m (→Special Moves) |
mNo edit summary |
||
Line 13: | Line 13: | ||
| '''Guard''' || 100 | | '''Guard''' || 100 | ||
|- | |- | ||
| '''Profession''' || The Red Dragon | | '''Profession''' || The Red Dragon, Crying Over Marian's Death | ||
|- | |- | ||
|} | |} |
Revision as of 23:22, 6 December 2021
James "Jimmy" Lewis | |
---|---|
Unique Partner | Sonia |
Life | 180 |
Stun | 90 |
Guard | 100 |
Profession | The Red Dragon, Crying Over Marian's Death |
Story
Jimmy is the older brother of Billy who accompanied him on their many adventures in the streets. However, both brothers soon grew tired of the physical abuse and moved to Sunshine City with their uncle. There, both brothers were introduced to Master Lee Song, who taught them the Ryu Zui Ken techniques. Jimmy was taught the ways of the "Red Dragon" to prepare him for the trials he would have to face. Unlike his younger brother, Jimmy has always been involved with the local gangs. A powerful gang, whom Jimmy refused to join, killed his lover, Marian. Enraged, he and Billy defeated every member of the gang in vengeance. However, once he hears that his brother was involved with her death, he broke off all ties with Billy by leaving Lee Song's dojo and Sunshine City.
Jimmy continues his life as a famous street fighter, both for the money and the thrill. He got the scar across his face after he was badly injured by an unknown fighter. Due to his training with the Red Dragon spirit, Jimmy eventually returns to Sunshine City as he felt the resonance of an evil dragon. He reluctantly enters the tournament with Sonia, who followed him to his old home. In both of his endings, he visits Marian's grave and refuses anyone's help. He is confident that he can defeat the "Black Dragon" by himself.
Introduction
Jimmy is a neutral heavy character, who relies in good reads and his Light DP to anti-air opponents. Jimmy has great close B button that cancel into super or DP, Far A and C are his best pokes. Most of Jimmy strength is in confirming his Close C or Crouch C to get a super confirm. Also having a good projectile that can combo into super makes Jimmy a somewhat lackluster without strong combos besides confirming into his super or First Impact combo. Most of his normals and specials are unsafe on block, so you need to press your buttons carefully. Jimmy can mixup his opponent with his overhead (6A) or his Cannon kick (214B or 214D) for crossup when close to the opponent.
Movelist
Command Moves
6A - Overhead. Slow and does not combo after any normal attacks. Bufferable.
3A - 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
Red Rage - 236 A/C.
Throws a fireball... literally. :p
Sho Ryu Da - 623 A/C.
Flaming uppercut. C version does 3 hits on ground.
Heat Hurricane - 63214 A/C.
Does a charging elbow into a straight punch then a flaming punch. The last flaming punch can be altered by doing:
up (6) which is an overhead elbow attack
OR
down (2) which is an uppercut that must be blocked low.
(Thanks to Gen2000 for pointing this out to me)
Cannon Kick - 214 B/D.
Looks exactly like Terry's Crack shoot. Its an overhead like Terry's crack shoot in garou.
Super Moves
(n)Gun Blow - 2141236 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.