Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions
Line 1,457: | Line 1,457: | ||
|- | |- | ||
| <center>'''Lau'''</center>[[File:JCFoF Lau icon.png|link=Jackie Chan in Fists of Fire/Lau]] || | | <center>'''Lau'''</center>[[File:JCFoF Lau icon.png|link=Jackie Chan in Fists of Fire/Lau]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''2HK:''' No punish, unless VERY poorly spaced<br> | '''2HK:''' No punish, unless VERY poorly spaced<br> | ||
Line 1,474: | Line 1,474: | ||
<br> | <br> | ||
<big>'''TOD Combos | <big>'''TOD Combos'''</big> -- close range vs. standing only<br> | ||
1) 5LP>HP>HP>HK, 5LP>HP>HP>HK, 2LK xx 236HK (stun)<br> | 1) 5LP>HP>HP>HK, 5LP>HP>HP>HK, 2LK xx 236HK (stun)<br> | ||
2) 5LP>HP>HP>HK, 2LK xx 41236HP, 2HK > 2HP xx 236HK (stun) (must reach corner for juggle)<br> | 2) 5LP>HP>HP>HK, 2LK xx 41236HP, 2HK > 2HP xx 236HK (stun) (must reach corner for juggle)<br> | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
Both wakeup attacks can be baited with a backdash, then whiff punished.<br> | Both wakeup attacks can be baited with a backdash, then whiff punished.<br> | ||
Line 1,491: | Line 1,491: | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> Crush Kicks in neutral are good against Lau players that abuse sweep and 236HP. Lau might whiff light DP in anticipation of this, which can be hard to punish if you aren't ready. Dragonball Jackie has slightly better movement than Lau, which is important because Lau's hits are much more rewarding to land. | ||
Absolutely NEVER throw out raw Tiger Fist (41236P) against Lau, as his reversal 236HK will punish it on block for huge damage. Whiffing the LP version in neutral is less risky, as the Lau may be anticipating the block, but even this could end badly if the Lau dashes forward to get in LP Tiger Fist range before blocking. | Absolutely NEVER throw out raw Tiger Fist (41236P) against Lau, as his reversal 236HK will punish it on block for huge damage. Whiffing the LP version in neutral is less risky, as the Lau may be anticipating the block, but even this could end badly if the Lau dashes forward to get in LP Tiger Fist range before blocking. | ||
Line 1,511: | Line 1,511: | ||
|- | |- | ||
| <center>'''Yeung'''</center>[[File:JCFoF Yeung icon.png|link=Jackie Chan in Fists of Fire/Yeung]] || | | <center>'''Yeung'''</center>[[File:JCFoF Yeung icon.png|link=Jackie Chan in Fists of Fire/Yeung]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''2HK:''' No punish unless used at an absurdly close range<br> | '''2HK:''' No punish unless used at an absurdly close range<br> | ||
Line 1,529: | Line 1,529: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
Both wakeup attacks can be baited with a backdash, then whiff punished. Wakeup LK has much faster recovery but also moves forward for an easier punish.<br> | Both wakeup attacks can be baited with a backdash, then whiff punished. Wakeup LK has much faster recovery but also moves forward for an easier punish.<br> | ||
Line 1,542: | Line 1,542: | ||
<br> | <br> | ||
<big>'''Yeung OTG Infinite | <big>'''Yeung OTG Infinite'''</big> (Hyper Dragonball Jackie only)<br> | ||
OTG 2LK, 2HK > 2HP xx 236LK, neutral jump, delayed 8LP > 8HP, land, immediate OTG 2LK (repeat)<br> | OTG 2LK, 2HK > 2HP xx 236LK, neutral jump, delayed 8LP > 8HP, land, immediate OTG 2LK (repeat)<br> | ||
-If knockdown is from Command Throw, Tiger Fist, or Super: walk out of corner after the land + 2LK<br> | -If knockdown is from Command Throw, Tiger Fist, or Super: walk out of corner after the land + 2LK<br> | ||
Line 1,549: | Line 1,549: | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
_ | _ | ||
Line 1,566: | Line 1,566: | ||
|- | |- | ||
| <center>'''Thorsten'''</center>[[File:JCFoF Thorsten icon.png|link=Jackie Chan in Fists of Fire/Thorsten]] || | | <center>'''Thorsten'''</center>[[File:JCFoF Thorsten icon.png|link=Jackie Chan in Fists of Fire/Thorsten]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''46LK (LK Jackknife Storm):''' 63214K Command Throw is an easy punish at any spacing, and can lead to a juggle if near the corner<br> | '''46LK (LK Jackknife Storm):''' 63214K Command Throw is an easy punish at any spacing, and can lead to a juggle if near the corner<br> | ||
-2LK or 5LP can also start a punish, but these require a 1f timing that can't be made easier with plinking<br> | -2LK or 5LP can also start a punish, but these require a 1f timing that can't be made easier with plinking<br> | ||
Line 1,586: | Line 1,586: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
Dragonball Jackie can outmaneuver Thorsten in neutral, but Thorsten has much better damage so you have to control the spacing to prevent him from getting a big opening. It is important not to let Thorsten freely build meter, as this can lead to an instant TOD from a 2LK confirm or a Tiger Fist punish. Thorsten's punishes on Tiger Fist are usually pretty weak before he has meter, so it isn't a terrible idea to throw it out in neutral and then backdash in case he attempts a dash up throw afterward. 6HK and 236LK are occasionally good to hop over Thorsten's low pokes, which will hopefully cause him to play more defensively. When this happens, it becomes possible to go for tick throws. | |||
|} | |} | ||
Line 1,608: | Line 1,607: | ||
|- | |- | ||
| <center>'''Drunk Jackie'''</center>[[File:JCFoF Drunk icon.png|link=Jackie Chan in Fists of Fire/Drunken Fist Jackie]] || | | <center>'''Drunk Jackie'''</center>[[File:JCFoF Drunk icon.png|link=Jackie Chan in Fists of Fire/Drunken Fist Jackie]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''Far 5HK:''' 63214K Command Throw can punish unless very well spaced, and is safe to attempt as nothing will come out on whiff if used as a reversal<br> | '''Far 5HK:''' 63214K Command Throw can punish unless very well spaced, and is safe to attempt as nothing will come out on whiff if used as a reversal<br> | ||
Line 1,632: | Line 1,631: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
_ | _ | ||
Line 1,653: | Line 1,652: | ||
|- | |- | ||
| <center>'''Dragonball Jackie'''<br>(Mirror)</center>[[File:JCFoF Spiritual icon.png|link=Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie]] || | | <center>'''Dragonball Jackie'''<br>(Mirror)</center>[[File:JCFoF Spiritual icon.png|link=Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''6HP:''' Duck the 2nd hit, then 2HK or 236K to whiff punish<br> | '''6HP:''' Duck the 2nd hit, then 2HK or 236K to whiff punish<br> | ||
Line 1,667: | Line 1,666: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
Trade supers, play as fast as your brain can handle and constantly throw out pokes (cr lp, st. hk, far st hp) to catch random tiger fist attempts.<br> | Trade supers, play as fast as your brain can handle and constantly throw out pokes (cr lp, st. hk, far st hp) to catch random tiger fist attempts.<br> | ||
dont get into a rythm in this as they can time their tiger fist to punish.<br> | dont get into a rythm in this as they can time their tiger fist to punish.<br> | ||
Line 1,689: | Line 1,688: | ||
|- | |- | ||
| <center>'''Admiral Jackie'''</center>[[File:JCFoF Admiral icon.png|link=Jackie Chan in Fists of Fire/Admiral Jackie]] || | | <center>'''Admiral Jackie'''</center>[[File:JCFoF Admiral icon.png|link=Jackie Chan in Fists of Fire/Admiral Jackie]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''2HK:''' 236LK will punish consistently<br> | '''2HK:''' 236LK will punish consistently<br> | ||
Line 1,703: | Line 1,702: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
_<br> | _<br> | ||
Line 1,727: | Line 1,726: | ||
|- | |- | ||
| <center>'''Sam'''</center>[[File:JCFoF Sam icon.png|link=Jackie Chan in Fists of Fire/Sam]] || | | <center>'''Sam'''</center>[[File:JCFoF Sam icon.png|link=Jackie Chan in Fists of Fire/Sam]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''236P (Thousand Spears) (Blocked):''' Hold up forward, punish with j.LK > j.HK, dash into point blank punish<br> | '''236P (Thousand Spears) (Blocked):''' Hold up forward, punish with j.LK > j.HK, dash into point blank punish<br> | ||
-Note: j.HK > j.HP can work as a jump punish on 236HP or from a spaced-out 236LP, but won't work against a close range 236LP<br> | -Note: j.HK > j.HP can work as a jump punish on 236HP or from a spaced-out 236LP, but won't work against a close range 236LP<br> | ||
Line 1,742: | Line 1,741: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
_ | _ | ||
Line 1,763: | Line 1,762: | ||
|- | |- | ||
| <center>'''Kim-Maree'''</center>[[File:JCFoF KimMaree icon.png|link=Jackie Chan in Fists of Fire/KimMaree]] || | | <center>'''Kim-Maree'''</center>[[File:JCFoF KimMaree icon.png|link=Jackie Chan in Fists of Fire/KimMaree]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''2HK:''' No punish (unless spaced absurdly close)<br> | '''2HK:''' No punish (unless spaced absurdly close)<br> | ||
Line 1,774: | Line 1,773: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br> | ||
_ | _ | ||
Line 1,795: | Line 1,794: | ||
|- | |- | ||
| <center>'''M. Lion'''</center>[[File:JCFoF MLion icon.png|link=Jackie Chan in Fists of Fire/Mysterious Lion]] || | | <center>'''M. Lion'''</center>[[File:JCFoF MLion icon.png|link=Jackie Chan in Fists of Fire/Mysterious Lion]] || | ||
<big>'''Important punishes | <big>'''Important punishes'''</big><br> | ||
'''6HP:''' 236HK can punish on block, but may whiff the 2nd hit making it unsafe<br> | '''6HP:''' 236HK can punish on block, but may whiff the 2nd hit making it unsafe<br> | ||
-Crouch under the 6HP and 236HK whiff punish for a more reliable option<br> | -Crouch under the 6HP and 236HK whiff punish for a more reliable option<br> | ||
Line 1,816: | Line 1,815: | ||
<br> | <br> | ||
<big>'''Wakeup Attacks | <big>'''Wakeup Attacks'''</big><br> | ||
_<br> | _<br> | ||
-Note: M. Lion's Wakeup LK has a very similar animation to his wakeup forward roll. Pay attention on his wakeup so you don't react to the wrong move.<br> | -Note: M. Lion's Wakeup LK has a very similar animation to his wakeup forward roll. Pay attention on his wakeup so you don't react to the wrong move.<br> | ||
<br> | <br> | ||
<big>'''Strategy | <big>'''Strategy'''</big><br>236HK can work against bomb pressure, but this leaves Lion standing with frame advantage which is never a good situation. Tiger Fist or a dash up command throw can also be used as a read, but these open Jackie up to punishes for overextending. | ||
|} | |} |
Revision as of 22:26, 29 August 2021
Intro
Also commonly known as "Dragonball Jackie" (due to his iconic attack animation) or "Five Animal Fists Jackie" (referring to the martial arts style he uses). In the movie Spiritual Kung Fu, Yi-Lang (Jackie Chan's character) learns the Five Style Fists fighting style from the ghosts of five previous masters. After a thief stole a book about a deadly style of Kung Fu from his temple's library, Yi-Lang uses this new technique to defend his school.
Dragonball Jackie has an unorthodox moveset. His juggles are very limited outside the corner, and his confirms generally only use light normals. He has a 2HK with 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
Hitstun, Blockstun, & Juggle Hurtboxes
26 -- Light/High Standing | 27 -- Heavy/High Standing | 32 -- Crouching |
---|---|---|
29 -- Light/Mid Standing | 30 -- Heavy/Mid Standing | Juggle State |
Standing Blockstun | Crouching Blockstun | OTG State |
Frame Data Info (click to expand) | |
---|---|
Startup | The number of frames it takes for a move to become active. If this value is lower than the opponent'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. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 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. Attacks with more active frames are more effective as pokes and anti-airs. |
Recovery | The number of frames that a character cannot act after startup and active frames 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). |
Guard | The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked both standing and crouching. Low = Must be blocked crouching. Overhead = Must be blocked standing Throw = Cannot be blocked |
Hit Adv | The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. KD means the attack knocks down if it hits. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent. |
Block Adv | The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 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. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. 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 with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent. |
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 --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense. |
Stun | Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun See Basic System page for details on stun. |
Knockdown Timer | KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules). The higher a character's KD Timer value, the longer it takes to wake up after a knockdown. See "Damage" for more information on how to read the values. See Advanced System page for details on KD Timer. |
Special Cancel | The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot). |
Attribute | Self = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
No-Chain = Normal attack that cannot be chained into another normal |
Hitstun Type | Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack. |
Normals
Standing Normals
Stand LP -- (Standing Hitstun Reeling: High/26) 5LP
5LP
|
Template:AttackDataN-JCFoF |
---|
Close Stand HP -- (Standing Hitstun Reeling: High+High+High/27+27+27) Close 5HP
Cl 5HP
|
Template:AttackDataN-JCFoF |
---|
Far Stand HP -- (Standing Hitstun Reeling: High/27) Far 5HP
Far 5HP
|
Template:AttackDataN-JCFoF |
---|
Close Stand LK -- (Standing Hitstun Reeling: High/26) Close 5LK
Cl 5LK
|
Template:AttackDataN-JCFoF |
---|
Far Stand LK -- (Standing Hitstun Reeling: High/26) Far 5LK
Far 5LK
|
Template:AttackDataN-JCFoF |
---|
Close Stand HK -- (Standing Hitstun Reeling: High/27) Close 5HK
Cl 5HK
|
Template:AttackDataN-JCFoF |
---|
Far Stand HK -- (Standing Hitstun Reeling: High+Mid/27+30) Far 5HK
Far 5HK
|
Template:AttackDataN-JCFoF |
---|
Crouching Normals
Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP
2LP
|
Template:AttackDataN-JCFoF |
---|
Crouch HP -- (Standing Hitstun Reeling: Mid+Mid/30+30) 2HP
2HP
|
Template:AttackDataN-JCFoF |
---|
Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK
2LK
|
Template:AttackDataN-JCFoF |
---|
Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK
2HK
|
Template:AttackDataN-JCFoF |
---|
Air Normals
Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP
8LP
|
---|
Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP
8HP
|
---|
Diagonal Jump LK -- (Standing Hitstun Reeling: High/26) 9LK
9LK
|
---|
Neutral Jump LK -- (Standing Hitstun Reeling: High/26) 8LK
8LK
|
---|
Diagonal Jump HK -- (Standing Hitstun Reeling: High/26) 9HK
9HK
|
---|
Neutral Jump HK -- (Standing Hitstun Reeling: High+Mid/26+29) 8HK
8HK
|
---|
Command Normals
Sobat Kick -- (Standing Hitstun Reeling: High/26) 6LK/4LK
6LK / 4LK
|
---|
One-Two Punch -- (Standing Hitstun Reeling: High+High/27+27) 6HP
6HP
|
---|
Universal Overhead -- (Standing Hitstun Reeling: Mid/29) 6HK
6HK
|
---|
Throws
HP Throw
HP Throw
close 6LK/4LK
|
---|
Special Moves
Tiger Fist (Dragonball)
Priority: above 236K and 63214K ; Input Buffer: 18f window to press P after 41236 input
41236P
41236P
|
---|
Crush Kick (Axe Kick)
Priority: above 63214K, below 41236P; Input Buffer: 14f window to press K after 236 input
-Note: The diagonal down+forward input is required, unlike most 236 move inputs in Fists of Fire
236K
236K
|
---|
Frantic Kick (Command Grab)
Priority: below 41236P and 236K; Input Buffer: 18f window to press K after 63214 input
63214K
63214K
|
---|
Super
Five Animal Fist Fury
Input Buffer: 18f window to press LP+HP after 41236 input
41236LP+HP
41236LP+HP
|
---|
Wakeup/Knockdown
- 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
Pursuit Attack Pursuit Attack
8LP or 8HP
|
---|
Pursuit Counter Pursuit Counter
Any 2 Buttons
|
---|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
Special Autocombo - LP > HP > HP > HK > HK > LK+HK
Combos and Resets
Combo Section Info (click to expand) | |
---|---|
Notation | Chained Normals are denoted by an angled bracket ">" between hits --If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo) Rapid Fire Normals are denoted by a multiplier 'x' --Ex: 2LP x3 Special/Super cancels are denoted by 'xx' --Ex: 2HK xx 236HP Links are denoted by a comma --Ex: 5LK, dash 2LK [Square brackets] can mean different things depending on context: --A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite --Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner --An optional attack that may be added for more damage; i.e. 2LK 2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents |
Damage | The amount of damage a move does. May be listed in a few ways: 100% = The combo is a Touch of Death (stuns or kills outright) varies = The possible damage changes significantly based on various factors x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific) --Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful --Damage variation between opponents is minimal, generally within a 1% range |
Location | Where on the screen the combo can be performed Anywhere = The combo is not affected by screen position Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work --May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used Midscreen = The combo must not be performed on a fully cornered opponent |
Character Specific | The characters that a combo can be performed on Universal = No character restrictions May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)' If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character. |
Notes | Extra relevant information about the combo that may not easily be explained in the original notation May include slight variations to the combo that are not important enough to warrant their own entry. |
Video | A link to the combo being performed. If part of a larger video, include the timestamp. |
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)
Dragonball Jackie has excellent movement like the other Jackie Chans, but lacks their ability to confirm into huge damage and resets in most situations. His heavy normals are not very combo friendly, leaving his main confirms to consist only of 2LK and 2LP. On top of that, he can't launch the opponent into a juggle state unless the opponent is cornered.
To make up for that, Dragonball has one of the game's most obnoxious neutral tools in his 236LK (Crush Kick). Crush Kick goes far, hops over lows, and is mostly safe on block (although the HK version is slightly punishable). It is also difficult to whiff punish if the opponent tries to avoid it with backdash. Many characters rely on their crouching buttons for neutral, and this move almost entirely negates that option. Dragonball Jackie's primary gameplan is to harass with this move, either raw or in blockstrings. Doing so will often allow you to open up the opponent with a dash into throw.
While it's tempting to throw out 41236P (Tiger Fist) in neutral, be aware that some characters can punish it severely, especially with Super stocked. If the opponent doesn't prove that they can punish it, however, the reward is quite strong compared to the risk. Dragonball Jackie is also one of only two characters with a command throw. This gives him additional throw range, as well as the ability to buffer a reversal command throw. Buffering a command throw lets him punish moves that are normally hard to punish, and if the throw doesn't connect, he won't whiff a button.
6HK overhead is not very combo friendly, but hops over low pokes and has great frame advantage on block, setting up good throw pressure. Chain into this button especially on cornered opponents to split their attention between the high/low and button/throw mixups.
As a side note, Dragonball Jackie is generally one of the characters whose boss version is legal. This doesn't do much for him outside the corner or after anti-airs, but it's still worth picking just in case those situations arise.
Dragonball Jackie's most consistent AA is 236K; the LK version hits a bit closer and the HK version hits far away. Both versions can whiff if the jump is near crossup range, in which case close 5HK or the first hit of 2HP can be used. 2HP has the advantage of cancelling into 236K for more damage, but the hitbox is mediocre and only has 2 active frames. 6LK/4LK have good AA hitboxes, but have only one active frame and can't chain into anything to increase the damage.
While this Jackie's anti-air game is a bit weak compared to the rest of the cast, his frantic ground movement should make it hard for the opponent to even attempt a jump in the first place.
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt | Win | Time Loss/Draw |
---|---|---|
Charge | Perfect | Loss (KO) |
Stages
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