Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions
(Normals--Went back to separate, vertically stacked hitbox images until I know which way is preferred) |
(removed -- from missing attribute columns) |
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Line 121: | Line 121: | ||
|advHit=+1 | |advHit=+1 | ||
|advBlock=-2 | |advBlock=-2 | ||
|attribute= | |attribute= | ||
|description=*-- | |description=*-- | ||
}} | }} | ||
Line 141: | Line 141: | ||
|advHit=+5 | |advHit=+5 | ||
|advBlock=+3 | |advBlock=+3 | ||
|attribute= | |attribute= | ||
|description=*-- | |description=*-- | ||
}} | }} | ||
Line 161: | Line 161: | ||
|advHit=+8 | |advHit=+8 | ||
|advBlock=+6 | |advBlock=+6 | ||
|attribute= | |attribute= | ||
|description=*-- | |description=*-- | ||
}} | }} | ||
Line 181: | Line 181: | ||
|advHit=+1 | |advHit=+1 | ||
|advBlock=-2 | |advBlock=-2 | ||
|attribute= | |attribute= | ||
|description=*-- | |description=*-- | ||
}} | }} | ||
Line 204: | Line 204: | ||
|advHit=+9 | |advHit=+9 | ||
|advBlock=+6 | |advBlock=+6 | ||
|attribute= | |attribute= | ||
|description=*1st hit is a good, fast anti-air | |description=*1st hit is a good, fast anti-air | ||
*On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far 5HK range | *On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far 5HK range | ||
Line 228: | Line 228: | ||
|advHit=+4 | |advHit=+4 | ||
|advBlock=+2 | |advBlock=+2 | ||
|attribute= | |attribute= | ||
|description=*Special cancel | |description=*Special cancel | ||
}} | }} | ||
Line 318: | Line 318: | ||
|advHit=-- | |advHit=-- | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*WHAT ARE THOSE | |description=*WHAT ARE THOSE | ||
}} | }} | ||
Line 378: | Line 378: | ||
|advHit=-- | |advHit=-- | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*-- | |description=*-- | ||
}} | }} | ||
Line 398: | Line 398: | ||
|advHit=-- | |advHit=-- | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*Good horizontal hitbox | |description=*Good horizontal hitbox | ||
}} | }} | ||
Line 442: | Line 442: | ||
|advHit=+6 | |advHit=+6 | ||
|advBlock=+4 | |advBlock=+4 | ||
|attribute= | |attribute= | ||
|description=*Moves forward or backward, depending on which direction is held. | |description=*Moves forward or backward, depending on which direction is held. | ||
*Due to its frame advantage and forward movement, links are possible into 5LP which begins his Special Autocombo. | *Due to its frame advantage and forward movement, links are possible into 5LP which begins his Special Autocombo. | ||
Line 466: | Line 466: | ||
|advHit=-10 | |advHit=-10 | ||
|advBlock=-13 | |advBlock=-13 | ||
|attribute= | |attribute= | ||
|description=*2 hits | |description=*2 hits | ||
}} | }} | ||
Line 507: | Line 507: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*Can juggle afterward near the corner | |description=*Can juggle afterward near the corner | ||
}} | }} | ||
Line 532: | Line 532: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-11 | |advBlock=-11 | ||
|attribute= | |attribute= | ||
|description=*Less travel distance, making it only useful if you intend to whiff the move. | |description=*Less travel distance, making it only useful if you intend to whiff the move. | ||
*Cancel from max range into whiffed attack is a good setup for command throw | *Cancel from max range into whiffed attack is a good setup for command throw | ||
Line 547: | Line 547: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-11 | |advBlock=-11 | ||
|attribute= | |attribute= | ||
|description=*Farther travel distance, making it strictly better for combos. | |description=*Farther travel distance, making it strictly better for combos. | ||
*6 Hits, but damage is only applied on the first and last hit. This means comboing into Dragonball will make the last hit do less damage, and any juggle afterward will be at 50% scaling. | *6 Hits, but damage is only applied on the first and last hit. This means comboing into Dragonball will make the last hit do less damage, and any juggle afterward will be at 50% scaling. | ||
Line 614: | Line 614: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*Command Throw; only counts as one hit for combo scaling | |description=*Command Throw; only counts as one hit for combo scaling | ||
*More throw range than normal throw | *More throw range than normal throw | ||
Line 628: | Line 628: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-- | |advBlock=-- | ||
|attribute= | |attribute= | ||
|description=*Command Throw; only counts as one hit for combo scaling | |description=*Command Throw; only counts as one hit for combo scaling | ||
*More throw range than normal throw | *More throw range than normal throw | ||
Line 731: | Line 731: | ||
|advHit=+5 | |advHit=+5 | ||
|advBlock=+3 | |advBlock=+3 | ||
|attribute= | |attribute= | ||
|description=*Doesn't combo; same animation as 6LK | |description=*Doesn't combo; same animation as 6LK | ||
}} | }} | ||
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|advHit=-9 | |advHit=-9 | ||
|advBlock=-12 | |advBlock=-12 | ||
|attribute= | |attribute= | ||
|description=*2 hits, same animation as 6HP | |description=*2 hits, same animation as 6HP | ||
}} | }} | ||
Line 755: | Line 755: | ||
|advHit=-10 | |advHit=-10 | ||
|advBlock=-13 | |advBlock=-13 | ||
|attribute= | |attribute= | ||
|description=*On block, will go through the opponent if done from close range. Uses animation from part of his 41236P. | |description=*On block, will go through the opponent if done from close range. Uses animation from part of his 41236P. | ||
}} | }} | ||
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|advHit=-8 | |advHit=-8 | ||
|advBlock=-11 | |advBlock=-11 | ||
|attribute= | |attribute= | ||
|description=*3 hits, same animation as cl 5HP | |description=*3 hits, same animation as cl 5HP | ||
}} | }} | ||
Line 797: | Line 797: | ||
|advHit=+3 | |advHit=+3 | ||
