Rage of The Dragons/Jimmy: Difference between revisions

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=Movelist=
=Movelist=
Command moves:
Command moves:
 
<br>
(n)fwd A - overhead.  Slow and does not combo after any normal attacks.
(n)fwd A - overhead.  Slow and does not combo after any normal attacks.
           Bufferable.
           Bufferable.
 
<br>
(n)dwnfwd A - Does a slow uppercut.  Knock away.  Does not combo after his  
(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
               normals.  Ever wonder what he's doing before he actually does the
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               Bufferable.
               Bufferable.


 
<br><br>
Special moves:
Special moves:
 
<br>
(a)Red Rage - qcf A/C.  Throws a fireball... literally.  :p
(a)Red Rage - qcf A/C.  Throws a fireball... literally.  :p
 
<br>
(a)Sho Ryu Da - DP A/C.  Flaming uppercut. C version does 3 hits on ground.
(a)Sho Ryu Da - DP A/C.  Flaming uppercut. C version does 3 hits on ground.
 
<br>
(n)Heat Hurricane - hcb A/C.  Does a charging elbow into a straight punch then
(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
                     a flaming punch.  The last flaming punch can be altered by
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                     dwn which is an uppercut that must be blocked low.
                     dwn which is an uppercut that must be blocked low.
                     (Thanks to Gen2000 for pointing this out to me)
                     (Thanks to Gen2000 for pointing this out to me)
 
<br>
(a)Cannon Kick - qcb B/D.  Looks exactly like Terry's Crack shoot.  Its an
(a)Cannon Kick - qcb B/D.  Looks exactly like Terry's Crack shoot.  Its an
                 overhead like Terry's crack shoot in garou.   
                 overhead like Terry's crack shoot in garou.   


 
<br><br>
Super:
Super:
 
<br><br>
(n)Gun Blow - qcb hcf A/C.  Charges with a burning fist then uppercuts the
(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
               opponent to the air in flames.  C version has fire geyser finish
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=Combos=
=Combos=
First Impact combos:
First Impact combos:
Ground - A, A, B, C, C
Ground - A, A, B, C, C<br>
Air    - B, A, C, D, D
Air    - B, A, C, D, D<br>


-When doing a First impact ground combo, its usually better to add a dwnfwd A
-When doing a First impact ground combo, its usually better to add a dwnfwd A
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  but you need to get the timing though.
  but you need to get the timing though.


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


-why?  Its safe when blocked.
-why?  Its safe when blocked.


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




Trick combos:
Trick combos:


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


As you can see, Jimmy is suitable for those who like to block low most of the
As you can see, Jimmy is suitable for those who like to block low most of the
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Wall combos:
Wall combos:
 
<br>
-Jump D, close C(1 hit), DP C, hits wall, CD, A, A, B, C, C, dwnfwd A,
-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.
  qcb hcf A.  14 hits, approximately 50% damage.<br>
 
<br>
(needs at least 2 levels of super meter at start)
(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,
-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.
  qcb hcf A.  15 hits, approximately 60% damage.<br>
=Strategies=
=Strategies=


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

Revision as of 02:08, 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