Rage of The Dragons/Jones/Movelist

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Move List Showcase

Movelist

Impact

Snka.gifSnkb.gifSnkc.gifSnkd.gifSnkc.gif

(Air) Snka.gifSnkb.gifSnkb.gifSnkc.gifSnkc.gif

Command Normals

F.pngSnka.gif

Df.pngSnkb.gif

Special Moves

Qcb.pngSnka.gif/Snkc.gif - Retro Knuckle

Mash Snka.gif/Snkc.gif - Gaudy Punch

Qcb.pngSnkb.gif/Snkd.gif - Arc Fliegen

Qcf.pngSnka.gif/Snkc.gif - Funky Impact

Super Moves

Qcb.pngQcb.pngSnkb.gif/Snkd.gif - Groove Master


Close Normals

cl.A
ROTD Jones clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Jones clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 3 6 +2 +1
cl.C
ROTD Jones clC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 5 13 -2/+1 -5
cl.D
ROTD Jones clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 6 16 -6/-3 -9

The best meaty to ever do it. Easy to time and the hitbox is tall and huge.

Standing Normals

st.A
ROTD Jones stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 5 5 +1 0
st.B
ROTD Jones stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 3 13 -5 -6

Reaches very far for a poke of its speed. Decent checking tool.

st.C
ROTD Jones stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 6 19 -9/-6 -12
st.D
ROTD Jones stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 4 23 -11/-8 -14

Huge poke and makeshift punish tool.

Crouching Normals

cr.A
ROTD Jones crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cr.B
ROTD Jones crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 3 5 +3 +2

Easy to count out because Jones's strings from heavies are so strong, but it has great range for a low, it chains into itself and it confirms into both 214A and super.

cr.C
ROTD Jones crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
7 5 14 0 -6

Good for anti-airs at range.

cr.D
ROTD Jones crD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
9 4 16 KD -3

Relatively slow for a sweep but still packs decent range.

Jumping Normals

j.A
ROTD Jones jA.png
Damage Guard Stun Cancel
8 High/Air 6 -
Startup Active Recovery Adv. Hit Adv. Guard
4 10 - - -
j.B
ROTD Jones jB.png
Damage Guard Stun Cancel
10 High/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
6 10 - - -
nj.C
ROTD Jones njC.png
Damage Guard Stun Cancel
14 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
7 9 - - -
j.C
ROTD Jones jC.png
Damage Guard Stun Cancel
14 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
7 8 - - -
nj.D
ROTD Jones njD.png
Damage Guard Stun Cancel
16 High/Air 12 -
Startup Active Recovery Adv. Hit Adv. Guard
5 12 - - -
j.D
ROTD Jones jD.png
Damage Guard Stun Cancel
6×n High/Air 4×n -
Startup Active Recovery Adv. Hit Adv. Guard
8 [10+(4)]×∞ - - -

Let this rip early into your jump and you're set for life. Jones's bicycle kick has nice priority, and the gaps between its active hitboxes are miniscule while it loops forever. Jones has excellent normals in general, but this is one of his best tools to approach.

Command Normals

6A
ROTD Jones 6A.png
Damage Guard Stun Cancel
14 High 4 Special
Startup Active Recovery Adv. Hit Adv. Guard
23 2 21 -12 -13

Short but quick overhead. Confirms into supers and specials. Mainly used to mixup with 3B.

3B
ROTD Jones 3B.png
Damage Guard Stun Cancel
18 (8+10) Low 12 (6+6) Special
Startup Active Recovery Adv. Hit Adv. Guard
13 7+(2)+7 21 -9 -15

Double low kicks. Great for combo extensions, and couples with jump D to help him close the gap. Jones stops moving after the first kick.

Throws

4/6C
ROTD Jones throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Jones spikes the opponent three quarters of the screen away.

j.6C
ROTD Jones airthrow.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Jones spikes the opponent into the ground, which is bad for hitting the wall, but it leaves him in the perfect spot to jump in. Great if the opponent expects to block jump D.

