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
* '''Auto Guard:''' Automatically blocking successive hits of a blockstring once the first hit has been blocked. While this applies in Fists of Fire, you must be holding down + back in order to block a low attack during a blockstring, which makes it harder to abuse auto guard + backdash to escape pressure.
* '''Backdash:''' tapping back twice to dash away from the opponent. Mostly invincible and fast, this is good for escaping pressure.
* '''Back Roll:''' holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance.
* '''Back Roll:''' holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance.
* '''Bait:''' stopping your offense in anticipation of an opponent's attack, like stopping a blockstring to block a reversal, or backdashing on the opponent's wakeup to punish their wakeup attack
* '''Blockstring:''' a sequence of attacks that keep the opponent locked into a blocking animation, with no gap to backdash or reversal
* '''Bread & Butter/BnB:''' a practical, effective combo that is the most commonly chosen option in a situation. A BnB may have variations depending on stand/crouch, opponent size, meter use, or screen position. BnB combos are generally listed closer to the top of the combo list, while more niche or high execution combos are listed near the bottom in the "Miscellaneous" section.
* '''Buffer:''' can mean two things:<br>1) inputting a followup normal or special move after your first move, so that the followup will come out only if the opponent runs into it; (i.e. inputting 2LP > 2HK in neutral, so that the HK will only come out on hit)<br>2) a window of time in which you can input a certain move; (i.e. you can "buffer" a reversal special move for 8 frames on wakeup)
* '''Chain:''' the basis of the combo system in Fists of Fire; normals rapidly cancelled into other normals before the first one has fully recovered
* '''Chip damage:''' damage taken while blocking a special move or super, equal to 25% of the move's normal damage. Note that chip damage does not scale like combo damage, so multi-hitting moves will actually deal more than 25% chip.
* '''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)
* '''Command normal:''' A normal attack that must be input with forward or back. Universal Overheads, input with 6HK or 6HP, are examples of command normals. Can be chained into like other normals, but cannot chain into another normal afterward.
* '''Command throw/Command grab:''' a throw performed with a special move input. Tends to have more range than a normal throw, and can be buffered like other special moves, making them easier to use as a punish. Unique to Kim-Maree and Dragonball Jackie.
* '''Counterhit:''' - CH - hitting an opponent during their move's attack animation. In Fists of Fire, this applies to ANY part of the attack, including startup, active, and recovery frames. Counterhits deal bonus damage depending on which part of the attack was countered. See "System" page for more info.
* '''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
* '''Damage scaling:''' the reduction in damage of each successive hit in a combo. See "System" page for more info.
* '''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 Dash:''' tapping forward twice to dash toward opponent. Extremely strong in Fists of Fire as forward dashes can be cancelled at any point.
* '''Forward Roll:''' holding forward on wakeup to perform an invincible roll toward the opponent. Good for escaping the corner.
* '''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
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* '''st.:''' standing - an attack done while standing (denoted with 5 in numpad notation)
* '''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.
* '''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.
* '''Turnaround bug:''' a bug in Fists of Fire that causes a character to face the wrong direction in some situations, especially near the corner. The bug happens most severely against Admiral and Drunk Jackie, causing some combos to fail against them. The bug also makes it harder to dash under opponents for a mixup after an air juggle.


==Numpad Notation==
==Numpad Notation==

Revision as of 22:36, 22 May 2021

Important Terminology

  • Autocombo: another name for normal string/special string - the two unique chain combos every character has
  • Auto Guard: Automatically blocking successive hits of a blockstring once the first hit has been blocked. While this applies in Fists of Fire, you must be holding down + back in order to block a low attack during a blockstring, which makes it harder to abuse auto guard + backdash to escape pressure.
  • Backdash: tapping back twice to dash away from the opponent. Mostly invincible and fast, this is good for escaping pressure.
  • Back Roll: holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance.
  • Bait: stopping your offense in anticipation of an opponent's attack, like stopping a blockstring to block a reversal, or backdashing on the opponent's wakeup to punish their wakeup attack
  • Blockstring: a sequence of attacks that keep the opponent locked into a blocking animation, with no gap to backdash or reversal
  • Bread & Butter/BnB: a practical, effective combo that is the most commonly chosen option in a situation. A BnB may have variations depending on stand/crouch, opponent size, meter use, or screen position. BnB combos are generally listed closer to the top of the combo list, while more niche or high execution combos are listed near the bottom in the "Miscellaneous" section.
  • Buffer: can mean two things:
    1) inputting a followup normal or special move after your first move, so that the followup will come out only if the opponent runs into it; (i.e. inputting 2LP > 2HK in neutral, so that the HK will only come out on hit)
    2) a window of time in which you can input a certain move; (i.e. you can "buffer" a reversal special move for 8 frames on wakeup)
  • Chain: the basis of the combo system in Fists of Fire; normals rapidly cancelled into other normals before the first one has fully recovered
  • Chip damage: damage taken while blocking a special move or super, equal to 25% of the move's normal damage. Note that chip damage does not scale like combo damage, so multi-hitting moves will actually deal more than 25% chip.
  • cl.: close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
  • Command normal: A normal attack that must be input with forward or back. Universal Overheads, input with 6HK or 6HP, are examples of command normals. Can be chained into like other normals, but cannot chain into another normal afterward.
  • Command throw/Command grab: a throw performed with a special move input. Tends to have more range than a normal throw, and can be buffered like other special moves, making them easier to use as a punish. Unique to Kim-Maree and Dragonball Jackie.
  • Counterhit: - CH - hitting an opponent during their move's attack animation. In Fists of Fire, this applies to ANY part of the attack, including startup, active, and recovery frames. Counterhits deal bonus damage depending on which part of the attack was countered. See "System" page for more info.
  • 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
  • Damage scaling: the reduction in damage of each successive hit in a combo. See "System" page for more info.
  • DP: "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
  • Forward Dash: tapping forward twice to dash toward opponent. Extremely strong in Fists of Fire as forward dashes can be cancelled at any point.
  • 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.
  • Turnaround bug: a bug in Fists of Fire that causes a character to face the wrong direction in some situations, especially near the corner. The bug happens most severely against Admiral and Drunk Jackie, causing some combos to fail against them. The bug also makes it harder to dash under opponents for a mixup after an air juggle.

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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