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{{Character Subnav ROTD|name=Jimmy}} | {{Character Subnav ROTD|name=Jimmy}} | ||
<center>'''Move List Showcase''' <br> | <center>'''Move List Showcase''' <br> | ||
<youtube>I_Bz3svmP4o</youtube></center> | <youtube>I_Bz3svmP4o</youtube></center> | ||
==Movelist== | ==Movelist== | ||
====Impact==== | ====Impact==== | ||
[[File: | [[File:Snka.gif]][[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkc.gif]] | ||
''(Air)'' [[File: | ''(Air)'' [[File:Snkb.gif]][[File:Snka.gif]][[File:Snkc.gif]][[File:Snkd.gif]][[File:Snkd.gif]] | ||
====Command Normals==== | ====Command Normals==== | ||
{{f}}[[File:Snka.gif]] | {{f}}[[File:Snka.gif]] | ||
{{df}}[[File:Snka.gif]] | |||
====Special Moves==== | ====Special Moves==== | ||
{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - | {{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Red Rage | ||
{{ | {{dp}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Shouryuu Da | ||
{{ | {{hcb}}[[File:Snka.gif]]/[[File:Snkc.gif]]~{{n}}/{{u}}/{{d}} - Heat Hurricane | ||
{{ | {{qcb}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Cannon Kick | ||
====Super Moves==== | ====Super Moves==== | ||
{{qcb}}{{hcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - | {{qcb}}{{hcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Gun Blow | ||
Line 72: | Line 39: | ||
|Stun=2 | |Stun=2 | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit= | |Adv. Hit=+1 | ||
|Adv. Guard= | |Adv. Guard=0 | ||
|description= | |description= | ||
}} | }} | ||
Line 87: | Line 54: | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage=8 | |Damage=8 | ||
|Guard= | |Guard=Low | ||
|Stun=4 | |Stun=4 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit= | |Adv. Hit=-5 | ||
|Adv. Guard= | |Adv. Guard=-6 | ||
|description= | |description=Standing low. | ||
}} | }} | ||
}} | }} | ||
Line 104: | Line 71: | ||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=18 (6+12) | ||
|Guard=Mid | |Guard=Mid | ||
|Stun= | |Stun=7 (3+4) | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=4+(6)+6 | ||
|Recovery= | |Recovery=12 | ||
|Adv. Hit= | |Adv. Hit=-2/+1 | ||
|Adv. Guard= | |Adv. Guard=-5 | ||
|description= | |description= | ||
}} | }} | ||
Line 126: | Line 93: | ||
|Stun=10 | |Stun=10 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=15 | ||
|Adv. Hit= | |Adv. Hit=0 | ||
|Adv. Guard= | |Adv. Guard=-6 | ||
|description= | |description= | ||
}} | }} | ||
Line 146: | Line 113: | ||
|Stun=2 | |Stun=2 | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit= | |Adv. Hit=+1 | ||
|Adv. Guard= | |Adv. Guard=0 | ||
|description= | |description= | ||
}} | }} | ||
Line 164: | Line 131: | ||
|Stun=5 | |Stun=5 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit= | |Adv. Hit=-5 | ||
|Adv. Guard= | |Adv. Guard=-6 | ||
|description= | |description= | ||
}} | }} | ||
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|Stun=10 | |Stun=10 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=19 | ||
|Adv. Hit= | |Adv. Hit=-5/-2 | ||
|Adv. Guard= | |Adv. Guard=-8 | ||
|description= | |description= | ||
}} | }} | ||
Line 200: | Line 167: | ||
|Stun=12 | |Stun=12 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=11 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=21 | ||
|Adv. Hit= | |Adv. Hit=-9/-6 | ||
|Adv. Guard= | |Adv. Guard=-12 | ||
|description= | |description=Goes over and can crush some lows. | ||
}} | }} | ||
}} | }} | ||
Line 220: | Line 187: | ||
|Stun=2 | |Stun=2 | ||
|Cancel=Chain, Command, Special | |Cancel=Chain, Command, Special | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit= | |Adv. Hit=+1 | ||
|Adv. Guard= | |Adv. Guard=0 | ||
|description= | |description= | ||
}} | }} | ||
Line 238: | Line 205: | ||
|Stun=4 | |Stun=4 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=5 | ||
|Adv. Hit= | |Adv. Hit=+4 | ||
|Adv. Guard= | |Adv. Guard=+3 | ||
|description= | |description=Low confirm into 623A or super. | ||
}} | }} | ||
}} | }} | ||
Line 256: | Line 223: | ||
|Stun=8 | |Stun=8 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit= | |Adv. Hit=+2 | ||
|Adv. Guard= | |Adv. Guard=-4 | ||
|description= | |description=Long-ranged combo starter. Goes into 63214A. | ||
}} | }} | ||
}} | }} | ||
Line 274: | Line 241: | ||
|Stun=15 | |Stun=15 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=16 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=-3 | ||
|description= | |description= | ||
}} | }} | ||
Line 294: | Line 261: | ||
|Stun=6 | |Stun=6 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=16 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 312: | Line 279: | ||
|Stun=8 | |Stun=8 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=16 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 348: | Line 297: | ||
|Stun=12 | |Stun=12 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=12 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 357: | Line 306: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_stD.png | ||
|caption= | |caption= | ||
|name=nj.D | |name=nj.D | ||
Line 366: | Line 315: | ||
|Stun=12 | |Stun=12 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 384: | Line 333: | ||
|Stun=12 | |Stun=12 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 395: | Line 344: | ||
==Command Normals== | ==Command Normals== | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_6A.png | ||
|caption= | |caption= | ||
|name= | |name=6A | ||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=12 | ||
|Guard=High | |Guard=High | ||
|Stun= | |Stun=12 | ||
|Cancel=Special | |Cancel=Special | ||
|Startup= | |Startup=23 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=23 | ||
|Adv. Hit= | |Adv. Hit=+3 | ||
|Adv. Guard= | |Adv. Guard=-8 | ||
|description= | |description=A slow, short-ranged overhead. Only links into DP, which you can cancel into anyway. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_3A_1.png | ||
|image2=ROTD_Jimmy_3A_2.png | |||
|caption= | |caption= | ||
|name= | |name=3A | ||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=10 | ||
|Guard= | |Guard=Mid | ||
|Stun= | |Stun=12 | ||
|Cancel= | |Cancel=Special | ||
|Startup= | |Startup=25 (8-19 guard) | ||
|Active= | |Active=20 | ||
|Recovery= | |Recovery=25 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=-28 | ||
|description= | |description=The first two hitboxes you see are guard points; these catch high/mid moves, which let Jimmy catch tag-ins, guard cancels and other key moves. Both command normals are too slow to be used in combos on the ground, but this one can be used to juggle after Ground Impacts. On hit, it launches the opponent for a combo. | ||
}} | }} | ||
}} | }} | ||
==Throws== | |||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_throw.png | ||
|caption= | |caption= | ||
|name= | |name=4/6C | ||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
Line 447: | Line 397: | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard= | ||
|description= | |description=Jimmy tosses the opponent almost fullscreen. | ||
}} | }} | ||
}} | }} | ||
Line 462: | Line 412: | ||
|Stun=0 | |Stun=0 | ||
|Cancel=Command, Special | |Cancel=Command, Special | ||
|Startup=6 | |Startup=6 (1-9 invuln) | ||
|Active=2 | |Active=2 | ||
|Recovery=25 | |Recovery=25 | ||
Line 471: | Line 421: | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_63214P_5.png | ||
|caption=gcCD | |caption=gcCD | ||
|name=Guard Cancel | |name=Guard Cancel | ||
Line 480: | Line 430: | ||
|Stun=10 | |Stun=10 | ||
|Cancel= | |Cancel= | ||
|Startup=13 | |Startup=13 (1-16 invuln) | ||
|Active= | |Active=4+(4)+4 | ||
|Recovery= | |Recovery=13 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard=-8 | |Adv. Guard=-8 | ||
Line 498: | Line 448: | ||
|Stun=0 | |Stun=0 | ||
|Cancel=Hit: Command, Special | |Cancel=Hit: Command, Special | ||
|Startup= | |Startup=14 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=33 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=-19 | ||
|description= | |description= | ||
}} | }} | ||
Line 526: | Line 476: | ||
}} | }} | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage=27 ( | |Damage=27 (27 with Sonia) | ||
|Guard= | |Guard= | ||
|Stun=0 | |Stun=0 | ||
Line 535: | Line 485: | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard= | ||
|description=Follow up with another 236BC for more damage. Costs an extra bar. | |description=Follow up with another 236BC for more damage. Costs an extra bar. When Sonia tags Jimmy in, he can link into super or even First Impact, depending on the character — refer to the Combo section. | ||
