Lichmassacre (talk | contribs) m (Navbox added.) |
Blobbentein (talk | contribs) |
||
(17 intermediate revisions by 4 users not shown) | |||
Line 16: | Line 16: | ||
DEF: 3 | DEF: 3 | ||
<center>'''Move List Showcase''' <br> | |||
<youtube>LL9aXgSBB9o</youtube></center> | |||
=Normal Attacks= | |||
== | ==Standing Normals== | ||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Far 5A | |||
|image =jimmylee5a.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5A | |||
|damage=1520 | |||
|startup=2 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Extremely fast jab, nearly identical to Billy's but with higher damage. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Close 5A | |||
|image =jimmyleeCLa.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5A | |||
|damage=1520 | |||
|startup=3 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Itty bitty elbow. Not super useful, Close 5C is barely slower with much better properties. Whiffs on crouch. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Far 5B | |||
|image =jimmylee5b.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5B | |||
|damage=3040 | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Strong right straight punch. Decent damage and cancellable, decent button to throw out as a counterpoke since it can cancel into anything. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Close 5B | |||
|image =jimmyleeCLb.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5B | |||
|damage=3040 | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Somehow an even worse button than Billy's. Even slower at 8 frames, please for the love of god just use Close 5C instead. Whiffs on all crouchers. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Far 5C | |||
|image =jimmylee5c.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5C | |||
|damage=4560 | |||
|startup=9 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=No | |||
|onhit= | |||
|onblock= | |||
|description=Big stop sign button, a push kick with great range and respectable damage. Good on roundstart if your opponent likes to throw specials impatiently. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Close 5C | |||
|image =jimmyleeCLc.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5C | |||
|damage=4560 | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Strong and super-quick uppercut. Without a doubt Jimmy's best close button, and a valuable abare tool. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Far 5D | |||
|image =jimmylee5d.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5D | |||
|damage=6080 | |||
|startup=15 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=No | |||
|onhit= | |||
|onblock= | |||
|description=High-angled straight kick. Lots of damage and good range, but slow and doesn't cancel. Not the worst thing in the world, but Jimmy has better options. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Close 5D | |||
|image =jimmyleeCLd1.png | |||
|image2 =jimmyleeCLd2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=5D | |||
|damage=6496 (3040+3456) | |||
|startup=7 | |||
|active= | |||
|recovery= | |||
|guard=H/L, H/L | |||
|cancel=Yes (1st hit) | |||
|onhit= | |||
|onblock= | |||
|description=2 hits, both hit high. Not particularly useful, but looks kind of neat. | |||
}} | |||
}} | |||
<br> | |||
==Crouching Normals== | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =2A | |||
|image =jimmylee2a.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=2A | |||
|damage=1520 | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|guard=L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Great low poke, useful for combos and easily confirmable into any specials. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =2B | |||
|image =jimmylee2b.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=2B | |||
|damage=3040 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Chunky mid punch. Can be linked out of 2A, deals solid damage and lots of hitstun so easy to confirm. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =2C | |||
|image =jimmylee2c.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=2C | |||
|damage=4560 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Yes | |||
|onhit= | |||
|onblock= | |||
|description=Classic shoto anti-air button. Useful for stopping air approaches if you don't want to commit to a Rekkuuha. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =2D | |||
|image =jimmylee2d.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=2D | |||
|damage=4560 | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|guard=L | |||
|cancel=Yes | |||
|onhit=KD | |||
|onblock= | |||
|description=Outstanding sweep with great range. Can be cancelled and combos into 236X or 214X for easy, reliable damage. This move is Billy's best asset, and it's actually slightly better here; Jimmy deals higher damage while keeping the same frame data. | |||
}} | |||
}} | |||
<br> | |||
== | ==Aerial Normals== | ||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Neutral J. A | |||
|image =jimmylee8a.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=8A | |||
|damage=1520 | |||