System

Tag-In
ROTD Jones BC.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-11 invuln) 12 15 KD -10
Guard Cancel
ROTD Jones 236P.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-16 invuln) 8 17 KD -8
First Impact
ROTD Jones CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 4 31 KD -18

Not much to say except his Air Impact's last hit whiffs on Alice and you won't get your juggle.

Duplex Attack
ROTD Jones run.png
236CD
ROTD Jones 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 60 29 KD -13

Your partner must be alive and able to tag in.

Damage Guard Stun Cancel
27 (32 with Kang) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar. Jones's Funky Impact at the end causes a wall splat, which can break a wall. However, he is way too far away to combo.

Special Moves

Retro Knuckle
ROTD Jones 214P.png
214A/C
Damage Guard Stun Cancel
20 Mid/Air 10 -
Startup Active Recovery Adv. Hit Adv. Guard
10 4+4 13 KD -4

If you've ever played Terry Bogard in anything, you know how to use this move. Get to know this move. This move is Jones's strongest move since it is -4 on block and can only be punished by an instant command grab, which he often isn't in range for because he can pressure from such a safe distance. It's also easy to backdash out if the move puts you in a bad spot, then you can jump back in to continue.

Damage Guard Stun Cancel
23 (5+18) Mid/Air 10 (5+5) -
Startup Active Recovery Adv. Hit Adv. Guard
21 6+10 19 KD -12

Just like the light version but it has slower to start up, hits twice, and is much more unsafe on block. Very hard to compete with the light version, even if it moves a little further.

Gaudy Punch
ROTD Jones PPPP.png
A/C×4
Damage Guard Stun Cancel
3×n Mid 1×n -
Startup Active Recovery Adv. Hit Adv. Guard
6 [2+(2)]×n (2)+16 -8/-5 -11

A flurry of punches. The application for this is quite limited since there is no followup like Pupa's mash, which is already useless enough.

Damage Guard Stun Cancel
3×n Mid 2×n -
Startup Active Recovery Adv. Hit Adv. Guard
18 [2+(2)]×n (2)+16 -8/-5 -11

Even less useful because of the longer startup, but at least it adds a bit more stun.

Arc Fliegen
ROTD Jones 214K.png
214B/D
Damage Guard Stun Cancel
23 (8+15) Mid/Air 10 (5+5) -
Startup Active Recovery Adv. Hit Adv. Guard
9 3+3+3+3 29 KD -15

A spinning wheel kick. This version stays straight up in the air until Jones lands. Terrible anti-air. Best used to end combos with.

Damage Guard Stun Cancel
18 (8+10) Mid/Air 7 (5+2) -
Startup Active Recovery Adv. Hit Adv. Guard
12 4+4+4+4 25 KD -16~-12

Jones launches forward instead of directly up. Somehow deals less damage.

Funky Impact
ROTD Jones 236P.png
236A/C
ROTD Jones 236C.png
236C
Damage Guard Stun Cancel
20 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
11 8 29 KD -20

A palm strike. Blows the opponent back to the wall on hit.

Damage Guard Stun Cancel
20 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
31 (5-26 guard) 8 29 KD -6 (Guard Crush)

Just like the light version but this version has a high/mid guard point. On block, this move causes an instant guard crush, but Jones gets no advantage.

Super Moves

Groove Master
ROTD Jones 214214K.png
214214B/D
ROTD Jones 214214B.png
214214B
ROTD Jones 214214D.png
214214D
Damage Guard Stun Cancel
31 (5+7×4) Low, Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 (1-7 invuln) 4+(8)+25 32 KD -31

First hit is a low, then Jones kicks into the air at an upward angle. This is Jones's only reversal, but both versions are poor. Like most supers, they're there to end combos, but when it comes to wall hits, this version is redundant compared to what you can get meterless. Its damage is very low for a super, but at least the knockback on the final hit is huge.

Damage Guard Stun Cancel
65 (5+10×5+20) Low, Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
5 (1-7 invuln) 4+(6)+25 36 KD -37

Angled diagonally, this not only deals heaps more damage but also carries the opponent half the stage away. If Jones does this in neutral, wait until he lands to punish or you'll get hit by his afro.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann