Double Dragon (Neo Geo)
Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, join the discord and hit me up!
Normal Moves
Standing
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 2 | - | 9 | +7 | +11 | HL | Y | - | 1 |
Good mashable jab, you can connect 3-5 of these at close range. His arm is invulnerable. Prone to getting low-profiled, but it's otherwise useful in combos. On counter hit it can even lead to a stun. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
Abobo lets loose a quick right hook. Moves him forward a bit, but it's prone to getting low profiled. With hitstun stacking off j.D, this links into itself. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
The followup, a hook with the other hand. It's got the same frame data as 5B and moves him forward a bit. Good combo filler. |
Jumping
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
Jumping | - | - | 4 | - | 29 | - | - | H | - | - | 1 |
A long-lasting, short range jumping knee. Can be a solid defensive button, but otherwise you'll just want to fish for j.C. | |||||||||||
Dashing | - | - | 4 | - | 29 | - | - | HL | - | - | 1 |
The dashing version of j.A is a mid, but it's otherwise identical. Because of the lower dash, it's good at checking annoying moves like Marian's Moon Drive. On counter hit it can combo into a stun. |
Special Moves
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
A | - | - | 7 | - | 37 | KD (+55) | -5 | H | - | - | 3 |
B | - | - | 8 | - | 39 | KD (+53) | -6 | H | - | - | 3 |
C | - | - | 9 | - | 41 | KD (+51) | -8 | H | - | - | 3 |
D | - | - | 10 | - | 43 | KD (+49) | -9 | H | - | - | 3 |
Abobo chop of death. Bringing both hands down with a mighty swing, Abobo hits with an overhead that knocks down. The first 4 frames will hit above and behind Abobo. For some reason, the active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane. |