Rage of The Dragons/Jimmy: Difference between revisions

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=Movelist=
=Movelist=
Command moves:


(n)fwd A - overhead.  Slow and does not combo after any normal attacks.
          Bufferable.
(n)dwnfwd A - Does a slow uppercut.  Knock away.  Does not combo after his
              normals.  Ever wonder what he's doing before he actually does the
              uppercut?  Well, its an AUTOGUARD.  It will block all high and
              mid hitting physical attacks, and if hit will go straight to the
              uppercut part.  Anyway, the beauty of this move is that its a
              knockaway.  Very useful in adding hits on corner combos.
              Bufferable.
Special moves:
(a)Red Rage - qcf A/C.  Throws a fireball... literally.  :p
(a)Sho Ryu Da - DP A/C.  Flaming uppercut. C version does 3 hits on ground.
(n)Heat Hurricane - hcb A/C.  Does a charging elbow into a straight punch then
                    a flaming punch.  The last flaming punch can be altered by
                    doing:
                    up which is an overhead elbow attack
                    OR
                    dwn which is an uppercut that must be blocked low.
                    (Thanks to Gen2000 for pointing this out to me)
(a)Cannon Kick - qcb B/D.  Looks exactly like Terry's Crack shoot.  Its an
                overhead like Terry's crack shoot in garou. 
Super:
(n)Gun Blow - qcb hcf A/C.  Charges with a burning fist then uppercuts the
              opponent to the air in flames.  C version has fire geyser finish
              after the uppercut.  Great for combos.  B version has almost full
              screen distance, while C version travels full screen.
==Command Moves==
==Command Moves==


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=Combos=
=Combos=
First Impact combos:
Ground - A, A, B, C, C
Air    - B, A, C, D, D
-When doing a First impact ground combo, its usually better to add a dwnfwd A
before any special or super move finisher.  Additional damage, additional hit,
but you need to get the timing though.
My preferred B&B combo:  Jump D, close C(2 hits), qcf C
-why?  Its safe when blocked.
Other Combos:
-Jump D, close C(2 hits), DP C
-Jump D, close D, hcb A(follow up of your choice)
-Jump D, close C(2 hits), qcb hcf A/C
Trick combos:
-dwn B, fwd A, qcb B(double overhead trick)
-dwn B, fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, hcb A, up or down.
-Jump D, close C(1 hit), fwd A, qcb hcf A/C.
As you can see, Jimmy is suitable for those who like to block low most of the
time.  hehe...  ^_~
Wall combos:
-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A,
qcb hcf A.  14 hits, approximately 50% damage.


(needs at least 2 levels of super meter at start)
-Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A,
qcb hcf A.  15 hits, approximately 60% damage.
=Strategies=
=Strategies=


[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]

Revision as of 01:47, 9 December 2015

Introduction

Movelist

Command moves:

(n)fwd A - overhead. Slow and does not combo after any normal attacks.

          Bufferable.

(n)dwnfwd A - Does a slow uppercut. Knock away. Does not combo after his

             normals.  Ever wonder what he's doing before he actually does the
             uppercut?  Well, its an AUTOGUARD.  It will block all high and
             mid hitting physical attacks, and if hit will go straight to the
             uppercut part.  Anyway, the beauty of this move is that its a 
             knockaway.  Very useful in adding hits on corner combos. 
             Bufferable.


Special moves:

(a)Red Rage - qcf A/C. Throws a fireball... literally. :p

(a)Sho Ryu Da - DP A/C. Flaming uppercut. C version does 3 hits on ground.

(n)Heat Hurricane - hcb A/C. Does a charging elbow into a straight punch then

                   a flaming punch.  The last flaming punch can be altered by
                   doing: 
                   up which is an overhead elbow attack
                   OR 
                   dwn which is an uppercut that must be blocked low.
                   (Thanks to Gen2000 for pointing this out to me)

(a)Cannon Kick - qcb B/D. Looks exactly like Terry's Crack shoot. Its an

                overhead like Terry's crack shoot in garou.  


Super:

(n)Gun Blow - qcb hcf A/C. Charges with a burning fist then uppercuts the

             opponent to the air in flames.  C version has fire geyser finish
             after the uppercut.  Great for combos.  B version has almost full
             screen distance, while C version travels full screen.

Command Moves

Special Moves

Super Moves

Super Tag

Combos

First Impact combos: Ground - A, A, B, C, C Air - B, A, C, D, D

-When doing a First impact ground combo, its usually better to add a dwnfwd A

before any special or super move finisher.  Additional damage, additional hit,
but you need to get the timing though.

My preferred B&B combo: Jump D, close C(2 hits), qcf C

-why? Its safe when blocked.

Other Combos: -Jump D, close C(2 hits), DP C -Jump D, close D, hcb A(follow up of your choice) -Jump D, close C(2 hits), qcb hcf A/C


Trick combos:

-dwn B, fwd A, qcb B(double overhead trick) -dwn B, fwd A, hcb A, up or down. -Jump D, close C(1 hit), fwd A, hcb A, up or down. -Jump D, close C(1 hit), fwd A, qcb hcf A/C.

As you can see, Jimmy is suitable for those who like to block low most of the time. hehe... ^_~


Wall combos:

-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A,

qcb hcf A.  14 hits, approximately 50% damage.

(needs at least 2 levels of super meter at start) -Jump D, close C(2 hits), qcb hcf C, hits wall, CD, A, A, B, C, C, dwnfwd A,

qcb hcf A.  15 hits, approximately 60% damage.

Strategies