Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions
Line 69: | Line 69: | ||
| <big>'''Hit/Block Adv'''</big> || The frame advantage of an attack on hit/block.<br>0 means the attacker and defender recover at the same time.<br>A positive number means the attacker recovers before the defender.<br>A negative number means the defender recovers before the attacker, and the attack may be punishable.<br>'''KD''' means the attack knocks down if it hits.<br>Throws cannot be blocked, so the column is left empty in this case.<br>May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.<br><br>-Example: A move listed as '''-6 on Block''' may be punished by a move with '''6f Startup''', if it is in range. | | <big>'''Hit/Block Adv'''</big> || The frame advantage of an attack on hit/block.<br>0 means the attacker and defender recover at the same time.<br>A positive number means the attacker recovers before the defender.<br>A negative number means the defender recovers before the attacker, and the attack may be punishable.<br>'''KD''' means the attack knocks down if it hits.<br>Throws cannot be blocked, so the column is left empty in this case.<br>May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.<br><br>-Example: A move listed as '''-6 on Block''' may be punished by a move with '''6f Startup''', if it is in range. | ||
|- | |- | ||
| <big>'''Attribute'''</big> || '''OTG''' = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.<br>'''Rapid Fire''' = Light normal that can be rapidly chained into itself on hit, block, or whiff<br>'''Special Cancel''' = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed<br>'''No-Cancel''' = Normal attack that cannot be chained into another normal<br>'''Airborne''' = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.<br>'''Invincible''' = Attack has no hurtbox and cannot be interrupted during these invincibility frames<br>'''Mashable''' = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this.<br>'''Crossup''' = Attack must be blocked in the opposite direction if it connects behind the opponent<br>'''KD0''' = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up<br>'''Spike''' = Air normal with KD0 property, will slam airborne opponent to the ground.<br>'''Squish''' = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect) | | <big>'''Attribute'''</big> || '''OTG''' = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.<br>'''Rapid Fire''' = Light normal that can be rapidly chained into itself on hit, block, or whiff<br>'''Special Cancel''' = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed<br>'''No-Cancel''' = Normal attack that cannot be chained into another normal<br>'''Airborne''' = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.<br>'''Invincible''' = Attack has no hurtbox and cannot be interrupted during these invincibility frames<br>'''Mashable''' = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this.<br>'''Crossup''' = Attack must be blocked in the opposite direction if it connects behind the opponent<br>'''KD0''' = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up<br>'''Spike''' = Air normal with KD0 property, will slam airborne opponent to the ground.<br>'''Backturn''' = Causes juggled opponent to face the opposite direction, preventing backdash upon landing<br>'''Squish''' = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect) | ||
|} | |} | ||
Revision as of 23:49, 5 June 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 |
---|---|
|
|
Character Stats
Normals
Damage | Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space -Ex: 4*5x3*8 = 4 damage + 3 hits of 5 damage each + 8 damage See System page for details on damage scaling and defense. |
Guard | The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked standing or crouching. Low = Must be blocked crouching. Throw = Cannot be blocked |
Startup | The number of frames it takes for a move to become active. If this value is lower than another move's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching). |
Active | The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. -Ex1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) -Ex2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. |
Recovery | The number of frames in which a character cannot act after startup and recovery have passed. For airborne attacks, recovery may be listed as "X + Y land", where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo). |
Hit/Block Adv | The frame advantage of an attack on hit/block. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. KD means the attack knocks down if it hits. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. -Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. |
Attribute | OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Rapid Fire = Light normal that can be rapidly chained into itself on hit, block, or whiff Special Cancel = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed No-Cancel = Normal attack that cannot be chained into another normal Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this. Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent KD0 = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Spike = Air normal with KD0 property, will slam airborne opponent to the ground. Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect) |
Standing Normals 5LP
Stand LP
5LP |
---|
Close 5HP
Close Stand HP
Close 5HP |
---|
Far 5HP
Far Stand HP
Far 5HP |
---|
Close 5LK
Close Stand LK
Close 5LK |
---|
Far 5LK
Far Stand LK
Far 5LK |
---|
Close 5HK
Close Stand HK
Close 5HK |
---|
Far 5HK
Far Stand HK
Far 5HK |
---|
Crouching Normals 2LP
Crouch LP
2LP |
---|
2HP
Crouch HP
2HP |
---|
2LK
Crouch LK
2LK |
---|
2HK
Crouch HK
2HK |
---|
Air Normals 8LP
Jump LP
8LP |
---|
8HP
Jump HP
8HP |
---|
9LK
Diagonal Jump LK
9LK |
---|
8LK
Neutral Jump LK
8LK |
---|
9HK
Diagonal Jump HK
9HK |
---|
8HK
Neutral Jump HK
8HK |
---|
Command Normals/Throws
Sobat Kick
6LK/4LK
6LK / 4LK
|
---|
One-Two Punch 6HP
6HP
|
---|
Universal Overhead 6HK
6HK
|
---|
HP Throw HP Throw
close 6LK/4LK
|
---|
Special Moves
Tiger Fist (Dragonball)
41236P
41236P
|
---|
Crush Kick (Axe Kick) 236K
236K
|
---|
Frantic Kick (Command Grab) 63214K
63214K
|
---|
Super
Five Animal Fist Fury
41236LP+HP
41236LP+HP
|
---|
Wakeup Attacks
- Wakeup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Wakeup LK takes priority.
- The Wakeup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Wakeup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Wakeup Attacks.
- After inputting a Wakeup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Wakeup Attack window is active, as you may get an unexpected special move way after it was input.
Wakeup LK
Wakeup LK
Wakeup HK Wakeup HK
Auto Combos
Normal Autocombo - LP > LP > LP > LP
Special Autocombo - LP > HP > HP > HK > HK > LK+HK
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 |}
Strategy & Matchups
(click to expand)
Strategy goes here
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