}} | }} | ||
}} | }} | ||
Line 541: | Line 491: | ||
==Special Moves== | ==Special Moves== | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_236P.png | ||
|caption= | |caption=236A/C | ||
|name= | |name=Red Rage | ||
|data= | |||
{{AttackData-ROTD | |||
|Damage=14 | |||
|Guard=Mid/Air | |||
|Stun=8 | |||
|Cancel= | |||
|Startup=10 | |||
|Active=∞ | |||
|Recovery=40 | |||
|Adv. Hit=-11/-8 | |||
|Adv. Guard=-14 | |||
|description=A good fireball but not the best. It's fast to come out and it recovers pretty fast, but it's nowhere near as good on hit as other fireballs tend to be. Some characters can even low profile underneath. Still, this tool defines the character; Jimmy can use it to bait jumps and rolls, then kill the opponent dead with Gun Blow. | |||
}} | |||
{{AttackData-ROTD | |||
|Damage=14 | |||
|Guard=Mid/Air | |||
|Stun=8 | |||
|Cancel= | |||
|Startup=10 | |||
|Active=∞ | |||
|Recovery=39 | |||
|Adv. Hit=-10/-7 | |||
|Adv. Guard=-13 | |||
|description=Moves faster than the light version and is a bit better on block. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ROTD_Jimmy_623P.png | |||
|caption=623A/C | |||
|name=Shouryuu Da | |||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=16 | ||
|Guard= | |Guard=Mid/Air | ||
|Stun= | |Stun=6 | ||
|Cancel= | |||
|Startup=3 (1-3 invuln) | |||
|Active=[1+(1)]×6+2 | |||
|Recovery=31 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-24 | |||
|description=The light version starts on the second hitbox. Both of Jimmy's DPs have great priority and launch the opponent fullscreen on hit. 623A is easy to use in combos, and it also has a bit of invincibility. | |||
}} | |||
{{AttackData-ROTD | |||
|Damage=22 (6+6+10) | |||
|Guard=Mid/Air | |||
|Stun=2×3 | |||
|Cancel= | |||
|Startup=3 | |||
|Active=2+[1+(1)]×6+2 | |||
|Recovery=39 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-24 | |||
|description=Leaps higher and hits thrice. Only combos from cr.C at midscreen, but 623A deals the same damage and more stun. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ROTD_Jimmy_63214P.png | |||
|image2=ROTD_Jimmy_63214P_5.png | |||
|image3=ROTD_Jimmy_63214P_8.png | |||
|image4=ROTD_Jimmy_63214P_2.png | |||
|caption=63214A/C | |||
|caption2=63214A/C~5 | |||
|caption3=63214A/C~8 | |||
|caption4=63214A/C~2 | |||
|name=Heat Hurricane | |||
|data= | |||
{{AttackData-ROTD | |||
|Damage=5+5+10 | |||
|Guard=Mid | |||
|Stun=3×3 | |||
|Cancel= | |||
|Startup=12 | |||
|Active=8+(8)+8+(13)+3+(3)+4 | |||
|Recovery=21 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-14 | |||
|description=Jimmy's rush special. The light version sees him rush halfscreen with an elbow, a punch and then — if you don't hold up or down — a fist of fire! Despite looking like a combo tool, it only combos from cr.C and the first hit of cl.C. Both versions cause a wall splat on hit. | |||
}} | |||
{{AttackData-ROTD | |||
|Damage=5+5+10 | |||
|Guard=Mid | |||
|Stun=3×3 | |||
|Cancel= | |||
|Startup=21 | |||
|Active=10+(8)+8+(11)+3+(3)+3 | |||
|Recovery=11 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-3 | |||
|description=The heavy version, a fullscreen rush, can only combo from his overhead, but it's safe on block and pushes back a decent amount. | |||
}} | |||
{{AttackData-ROTD | |||
|Damage=12 | |||
|Guard=High | |||
|Stun=8 | |||
|Cancel= | |||
|Startup=22 | |||
|Active=3 | |||
|Recovery=27 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-13 | |||
|description=Hold up, and after the first two hits, Jimmy goes for an overhead. Both this and the low can be interrupted and punished. | |||
}} | |||
{{AttackData-ROTD | |||
|Damage=13 (3+10) | |||
|Guard=Low | |||
|Stun=12 (4+8) | |||
|Cancel= | |||
|Startup=19 | |||
|Active=2+(2)+2+18 | |||
|Recovery=10 | |||
|Adv. Hit=KD | |||
|Adv. Guard=-13 | |||
|description=Hold down instead and Jimmy goes for a low. Theoretically, the mid option exists to stop opponents mashing, but you can dodge all three and get a punish. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=ROTD_Jimmy_214K.png | |||
|caption=214B/D | |||
|name=Cannon Kick | |||
|data= | |||
{{AttackData-ROTD | |||
|Damage=18 | |||
|Guard=High/Air | |||
|Stun=8 | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=23 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit=-2~+2/+1~+5 | ||
|Adv. Guard= | |Adv. Guard=-5~-1 | ||
|description= | |description=Crack Shoot is the obvious comparison, but Jimmy's expy is way too slow for pressure. The light version travels less than a quarter of the screen and doesn't knock down. | ||
}} | }} | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=18 | ||
|Guard= | |Guard=High/Air | ||
|Stun= | |Stun=8 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=25 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Adv. Hit= | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=+1~+3 | ||
|description= | |description=The heavy version goes a little under halfscreen and knocks down. These are both easy to stuff, but they're also safe on block. Pressing after Crack Shoot may earn you the prestigious Ate a DP Award. | ||
}} | }} | ||
}} | }} | ||
Line 573: | Line 643: | ||
==Super Moves== | ==Super Moves== | ||
{{MoveData | {{MoveData | ||
|image= | |image=ROTD_Jimmy_2141236P.png | ||
|caption= | |caption=2141236A/C | ||
|name= | |name=Gun Blow | ||
|data= | |data= | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=40 (10+30) | ||
|Guard= | |Guard=Mid | ||
|Stun= | |Stun=0 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=12 | ||
|Recovery= | |Recovery=16 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=-11 | ||
|description= | |description=Jimmy rushes forward three quarters of the screen, then uppercuts the opponent to the air in flames. Because of the quick recovery, Jimmy can whiff this super in juggles deliberately to cross under the opponent, then continue the combo with something fast — refer to the Combo section. | ||
}} | }} | ||
{{AttackData-ROTD | {{AttackData-ROTD | ||
|Damage= | |Damage=55 (5+10+40) | ||
|Guard= | |Guard=Mid | ||
|Stun= | |Stun=0 | ||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=12 | ||
|Recovery= | |Recovery=16 | ||
|Adv. Hit=KD | |Adv. Hit=KD | ||
|Adv. Guard= | |Adv. Guard=-11 | ||
|description= | |description=Jimmy punches the ground and erupts the opponent into a flaming geyser. Probably not a good idea to use this one just to sideswitch. | ||
}} | }} | ||
}} | }} |
Latest revision as of 21:56, 13 November 2024
Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 3 | 13 | -5 | -6 | |
Standing low. |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 (6+12) | Mid | 7 (3+4) | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 4+(6)+6 | 12 | -2/+1 | -5 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 4 | 15 | 0 | -6 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 13 | -5 | -6 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
10 | 2 | 19 | -5/-2 | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 4 | 21 | -9/-6 | -12 | |
Goes over and can crush some lows. |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
8 | Low | 4 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 2 | 5 | +4 | +3 | |
Low confirm into 623A or super. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | 13 | +2 | -4 | |
Long-ranged combo starter. Goes into 63214A. |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 4 | 16 | KD | -3 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 4 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 6 | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
12 | High | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | 2 | 23 | +3 | -8 | |
A slow, short-ranged overhead. Only links into DP, which you can cancel into anyway. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 12 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
25 (8-19 guard) | 20 | 25 | KD | -28 | |
The first two hitboxes you see are guard points; these catch high/mid moves, which let Jimmy catch tag-ins, guard cancels and other key moves. Both command normals are too slow to be used in combos on the ground, but this one can be used to juggle after Ground Impacts. On hit, it launches the opponent for a combo. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Jimmy tosses the opponent almost fullscreen. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-9 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-16 invuln) | 4+(4)+4 | 13 | KD | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
