Introduction
Birthplace - Los Angeles
Height - 5' 9"
Weight - 161 lbs
Fighting Style - Sousetsuken
Interests - Training
POW: 4
SPD: 3
DEF: 3
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 2 | - | - | H/L | Yes | - | - |
Extremely fast jab, nearly identical to Billy's but with higher damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1520 | 3 | - | - | H/L | Yes | - | - |
Itty bitty elbow. Not super useful, Close 5C is barely slower with much better properties. Whiffs on crouch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 5 | - | - | H/L | Yes | - | - |
Strong right straight punch. Decent damage and cancellable, decent button to throw out as a counterpoke since it can cancel into anything. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3040 | 8 | - | - | H/L | Yes | - | - |
Somehow an even worse button than Billy's. Even slower at 8 frames, please for the love of god just use Close 5C instead. Whiffs on all crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 9 | - | - | H/L | No | - | - |
Big stop sign button, a push kick with great range and respectable damage. Good on roundstart if your opponent likes to throw specials impatiently. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 4560 | 5 | - | - | H/L | Yes | - | - |
Strong and super-quick uppercut. Without a doubt Jimmy's best close button, and a valuable abare tool. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6080 | 15 | - | - | H/L | No | - | - |
High-angled straight kick. Lots of damage and good range, but slow and doesn't cancel. Not the worst thing in the world, but Jimmy has better options. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6496 (3040+3456) | 7 | - | - | H/L, H/L | Yes (1st hit) | - | - |
2 hits, both hit high. Not particularly useful, but looks kind of neat. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | 1520 | 4 | - | - | L | Yes | - | - |
Great low poke, useful for combos and easily confirmable into any specials. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3040 | 6 | - | - | H/L | Yes | - | - |
Chunky mid punch. Can be linked out of 2A, deals solid damage and lots of hitstun so easy to confirm. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 4560 | 6 | - | - | H/L | Yes | - | - |
Classic shoto anti-air button. Useful for stopping air approaches if you don't want to commit to a Rekkuuha. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 4560 | 10 | - | - | L | Yes | KD | - |
Outstanding sweep with great range. Can be cancelled and combos into 236X or 214X for easy, reliable damage. This move is Billy's best asset, and it's actually slightly better here; Jimmy deals higher damage while keeping the same frame data. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1520 | 6 | - | - | H | Yes | Variable | Variable |
High-angle aerial kick. Might have some air-to-air potential, but mostly unused. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1520 | 4 | - | - | H | Yes | Variable | Variable |
Small crossup hitbox. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3040 | 8 | - | - | H | Yes | Variable | Variable |
Hits overhead out of dash. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8C | 4560 | 10 | - | - | H | Yes | Variable | Variable |
Good hitbox, but being restricted to neutral jump limits its use. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9C | 4560 | 8 | - | - | H | Yes | Variable | Variable |
Great jump-in that covers a lot of space, deals good damage, and can cross up. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 6080 (1520+4560) | 10 | - | - | H, H | Yes | Variable | Variable |
Two-hitting axe kick. Great damage, especially useful after a dash and for combos. When performed out of a dash, only the second hit hits overhead. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 8360 | 71 | - | - | N/A | No | KD | N/A |
Jimmy's universal Pursuit attack. One of the faster pursuits in the game, guaranteed in a bunch of situations. |
Transformed Normals
Standing Normals
Crouching Normals
Aerial Normals
Command Normals
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 6840/7600/8360 | 1 | - | 0 | N/A | No | KD | N/A |
Can be performed in either direction, button used determines damage and how far opponent is thrown. If performed during Souryuu Tenshou, deals bonus damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B/C/D | 6840/7600/8360 | 1 | - | 0 | N/A | No | KD | N/A |
Everything said about ground throw also applies here, plus the bonus of staying in aerial state afterwards. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | 6840 | 11 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 7600 | 13 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 8360 | 15 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 9120 | 17 | - | - | H/L | Into | KD | - |
Jimmy dashes forward with an energy-infused palm strike. Stronger versions deal more damage and go much further. A strong combo tool, not as useful in neutral as Billy's due to its slower startup and much slower recovery, but hits like a truck to compensate. Still a pretty good move overall, stick to the lighter versions if you don't want to eat a nasty punish. |
Transformed Specials
Super Moves
The Basics
Overheads: hop B, hop D
Lows: cr.A, cr.D
Combos
Jump in/hop attack, cr.A, cr.A, cr.B xx qcf+A
Against Abobo, standing A xx qcb+D forms a TOD block string