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!
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. |
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. | |||||||||||
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
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. |