|advBlock=0 | |advBlock=0 | ||
|attribute= | |attribute= | ||
|description=*Same animation as first hit of 2HP | |description=*Same animation as first hit of 2HP | ||
}} | }} | ||
Line 809: | Line 809: | ||
|advHit=+5 | |advHit=+5 | ||
|advBlock=+2 | |advBlock=+2 | ||
|attribute= | |attribute= | ||
|description=*Same animation as 2HK, but rotating the opposite direction | |description=*Same animation as 2HK, but rotating the opposite direction | ||
}} | }} | ||
Line 821: | Line 821: | ||
|advHit=-4 | |advHit=-4 | ||
|advBlock=-5 | |advBlock=-5 | ||
|attribute= | |attribute= | ||
|description=*Same animation as cl 5HK | |description=*Same animation as cl 5HK | ||
}} | }} | ||
Line 833: | Line 833: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-23 | |advBlock=-23 | ||
|attribute= | |attribute= | ||
|description=*Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded. | |description=*Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded. | ||
}} | }} |
Revision as of 05:24, 23 May 2021
Also known as "Dragonball Jackie" (most common name) or "Five Animal Fists Jackie"
Gameplay
Dragonball Jackie has a very unorthodox moveset. His juggles are very limited outside the corner, and his confirms generally only use light normals. He has a 2HK that has frame advantage on hit and block, but is not cancellable. The highlight of his moveset is Crush Kick, which is a (generally) safe, far moving special that hops over low pokes and does good chip damage. This move can chase people until they are cornered, allowing Dragonball Jackie to dash in for command throw mixups. He also has some high execution combos, particularly against standing characters.
Strengths | Weaknesses |
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Character Stats
Normals
Standing Normals 5LP
Stand LP
5LP |
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Close 5HP
Close Stand HP
Close 5HP |
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Far 5HP
Far Stand HP
Far 5HP |
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Close 5LK
Close Stand LK
Close 5LK |
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Far 5LK
Far Stand LK
Far 5LK |
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Close 5HK
Close Stand HK
Close 5HK |
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Far 5HK
Far Stand HK
Far 5HK |
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Crouching Normals 2LP
Crouch LP
2LP |
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2HP {{MoveData 2HP
Crouch HP
2HP |
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2LK
Crouch LK
2LK |
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2HK
Crouch HK
2HK |
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Air Normals 8LP
Jump LP
8LP |
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8HP
Jump HP
8HP |
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9LK
Diagonal Jump LK
9LK |
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8LK
Neutral Jump LK
8LK |
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9HK
Diagonal Jump HK
9HK |
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8HK
Neutral Jump HK
8HK |
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Command Normals/Throws
6LK/4LK
Forward LK / Back LK
6LK / 4LK |
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6HP
Forward HP
6HP |
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6HK
Universal Overhead
6HK |
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HP Throw
HP Throw
close 6LK/4LK |
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Special Moves
41236P
Dragonball / Tiger Fist
41236P |
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236K
Crush Kick
236K |
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63214K
Frantic Kick
63214K |
---|
Super
41236LP+HP
5 Animal Fist Flurry
41236LP+HP |
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Wakeup Attacks
Wakeup LK
Wakeup LK
LK |
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Wakeup HK
Wakeup HK
HK |
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Auto Combos
Normal Autocombo
Normal Autocombo LP > LP > LP > LP LP > LP > LP > LP
|
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Special Autocombo
Special Autocombo LP > HP > HP > HK > HK > LK+HK LP > HP > HP > HK > HK > LK+HK
|
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Combos and Resets
Hitconfirm Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF
|}
Throw Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF
|}
Overhead Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF
|}
OTG Options
Template:ComboHeader-JCFoF Template:Combo-JCFoF
|}
Miscellaneous Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF
|}
Hyper Dragonball Jackie Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF |}
Matchups
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Important punishes: Strategy: Being careful with raw crush kicks because of lau dp |
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Important punishes: Strategy: |
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Important punishes: Strategy: |
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Important punishes: Strategy: |
(Mirror) ![]() |
Important punishes: Strategy: |
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Important punishes: Strategy: |
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Important punishes: Strategy: |
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Important punishes: Strategy: |
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Important punishes: Strategy: Baiting out long lion bombs so you can dash up grab or tiger fist |
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
External Links
- Fists of Fire Bible--Spiritual Kung-Fu Jackie by RCF -- (View -> disable Print Layout for best experience)
- Spiritual Kung-Fu Jackie Frame Data Spreadsheet by Spabobin -- for more visually condensed info