|startup=6 | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=High-angle aerial kick. Might have some air-to-air potential, but mostly unused. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =J. A | |||
|image =jimmylee79a.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=7/9A | |||
|damage=1520 | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=Small crossup hitbox. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =J. B | |||
|image =jimmylee789b.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=7/8/9B | |||
|damage=3040 | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=Hits overhead out of dash. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =Neutral J. C | |||
|image =jimmylee8c.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=8C | |||
|damage=4560 | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=Good hitbox, but being restricted to neutral jump limits its use. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =J. C | |||
|image =jimmylee79c.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=7/9C | |||
|damage=4560 | |||
|startup=8 | |||
|active= | |||
|recovery= | |||
|guard=H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=Great jump-in that covers a lot of space, deals good damage, and can cross up. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name = | |||
|subtitle= | |||
|input =J. D | |||
|image =jimmylee789d1.png | |||
|image2 =jimmylee789d2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=7/8/9D | |||
|damage=6080 (1520+4560) | |||
|startup=10 | |||
|active= | |||
|recovery= | |||
|guard=H, H | |||
|cancel=Yes | |||
|onhit=Variable | |||
|onblock=Variable | |||
|description=Two-hitting axe kick. Great damage, especially useful after a dash and for combos. When performed out of a dash, only the second hit hits overhead. | |||
}} | |||
}} | |||
<br> | |||
==Command Normals== | |||
{{MoveData | |||
|name =Pursuit | |||
|subtitle= | |||
|input =2X when opponent is stunned (KD) | |||
|image =jimmyleeprst1.png | |||
|image2 =jimmyleeprst2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=2X | |||
|damage=8360 | |||
|startup=71 | |||
|active= | |||
|recovery= | |||
|guard=N/A | |||
|cancel=No | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Jimmy's universal Pursuit attack. One of the faster pursuits in the game, guaranteed in a bunch of situations. | |||
}} | |||
}} | |||
<br> | |||
=Transformed Normals= | |||
==Standing Normals== | |||
==Crouching Normals== | |||
==Aerial Normals== | |||
==Command Normals== | |||
=Throws= | |||
{{MoveData | |||
|name =Shoulder Toss | |||
|subtitle= | |||
|input =4/6B/C/D | |||
|image =jimmyleethrow.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6B/C/D | |||
|damage=6840/7600/8360 | |||
|startup=1 | |||
|active= | |||
|recovery=0 | |||
|guard=N/A | |||
|cancel=No | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Can be performed in either direction, button used determines damage and how far opponent is thrown. If performed during Souryuu Tenshou, deals bonus damage. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name =Air Shoulder Toss | |||
|subtitle= | |||
|input =4/6B/C/D in air | |||
|image =jimmyleethrow.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6B/C/D | |||
|damage=6840/7600/8360 | |||
|startup=1 | |||
|active= | |||
|recovery=0 | |||
|guard=N/A | |||
|cancel=No | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Everything said about ground throw also applies here, plus the bonus of staying in aerial state afterwards. | |||
}} | |||
}} | |||
<br> | |||
=Special Moves= | |||
== | {{MoveData | ||
|name =Soushuuga | |||
|subtitle= | |||
|input =236X | |||
|image =jimmylee236X2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|version=A | |||
|input=236A | |||
|damage=6840 | |||
|startup=11 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description= | |||
}} | |||
{{AttackData-DDNG | |||
|version=B | |||
|input=236B | |||
|damage=7600 | |||
|startup=13 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description= | |||
}} | |||
{{AttackData-DDNG | |||
|version=C | |||
|input=236C | |||
|damage=8360 | |||
|startup=15 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description= | |||
}} | |||
{{AttackData-DDNG | |||
|version=D | |||
|input=236D | |||
|damage=9120 | |||
|startup=17 | |||
|active= | |||
|recovery= | |||
|guard=H/L | |||
|cancel=Into | |||
|onhit=KD | |||
|onblock= | |||
|description=Jimmy dashes forward with an energy-infused palm strike. Stronger versions deal more damage and go much further. A strong combo tool, not as useful in neutral as Billy's due to its slower startup and much slower recovery, but hits like a truck to compensate. Still a pretty good move overall, stick to the lighter versions if you don't want to eat a nasty punish. | |||
}} | |||
}} | |||
<br> | |||
=Transformed Specials= | =Transformed Specials= | ||
=Super Moves= | |||
<br> | |||
=The Basics= | |||
Overheads: hop B, hop D | |||
Lows: cr.A, cr.D | |||
= | ==Combos== | ||
Jump in/hop attack, cr.A, cr.A, cr.B xx qcf+A | |||
Against Abobo, standing A xx qcb+D forms a TOD block string | |||
== | =Color List= | ||
[[File:dd95colorsjimmy.jpg|500px|thumb|center]][[File:dd95colorsjimmyt.jpg|500px|thumb|center]] | |||
