Double Dragon/Jimmy Lee

From SuperCombo Wiki

Introduction

Birthplace - Los Angeles

Height - 5' 9"

Weight - 161 lbs

Fighting Style - Sousetsuken

Interests - Training

POW: 4

SPD: 3

DEF: 3

Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Jimmylee5a.png
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.


Close 5A
JimmyleeCLa.png
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.


Far 5B
Jimmylee5b.png
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.


Close 5B
JimmyleeCLb.png
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.


Far 5C
Jimmylee5c.png
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.


Close 5C
JimmyleeCLc.png
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.


Far 5D
Jimmylee5d.png
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.


Close 5D
JimmyleeCLd1.png
JimmyleeCLd2.png
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

2A
Jimmylee2a.png
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.


2B
Jimmylee2b.png
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.


2C
Jimmylee2c.png
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.


2D
Jimmylee2d.png
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

Neutral J. A
Jimmylee8a.png
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.


J. A
Jimmylee79a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9A 1520 4 - - H Yes Variable Variable

Small crossup hitbox.


J. B
Jimmylee789b.png
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.


Neutral J. C
Jimmylee8c.png
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.


J. C
Jimmylee79c.png
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.


J. D
Jimmylee789d1.png
Jimmylee789d2.png
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

Pursuit
2X when opponent is stunned (KD)
Jimmyleeprst1.png
Jimmyleeprst2.png
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

Shoulder Toss
4/6B/C/D
Jimmyleethrow.png
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.


Air Shoulder Toss
4/6B/C/D in air
Jimmyleethrow.png
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

Soushuuga
236X
Jimmylee236X2.png
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

Color List

Dd95colorsjimmy.jpg
Dd95colorsjimmyt.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
Abobo
Amon
Billy Lee
Burnov
Cheng-Fu
Dulton
Eddie
Jimmy Lee
Marian
Rebecca
Bosses
Duke
Shuko