy C [4C/6C]
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
250
|
30
|
2/0
|
Low
|
Unsafe
|
KD
|
-
|
-
|
Armor
|
Punishable unless done meaty, but can't be blocked while moving. This sweep is used to call out grounded "walk+block" approaches. Loses to jump-ins, forming a 2-part strategy with B normals. Slow, but you can fish for a whiff punish with it and set up a dangerous situation on KD. Armor keeps you from being pushed back/KD'd if you trade with this. Technically not slower than other sweeps, but you can't use it standing still. Prone to trading, which is a good thing for Billy since it triggers armor.
|
|
j.A [8A]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Normal
|
200
|
30
|
0/1
|
All
|
-
|
Combo A
|
1
|
-
|
-
|
Dedicated air-to-air. Jump forward up to 1 space and punch a jumping opponent. Whiffs grounded opponents. Easier to land than an air throw, but doesn't knock down.
|
Combo A
|
300
|
-
|
-
|
-
|
-
|
-
|
1
|
-
|
-
|
Three-hit follow up combo. Automatically triggers on a clean j.A hit.
|
|
j.B [8B]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Normal
|
200
|
40
|
2/2
|
All
|
10~20
|
Combo B
|
1
|
-
|
-
|
Reliable jump-in option. Jump forward up to one space and do a drop kick. Gains some ground and has a long reach, but will be interrupted by most ground attacks. It's plus on block, and okay for challenging zoning, sweeps, or punishing throw attempts. +20 when used meaty.
|
Combo B
|
200
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Two-hit follow up combo. Automatically triggers on a clean j.B hit.
|
|
j.C [8C]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Normal
|
300
|
50
|
2/0
|
All
|
-10
|
KD, Side Switch (if close)
|
-
|
-
|
-
|
Jump forward and do an inverted lariat that can KD on hit, and side switch on hit or block. Beats a lot of the same options that a j.B can, but it's even slower and won't hit most jumping attacks--except another j.C. A risky way to set up a close knockdown and threaten some command throw shenanigans.
|
|
Universal Mechanics
Throw [4T/6T/8T]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Forward Throw (6T)
|
400
|
-
|
1/0
|
Unblockable
|
-
|
KD
|
-
|
-
|
-
|
Step forward and throw. Opens up a blocking opponent, but loses to attacks. Use this if you're confident they will block. More damaging than other characters' normal throws, and a better oki situation than the Big Billy Buster.
|
Back Throw (4T)
|
400
|
-
|
1/0
|
Unblockable
|
-
|
KD, Side Switch
|
-
|
-
|
-
|
Stand still and throw an opponent behind you. Opens up a blocking opponent, but loses to attacks. A risky way to switch sides. Good damage and oki.
|
Air Throw (8T)
|
500
|
-
|
0/1
|
-
|
-
|
KD
|
-
|
-
|
-
|
Jump forward up to one space and attempt to throw an opponent. Can only connect if players started their jumps fairly close to one another (distance or ~3 squares or less). If it does connect, beats any air attack. Flashy hard read option to call out jumping. This is the only way Billy can KD a jumping opponent and leads to good oki.
|
|
Block [Any+G]
|
Version
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
Neutral Block (5G)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Stand still and autoguard high or low, if attacked. A passive option that defends against everything but throws.
|
Walk and Block (4G/6G)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Walk and then block high, if attacked. Lows will still hit you. Generally the safest way to gain ground and put yourself back into close range. You're going to be doing a lot of walk forward block as Billy.
|
Backflip (8G)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Quickly jump back up to 2 squares. Doesn't actually "block" anything, but evades most attacks. You probably shouldn't do this as Billy most of the time, since it will take you at least 2 turns to make up the ground you just lost.
|
|
Special Moves
Shiko Slam [5C]
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
350-400
|
40
|
2/0 [3/0 vs Late-Moving]
|
Low
|
10~20
|
KD
|
-
|
200
|
Armor
|
Explosive stomp move. It's plus, which makes it the only safe low in the game. Poor poke as it is very slow, but is a useful pressure tool against a cautious opponent. Deals a sizeable amount of chip. Can catch late-moving attacks more easily than his other buttons. Deals more damage point blank, since the foot connects. Decent oki option, and it can set up a frightening oki situation if it connects. +20 when used meaty. Prone to trading, which is usually a good thing for Billy since it usually triggers armor, but if you don't have enough health to take the trade, you're in for a world of hurt.
|
|
Big Billy Buster [5T]
|
Damage
|
Startup
|
Ground/Air Range
|
Guard
|
Block Advantage
|
On Hit
|
Push
|
Chip Damage
|
Attributes
|
500
|
-
|
1/0
|
Unblockable
|
-
|
KD
|
1
|
-
|
-
|
Billy's signature move. Launch the opponent into the stratosphere and then dunk them back down into the ground. Strong mixup or reversal tool, because on contact, this beats attacks, blocks and throws. The opponent's only options are to jump, walk out out range or just stay as far away as possible. Useful as a close range punish, too. Make your opponent fear this move so they get hit by your other options, then make them fear your other options and hit them with it. Billy can actually tech this move with his own Billy Buster, but only if they come out at the same time. Otherwise the faster Buster wins.
|
|
Unique Traits
Iron Will of the Otaku
When a trade occurs (attacks hit at the same time), Billy gains armor and is allowed to continue to do a combo if applicable.
Shouri no Kamae
Better frame advantage on knockdowns (+20 instead of +10) and most attacks.
Large and In Charge
Ground attacks and throws do extra damage. Jump distance is 1 instead of 2 spaces.
Juggernaut
To force a side switch, attacks like j.C must hit.
Strategy
Matchups
Billy (Even)
|
Getting close and slower frame data are no longer problems. Big Billy Buster (5T) will tech another Big Billy Buster if the advantage is even, otherwise the fastest grappler wins.
|
Colors