{{Navbox-DD}} | {{Navbox-DD}} | ||
[[Category:Double Dragon ( | [[Category:Double Dragon (Neo Geo)]] |
Latest revision as of 13:45, 13 November 2024
Introduction
Birthplace - Los Angeles
Height - 5' 9"
Weight - 161 lbs
Fighting Style - Sousetsuken
Interests - Training
POW: 4
SPD: 3
DEF: 3
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 2 | - | - | H/L | Yes | - | - |
Extremely fast jab, nearly identical to Billy's but with higher damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 3 | - | - | H/L | Yes | - | - |
Itty bitty elbow. Not super useful, Close 5C is barely slower with much better properties. Whiffs on crouch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 5 | - | - | H/L | Yes | - | - |
Strong right straight punch. Decent damage and cancellable, decent button to throw out as a counterpoke since it can cancel into anything. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 8 | - | - | H/L | Yes | - | - |
Somehow an even worse button than Billy's. Even slower at 8 frames, please for the love of god just use Close 5C instead. Whiffs on all crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 9 | - | - | H/L | No | - | - |
Big stop sign button, a push kick with great range and respectable damage. Good on roundstart if your opponent likes to throw specials impatiently. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 5 | - | - | H/L | Yes | - | - |
Strong and super-quick uppercut. Without a doubt Jimmy's best close button, and a valuable abare tool. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6080 | 15 | - | - | H/L | No | - | - |
High-angled straight kick. Lots of damage and good range, but slow and doesn't cancel. Not the worst thing in the world, but Jimmy has better options. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6496 (3040+3456) | 7 | - | - | H/L, H/L | Yes (1st hit) | - | - |
2 hits, both hit high. Not particularly useful, but looks kind of neat. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1520 | 4 | - | - | L | Yes | - | - |
Great low poke, useful for combos and easily confirmable into any specials. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3040 | 6 | - | - | H/L | Yes | - | - |
Chunky mid punch. Can be linked out of 2A, deals solid damage and lots of hitstun so easy to confirm. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 4560 | 6 | - | - | H/L | Yes | - | - |
Classic shoto anti-air button. Useful for stopping air approaches if you don't want to commit to a Rekkuuha. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 4560 | 10 | - | - | L | Yes | KD | - |
Outstanding sweep with great range. Can be cancelled and combos into 236X or 214X for easy, reliable damage. This move is Billy's best asset, and it's actually slightly better here; Jimmy deals higher damage while keeping the same frame data. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1520 | 6 | - | - | H | Yes | Variable | Variable |
High-angle aerial kick. Might have some air-to-air potential, but mostly unused. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1520 | 4 | - | - | H | Yes | Variable | Variable |
Small crossup hitbox. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3040 | 8 | - | - | H | Yes | Variable | Variable |
Hits overhead out of dash. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 4560 | 10 | - | - | H | Yes | Variable | Variable |
Good hitbox, but being restricted to neutral jump limits its use. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9C | 4560 | 8 | - | - | H | Yes | Variable | Variable |
Great jump-in that covers a lot of space, deals good damage, and can cross up. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 6080 (1520+4560) | 10 | - | - | H, H | Yes | Variable | Variable |
Two-hitting axe kick. Great damage, especially useful after a dash and for combos. When performed out of a dash, only the second hit hits overhead. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 8360 | 71 | - | - | N/A | No | KD | N/A |
Jimmy's universal Pursuit attack. One of the faster pursuits in the game, guaranteed in a bunch of situations. |
Transformed Normals
Standing Normals
Crouching Normals
Aerial Normals
Command Normals
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 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 | 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 | 6840 | 11 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 7600 | 13 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 8360 | 15 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 9120 | 17 | - | - | H/L | Into | KD | - |
Jimmy dashes forward with an energy-infused palm strike. Stronger versions deal more damage and go much further. A strong combo tool, not as useful in neutral as Billy's due to its slower startup and much slower recovery, but hits like a truck to compensate. Still a pretty good move overall, stick to the lighter versions if you don't want to eat a nasty punish. |
Transformed Specials
Super Moves
The Basics
Overheads: hop B, hop D
Lows: cr.A, cr.D
Combos
Jump in/hop attack, cr.A, cr.A, cr.B xx qcf+A
Against Abobo, standing A xx qcb+D forms a TOD block string