Jackie Chan in Fists of Fire/Glossary: Difference between revisions

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* '''Autocombo:''' another name for normal string/special string - the two unique chain combos every character has
* '''Autocombo:''' another name for normal string/special string - the two unique chain combos every character has
* '''Back Roll:''' holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance.
* '''cl.:''' close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
* '''cl.:''' close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
* '''cr.:''' crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
* '''cr.:''' crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
* '''Crossup:''' an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
* '''Crossup:''' an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
* '''DP:''' "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
* '''DP:''' "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
* '''Forward Roll:''' holding forward on wakeup to perform an invincible roll toward the opponent. Good for escaping the corner.
* '''High:''' an attack that connects against standing opponents, but whiffs against crouching opponents
* '''High:''' an attack that connects against standing opponents, but whiffs against crouching opponents
* '''Hitbox:''' the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
* '''Hitbox:''' the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
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* '''Low:''' an attack that must be blocked crouching
* '''Low:''' an attack that must be blocked crouching
* '''Mid:''' an attack that connects on standing and crouching opponents, and can be blocked in either direction
* '''Mid:''' an attack that connects on standing and crouching opponents, and can be blocked in either direction
* '''Neutral Rise:''' Waking up without holding left or right. Fastest wakeup option, and may surprise an opponent who expects to chase a roll.
* '''Normal:''' a basic attack performed with only a button press
* '''Normal:''' a basic attack performed with only a button press
* '''OTG:''' "on the ground" - an attack the hits an opponent that has been knocked down
* '''OTG:''' "on the ground" - an attack the hits an opponent that has been knocked down

Revision as of 21:55, 22 May 2021

Important Terminology

  • Autocombo: another name for normal string/special string - the two unique chain combos every character has
  • Back Roll: holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance.
  • cl.: close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
  • cr.: crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
  • Crossup: an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
  • DP: "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
  • Forward Roll: holding forward on wakeup to perform an invincible roll toward the opponent. Good for escaping the corner.
  • High: an attack that connects against standing opponents, but whiffs against crouching opponents
  • Hitbox: the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
  • Hong Kong Showdown: When both players charge meter at the same time.
  • Hurtbox: the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it
  • Infinite: a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites
  • Instant Overhead: an jump attack that can hit a crouching opponent on the way up. An unreactable mixup but very unsafe in Fists of Fire if it doesn't KO the opponent
  • Low: an attack that must be blocked crouching
  • Mid: an attack that connects on standing and crouching opponents, and can be blocked in either direction
  • Neutral Rise: Waking up without holding left or right. Fastest wakeup option, and may surprise an opponent who expects to chase a roll.
  • Normal: a basic attack performed with only a button press
  • OTG: "on the ground" - an attack the hits an opponent that has been knocked down
  • Overhead: an attack that must be blocked while standing
  • Special: an attack that requires a special input and a button press to perform
  • Super: a powerful attack that consumes your entire meter gauge. Performed with a special input and two simultaneous buttons
  • st.: standing - an attack done while standing (denoted with 5 in numpad notation)
  • Trip guard: The ability to block an attack immediately upon landing. In Fists of Fire, you only have trip guard if you hit an air normal during the jump.

Numpad Notation

Numpad notation is a common way to describe a move's input. Because it is universal across languages, it is the preferred style for most fighting games. Each input direction corresponds to a keyboard numpad position and assumes you are on the P1 side (facing right). So for example, 236 is a quarter circle forward input beginning with Down, and 2LP is a crouching light punch.

Numpad.jpg

  • 5 = Neutral
  • 6.png = 6 = Forward
  • 3.png = 3 = Crouching Forward
  • 2.png = 2 = Neutral Crouching
  • 1.png = 1 = Crouch Blocking/Guarding
  • 4.png = 4 = Backward
  • 7.png = 7 = Jump Backward
  • 8.png = 8 = Neutral Jump
  • 9.png = 9 = Jump Forward




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