Rage of The Dragons/Jimmy/Movelist: Difference between revisions

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{{Character Subnav ROTD|name=Jimmy}}  
{{Character Subnav ROTD|name=Jimmy}}  
=Movelist=
 
<center>'''Move List Showcase''' <br>
<center>'''Move List Showcase''' <br>
<youtube>I_Bz3svmP4o</youtube></center>
<youtube>I_Bz3svmP4o</youtube></center>
==Impact==
Ground - A, A, B, C, C<br>
Air    - B, A, C, D, D<br>
==Command Moves==
6A - Elbow Strike
:Overhead. Can only be special and super canceled. Cannot link into normals.<br>
3A - Power Punch<br>
:On hit, Launches the opponent into the air allowing for a special/super cancel combo. Has one tic of high/mid armor before going active making it good for catching tag ins, guard cancels, etc. <br>
==Special Moves==
Red Rage - 236A/C.<br> 
:Light fireball moves slower than the heavy version. Good fireball but not the best.
<br>
Sho Ryu Dan - 623A/C.<br> 
:Light Sho Ryu Da hits once and has a bigger hitbox than the heavy version. The heavy version hits 3 times and has a more vertical hitbox.<br>
<br>
Heat Hurricane - 63214A/C <br>
:Light version causes knockdown and blows them back to the wall on hit. It isn't easy to link into this so it's not used much.<br>
:Heavy version can be mixed up with a low/mid/high. To get a high mix, hold 8. To get a low mix, hold 2. To hit mid, remain in neutral (5). It's also difficult to combo into this one like the light version.<br>
Cannon Kick - 214 B/D.<br>
:Both versions are overheads. The light version hits once, the heavy version hits 3 times, has a bigger arc, and causes a knockdown.<br>
==Super Moves==
(n)Gun Blow - 2141236 A/C.<br>  Charges with a burning fist then uppercuts the opponent to the air in flames. The heavy version, Jimmy punches the ground and erupts the opponent into a flaming geyser.
==Duplex Tag==
236-236AB >> 236-236AB


==Movelist==
==Movelist==
====Impact====
====Impact====
[[File:Snkb.gif]][[File:Snka.gif]][[File:Snkc.gif]][[File:Snkd.gif]][[File:Snkd.gif]]
[[File:Snka.gif]][[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkc.gif]]


''(Air)'' [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]][[File:Snkd.gif]]
''(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]] - Move
{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Red Rage


{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Move
{{dp}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Shouryuu Da


{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Move
{{hcb}}[[File:Snka.gif]]/[[File:Snkc.gif]]~{{n}}/{{u}}/{{d}} - Heat Hurricane


{{qcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Move
{{qcb}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Cannon Kick


====Super Moves====
====Super Moves====
{{qcb}}{{hcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Move
{{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=Mid
   |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=16
   |Damage=18 (6+12)
   |Guard=Mid
   |Guard=Mid
   |Stun=8
   |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=
}}
}}
Line 182: Line 149:
   |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=
  |Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}
{{MoveData
|image=ROTD_Jimmy_njC.png
|caption=
|name=nj.C
|data=
  {{AttackData-ROTD
  |Damage=14
  |Guard=High/Air
  |Stun=12
  |Cancel=Special
  |Startup=
  |Active=
   |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=ROTD_Jimmy_njD.png
|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=ROTD_Jimmy_Command.png
|image=ROTD_Jimmy_6A.png
|caption=
|caption=
|name=Input
|name=6A
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=
   |Damage=12
   |Guard=High/Mid/Low
   |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.
}}
}}
}}
}}
==Throws==
{{MoveData
{{MoveData
|image=ROTD_Jimmy_throw.png
|image=ROTD_Jimmy_3A_1.png
|image2=ROTD_Jimmy_3A_2.png
|caption=
|caption=
|name=4/6C
|name=3A
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
   |Damage=20
   |Damage=10
   |Guard=
   |Guard=Mid
   |Stun=0
   |Stun=12
   |Cancel=
   |Cancel=Special
   |Startup=1
   |Startup=25 (8-19 guard)
   |Active=1
   |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=ROTD_Jimmy_airthrow.png
|image=ROTD_Jimmy_throw.png
|caption=
|caption=
|name=j.6C
|name=4/6C
|data=
|data=
   {{AttackData-ROTD
   {{AttackData-ROTD
Line 447: Line 397:
   |Adv. Hit=KD
   |Adv. Hit=KD
   |Adv. Guard=
   |Adv. Guard=
   |description=Delete if character does not have air throw.
   |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=ROTD_Jimmy_GC.png
|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=8
   |Active=4+(4)+4
   |Recovery=17
   |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 (? with Partner)
   |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=ROTD_Jimmy_Special.png
|image=ROTD_Jimmy_236P.png
|caption=Input
|caption=236A/C
|name=Move
|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=Light version.
   |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=Heavy version.
   |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=ROTD_Jimmy_Super.png
|image=ROTD_Jimmy_2141236P.png
|caption=Input
|caption=2141236A/C
|name=Move
|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=The C version deals more damage and uses two bars.
   |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