14 | 3 | 33 | KD | -19 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 (27 with Sonia) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. When Sonia tags Jimmy in, he can link into super or even First Impact, depending on the character — refer to the Combo section. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | ∞ | 40 | -11/-8 | -14 | |
A good fireball but not the best. It's fast to come out and it recovers pretty fast, but it's nowhere near as good on hit as other fireballs tend to be. Some characters can even low profile underneath. Still, this tool defines the character; Jimmy can use it to bait jumps and rolls, then kill the opponent dead with Gun Blow. | |||||
Damage | Guard | Stun | Cancel | ||
14 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | ∞ | 39 | -10/-7 | -13 | |
Moves faster than the light version and is a bit better on block. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid/Air | 6 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 (1-3 invuln) | [1+(1)]×6+2 | 31 | KD | -24 | |
The light version starts on the second hitbox. Both of Jimmy's DPs have great priority and launch the opponent fullscreen on hit. 623A is easy to use in combos, and it also has a bit of invincibility. | |||||
Damage | Guard | Stun | Cancel | ||
22 (6+6+10) | Mid/Air | 2×3 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 2+[1+(1)]×6+2 | 39 | KD | -24 | |
Leaps higher and hits thrice. Only combos from cr.C at midscreen, but 623A deals the same damage and more stun. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5+10 | Mid | 3×3 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 8+(8)+8+(13)+3+(3)+4 | 21 | KD | -14 | |
Jimmy's rush special. The light version sees him rush halfscreen with an elbow, a punch and then — if you don't hold up or down — a fist of fire! Despite looking like a combo tool, it only combos from cr.C and the first hit of cl.C. Both versions cause a wall splat on hit. | |||||
Damage | Guard | Stun | Cancel | ||
5+5+10 | Mid | 3×3 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
21 | 10+(8)+8+(11)+3+(3)+3 | 11 | KD | -3 | |
The heavy version, a fullscreen rush, can only combo from his overhead, but it's safe on block and pushes back a decent amount. | |||||
Damage | Guard | Stun | Cancel | ||
12 | High | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
22 | 3 | 27 | KD | -13 | |
Hold up, and after the first two hits, Jimmy goes for an overhead. Both this and the low can be interrupted and punished. | |||||
Damage | Guard | Stun | Cancel | ||
13 (3+10) | Low | 12 (4+8) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
19 | 2+(2)+2+18 | 10 | KD | -13 | |
Hold down instead and Jimmy goes for a low. Theoretically, the mid option exists to stop opponents mashing, but you can dodge all three and get a punish. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | High/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | - | - | -2~+2/+1~+5 | -5~-1 | |
Crack Shoot is the obvious comparison, but Jimmy's expy is way too slow for pressure. The light version travels less than a quarter of the screen and doesn't knock down. | |||||
Damage | Guard | Stun | Cancel | ||
18 | High/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
25 | - | - | KD | +1~+3 | |
The heavy version goes a little under halfscreen and knocks down. These are both easy to stuff, but they're also safe on block. Pressing after Crack Shoot may earn you the prestigious Ate a DP Award. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 (10+30) | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 12 | 16 | KD | -11 | |
Jimmy rushes forward three quarters of the screen, then uppercuts the opponent to the air in flames. Because of the quick recovery, Jimmy can whiff this super in juggles deliberately to cross under the opponent, then continue the combo with something fast — refer to the Combo section. | |||||
Damage | Guard | Stun | Cancel | ||
55 (5+10+40) | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 12 | 16 | KD | -11 | |
Jimmy punches the ground and erupts the opponent into a flaming geyser. Probably not a good idea to use this one just to sideswitch. |