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[[File:jimmyrotd.gif|right]] | [[File:jimmyrotd.gif|right]] | ||
=Movelist= | =Movelist= | ||
Command | |||
==Command Moves== | |||
(n)fwd A - overhead. | (n)fwd A - overhead. | ||
Slow and does not combo after any normal attacks. | Slow and does not combo after any normal attacks. | ||
Bufferable. | Bufferable. | ||
(n)dwnfwd A - Does a slow uppercut, Knock away. | (n)dwnfwd A - Does a slow uppercut, Knock away. | ||
Does not combo after his normals. | Does not combo after his normals. | ||
Ever wonder what he's doing before he actually does the uppercut? Well, its an AUTOGUARD. It will block all high and mid hitting physical attacks, and if hit will go straight to the uppercut part. Anyway, the beauty of this move is that its a knockaway. | |||
It will block all high and | |||
Anyway, the beauty of this move is that its a knockaway. | |||
Very useful in adding hits on corner combos. | Very useful in adding hits on corner combos. | ||
Bufferable. | Bufferable. | ||
==Special Moves== | |||
Special | |||
(a)Red Rage - qcf A/C.<br> Throws a fireball... literally. :p | (a)Red Rage - qcf A/C.<br> Throws a fireball... literally. :p | ||
<br> | <br> | ||
(a)Sho Ryu Da - DP A/C.<br> Flaming uppercut. C version does 3 hits on ground. | (a)Sho Ryu Da - DP A/C.<br> Flaming uppercut. C version does 3 hits on ground. | ||
<br> | <br> | ||
(n)Heat Hurricane - hcb A/C.<br> Does a charging elbow into a straight punch then | |||
(n)Heat Hurricane - hcb A/C.<br> Does a charging elbow into a straight punch then a flaming punch. The last flaming punch can be altered by doing: | |||
up which is an overhead elbow attack | |||
OR | |||
dwn which is an uppercut that must be blocked low. | |||
(Thanks to Gen2000 for pointing this out to me) | |||
<br> | <br> | ||
(a)Cannon Kick - qcb B/D.<br> Looks exactly like Terry's Crack shoot. Its an overhead like Terry's crack shoot in garou. | |||
<br><br> | <br><br> | ||
==Super Moves== | ==Super Moves== | ||
(n)Gun Blow - qcb hcf A/C.<br> Charges with a burning fist then uppercuts the opponent to the air in flames. C version has fire geyser finish after the uppercut. Great for combos. B version has almost full screen distance, while C version travels full screen. | |||
==Super Tag== | ==Super Tag== | ||
A note about his unique duplex when partnered with Sonia: Jimmy can juggle any character with Gun Blow after they're launched by the flame pillar. You can combo into a First Impact on Oni, Elias, Jones, Kang, Sonia, Jimmy and Abubo. | |||
=Combos= | =Combos= | ||
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Air - B, A, C, D, D<br> | Air - B, A, C, D, D<br> | ||
-When doing a First impact ground combo, its usually better to add a dwnfwd A | -When doing a First impact ground combo, its usually better to add a dwnfwd A before any special or super move finisher. Additional damage, additional hit but you need to get the timing though. | ||
My preferred B&B combo: Jump D, close C(2 hits), qcf C<br> | My preferred B&B combo: Jump D, close C(2 hits), qcf C<br> | ||
Line 92: | Line 68: | ||
Wall combos: | Wall combos: | ||
<br> | <br> | ||
-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A, | -Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A, qcb hcf A. 14 hits, approximately 50% damage.<br> | ||
<br> | <br> | ||
(needs at least 2 levels of super meter at start) | (needs at least 2 levels of super meter at start) | ||
-Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A, | -Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A, qcb hcf A. 15 hits, approximately 60% damage.<br> | ||
=Strategies= | =Strategies= | ||
[[Category:Rage of the Dragons]] | [[Category:Rage of the Dragons]] | ||
{{Rage Of The Dragons}} | {{Rage Of The Dragons}} |
Revision as of 18:50, 21 June 2021
Introduction
Movelist
Command Moves
(n)fwd A - overhead. Slow and does not combo after any normal attacks. Bufferable.
(n)dwnfwd A - Does a slow uppercut, Knock away. Does not combo after his normals. Ever wonder what he's doing before he actually does the uppercut? Well, its an AUTOGUARD. It will block all high and mid hitting physical attacks, and if hit will go straight to the uppercut part. Anyway, the beauty of this move is that its a knockaway. Very useful in adding hits on corner combos. Bufferable.
Special Moves
(a)Red Rage - qcf A/C.
Throws a fireball... literally. :p
(a)Sho Ryu Da - DP A/C.
Flaming uppercut. C version does 3 hits on ground.
(n)Heat Hurricane - hcb A/C.
Does a charging elbow into a straight punch then a flaming punch. The last flaming punch can be altered by doing:
up which is an overhead elbow attack
OR
dwn which is an uppercut that must be blocked low.
(Thanks to Gen2000 for pointing this out to me)
(a)Cannon Kick - qcb B/D.
Looks exactly like Terry's Crack shoot. Its an overhead like Terry's crack shoot in garou.
Super Moves
(n)Gun Blow - qcb hcf A/C.
Charges with a burning fist then uppercuts the opponent to the air in flames. C version has fire geyser finish after the uppercut. Great for combos. B version has almost full screen distance, while C version travels full screen.
Super Tag
A note about his unique duplex when partnered with Sonia: Jimmy can juggle any character with Gun Blow after they're launched by the flame pillar. You can combo into a First Impact on Oni, Elias, Jones, Kang, Sonia, Jimmy and Abubo.
Combos
First Impact combos:
Ground - A, A, B, C, C
Air - B, A, C, D, D
-When doing a First impact ground combo, its usually better to add a dwnfwd A before any special or super move finisher. Additional damage, additional hit but you need to get the timing though.
My preferred B&B combo: Jump D, close C(2 hits), qcf C
-why? Its safe when blocked.
Other Combos:
-Jump D, close C(2 hits), DP C
-Jump D, close D, hcb A(follow up of your choice)
-Jump D, close C(2 hits), qcb hcf A/C
Trick combos:
-dwn B, fwd A, qcb B(double overhead trick)
-dwn B, fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, qcb hcf A/C.
As you can see, Jimmy is suitable for those who like to block low most of the time. hehe... ^_~
Wall combos:
-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A, qcb hcf A. 14 hits, approximately 50% damage.
(needs at least 2 levels of super meter at start)
-Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A, qcb hcf A. 15 hits, approximately 60% damage.