Move List Showcase

Movelist

Impact

Snka.gifSnka.gifSnkb.gifSnkc.gifSnkc.gif

(Air) Snkb.gifSnka.gifSnkc.gifSnkd.gifSnkd.gif

Command Normals

F.pngSnka.gif

Df.pngSnka.gif

Special Moves

Qcf.pngSnka.gif/Snkc.gif - Red Rage

Dp.pngSnka.gif/Snkc.gif - Shouryuu Da

Hcb.pngSnka.gif/Snkc.gif~N.png/U.png/D.png - Heat Hurricane

Qcb.pngSnkb.gif/Snkd.gif - Cannon Kick

Super Moves

Qcb.pngHcf.pngSnka.gif/Snkc.gif - Gun Blow


Close Normals

cl.A
ROTD Jimmy clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Jimmy clB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 3 13 -5 -6

Standing low.

cl.C
ROTD Jimmy clC.png
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
cl.D
ROTD Jimmy clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 4 15 0 -6

Standing Normals

st.A
ROTD Jimmy stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
st.B
ROTD Jimmy stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 3 13 -5 -6
st.C
ROTD Jimmy stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
10 2 19 -5/-2 -8
st.D
ROTD Jimmy stD.png
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

cr.A
ROTD Jimmy crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cr.B
ROTD Jimmy crB.png
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.

cr.C
ROTD Jimmy crC.png
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.

cr.D
ROTD Jimmy crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
7 4 16 KD -3

Jumping Normals

j.A
ROTD Jimmy jA.png
Damage Guard Stun Cancel
8 High/Air 6 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 16 - - -
j.B
ROTD Jimmy jB.png
Damage Guard Stun Cancel
10 High/Air 8 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 16 - - -
j.C
ROTD Jimmy jC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 12 - - -
nj.D
ROTD Jimmy stD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
7 4 - - -
j.D
ROTD Jimmy jD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
6 6 - - -

Command Normals

6A
ROTD Jimmy 6A.png
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.

3A
ROTD Jimmy 3A 1.png
ROTD Jimmy 3A 2.png
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

4/6C
ROTD Jimmy throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Jimmy tosses the opponent almost fullscreen.

System

Tag-In
ROTD Jimmy BC.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-9 invuln) 2 25 KD -10
Guard Cancel
ROTD Jimmy 63214P 5.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-16 invuln) 4+(4)+4 13 KD -8
First Impact
ROTD Jimmy CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 3 33 KD -19
Duplex Attack
ROTD Jimmy run.png
236CD
ROTD Jimmy 236BC.png
236CD~236CD
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

Red Rage
ROTD Jimmy 236P.png
236A/C
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.

Shouryuu Da
ROTD Jimmy 623P.png
623A/C
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.

Heat Hurricane
ROTD Jimmy 63214P.png
63214A/C
ROTD Jimmy 63214P 5.png
63214A/C~5
ROTD Jimmy 63214P 8.png
63214A/C~8
ROTD Jimmy 63214P 2.png
63214A/C~2
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.

Cannon Kick
ROTD Jimmy 214K.png
214B/D
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

Gun Blow
ROTD Jimmy 2141236P.png
2141236A/C
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.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann