Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions

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Revision as of 14:44, 2 September 2021

JCFoF Spiritual ArcadePortrait.png

You're getting better!


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
  • Safe chip with QCF+K
  • Command grab gives him extra throw range and a useful punish against safe-ish moves
  • Buttons have good hitboxes
  • Good damage and resets in the corner
  • Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block
    (i.e. Admiral 41236P and Super)
  • Limited combo potential off his best buttons
  • No combo from overhead (unless perfectly timed as meaty)
  • Very difficult execution on his highest damage options
  • Lack of juggles midscreen makes his reset potential very weak

Character Stats

238 (Above Average) // Average 5f+58f (Floaty) // Average 56 (C) 24.9% / second // 7f 17.7% // 48f Fastest // Fastest 4.8 (A) 20f // 158 (Very Far) N: 32f // F: 49f // B: 32f


Hitstun, Blockstun, & Juggle Hurtboxes

26 -- Light/High Standing 27 -- Heavy/High Standing 32 -- Crouching
JCFoF Spiritual Hitstun 26.png
JCFoF Spiritual Hitstun 27.png
JCFoF Spiritual Hitstun 32.png
29 -- Light/Mid Standing 30 -- Heavy/Mid Standing Juggle State
JCFoF Spiritual Hitstun 29.png
JCFoF Spiritual Hitstun 30.png
JCFoF Spiritual Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Spiritual Blockstun Stand.png
JCFoF Spiritual Blockstun Crouch.png
JCFoF Spiritual OTG.png


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)
  • (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)

No-Chain = Normal attack that cannot be chained into another normal
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.
Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.
Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames
Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.
KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up
Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)

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
JCFoF Spiritual 5LP.png
Template:AttackDataN-JCFoF


Close Stand HP -- (Standing Hitstun Reeling: High+High+High/27+27+27) Close 5HP

Cl 5HP
JCFoF Spiritual Close 5HP 1.png
JCFoF Spiritual Close 5HP 2.png
JCFoF Spiritual Close 5HP 3.png
Template:AttackDataN-JCFoF


Far Stand HP -- (Standing Hitstun Reeling: High/27) Far 5HP

Far 5HP
JCFoF Spiritual Far 5HP.png
Template:AttackDataN-JCFoF


Close Stand LK -- (Standing Hitstun Reeling: High/26) Close 5LK

Cl 5LK
JCFoF Spiritual Close 5LK.png
Template:AttackDataN-JCFoF


Far Stand LK -- (Standing Hitstun Reeling: High/26) Far 5LK

Far 5LK
JCFoF Spiritual Far 5LK.png
Template:AttackDataN-JCFoF


Close Stand HK -- (Standing Hitstun Reeling: High/27) Close 5HK

Cl 5HK
JCFoF Spiritual Close 5HK.png
Template:AttackDataN-JCFoF


Far Stand HK -- (Standing Hitstun Reeling: High+Mid/27+30) Far 5HK

Far 5HK
JCFoF Spiritual Far 5HK 1.png
JCFoF Spiritual Far 5HK 2.png
Template:AttackDataN-JCFoF


Crouching Normals

Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP

2LP
JCFoF Spiritual 2LP.png
Template:AttackDataN-JCFoF


Crouch HP -- (Standing Hitstun Reeling: Mid+Mid/30+30) 2HP

2HP
JCFoF Spiritual 2HP 1.png
JCFoF Spiritual 2HP 2.png
Template:AttackDataN-JCFoF


Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK

2LK
JCFoF Spiritual 2LK.png
Template:AttackDataN-JCFoF


Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK

2HK
JCFoF Spiritual 2HK.png
Template:AttackDataN-JCFoF


Air Normals

Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP

8LP
JCFoF Spiritual 8LP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 - - - - -
  • WHAT ARE THOSE


Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP

8HP
JCFoF Spiritual 8HP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Spike, Squish -
  • --


Diagonal Jump LK -- (Standing Hitstun Reeling: High/26) 9LK

9LK
JCFoF Spiritual 9LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 - - - Crossup -
  • Instant overhead if performed exactly on the first airborne frame (does not work against crouching Spiritual Kung-Fu Jackie)


Neutral Jump LK -- (Standing Hitstun Reeling: High/26) 8LK

8LK
JCFoF Spiritual 8LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 - - - - -
  • --


Diagonal Jump HK -- (Standing Hitstun Reeling: High/26) 9HK

9HK
JCFoF Spiritual 9HK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 - - - - -
  • Good horizontal hitbox


Neutral Jump HK -- (Standing Hitstun Reeling: High+Mid/26+29) 8HK

8HK
JCFoF Spiritual 8HK 1.png
JCFoF Spiritual 8HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
6 3*7 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 - - - Spike -
  • 2 hits


Command Normals

Sobat Kick -- (Standing Hitstun Reeling: High/26) 6LK/4LK

6LK / 4LK
JCFoF Spiritual 6LK.png
Startup Active Recovery Guard Hit Adv Block Adv
12 1 12 High +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 - - - Airborne 2-9f -
  • 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.
  • Early airborne frames means it can potentially be used to counter throws


One-Two Punch -- (Standing Hitstun Reeling: High+High/27+27) 6HP

6HP
JCFoF Spiritual 6HP 1.png
JCFoF Spiritual 6HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
9 (19) 7(3)9 27 High / High -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20*16 - - - - -
  • 2 hits, long range but risky poke


Universal Overhead -- (Standing Hitstun Reeling: Mid/29) 6HK

6HK
JCFoF Spiritual 6HK.png
Startup Active Recovery Guard Hit Adv Block Adv
24 4 13 Overhead +2 +7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Airborne 8-29f, Squish -
  • Hops over low attacks and throws
  • Unique property of being much stronger on block than on hit
  • Can only combo if done as a perfectly timed meaty, but on block he gets strong pressure

Throws


HP Throw HP Throw

close 6LK/4LK
JCFoF Spiritual Throw.png
Startup Active Recovery Guard Hit Adv Block Adv
1 -- -- Throw KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
36 - - - Backturn -
  • Can juggle afterward near the corner; opponent will be backturned so they can't backdash out of the reset
  • Range: 56

Special Moves


Tiger Fist (Dragonball)
Priority: above 236K and 63214K ; Input Buffer: 18f window to press P after 41236 input 41236P

41236P
JCFoF Spiritual 41236P 1.png
JCFoF Spiritual 41236P 2.png
LP Startup Active Recovery Guard Hit Adv Block Adv
10 18 0 (whiff) Mid KD -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*48 - - - - -
  • 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
  • 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.
  • Trade will cause immediate knockdown with no followup animation
  • Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)
HP Startup Active Recovery Guard Hit Adv Block Adv
10 27 0 (whiff) Mid KD -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*48 - - - - -
  • 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.
  • Trade will cause immediate knockdown with no followup animation
  • Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)


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
JCFoF Spiritual 236K 1.png
JCFoF Spiritual 236K 2.png
LK Startup Active Recovery Guard Hit Adv Block Adv
8 (12) 4*1 24 High / Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
15*20 - - - KD0 (2nd hit), Airborne 3-12f -
  • Hops over lows and throws from frame 3
  • Good anti-air for jumps that aren't near crossup range
HK Startup Active Recovery Guard Hit Adv Block Adv
11 (17) 6*1 27 High / Mid -2 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
18*24 - - - KD0 (2nd hit), Airborne 4-17f -
  • Hops over lows and throws from frame 4
  • Identical hitbox to LK version, but travels farther with more recovery
  • Good anti-air for far range jumps (i.e. dash 236HK to chase a backwards jump)


Frantic Kick (Command Grab)
Priority: below 41236P and 236K; Input Buffer: 18f window to press K after 63214 input 63214K

63214K
JCFoF Spiritual 63214K 1.png
JCFoF Spiritual 63214K 2.png
JCFoF Spiritual 63214K 3.png
LK Startup Active Recovery Guard Hit Adv Block Adv
1 -- -- Throw KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
35 - - - - -
  • Command Throw; only counts as one hit for combo scaling
  • Range: 64 (more throw range than normal throw)
  • Special move buffer window makes it more useful than normal throw for punishes (no whiff animation if buffered)
HK Startup Active Recovery Guard Hit Adv Block Adv
1 -- -- Throw KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
35 - - - - -
  • Command Throw; only counts as one hit for combo scaling
  • Range: 64 (more throw range than normal throw)
  • Special move buffer window makes it more useful than normal throw for punishes (no whiff animation if buffered)

Super


Five Animal Fist Fury
Input Buffer: 18f window to press LP+HP after 41236 input 41236LP+HP

41236LP+HP
JCFoF Spiritual Super 1.png
JCFoF Spiritual Super 2.png
Startup Active Recovery Guard Hit Adv Block Adv
2+7 27 0 (whiff) Mid KD -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*72 - - - Invincible 1-8f -
  • 19f super flash
  • Chip Damage: ~3%
  • 16 hits; damage only applies on first and last hits
  • The last hit will always be at minimum scaling (50%), so the high base damage doesn't reflect its actual strength
  • Switches sides; can only juggle afterward if started while backed into corner
    -Combos into super make juggle harder, and no juggle vs. M. Lion

Wakeup/Knockdown

Wakeup Attack Detailed Info (click to expand)
  • 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

JCFoF Spiritual WakeupLK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 25 Overhead KD -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Invincible 1-3f -
  • Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section


Wakeup HK Wakeup HK

JCFoF Spiritual WakeupHK 1.png
JCFoF Spiritual WakeupHK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
8 2(13)2 23 Low / Low KD -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 - - - Invincible 1-7f -
  • 2 hits; both hits connect vs M. Lion and Thorsten, otherwise only one will hit
  • Can hit OTG off a traded knockdown
  • Very short knockdown timer, so it is difficult to land OTG afterward
  • Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers


Pursuit Attack Pursuit Attack

8LP or 8HP
JCFoF Spiritual PursuitA.png
Startup Active Recovery Guard Hit Adv Block Adv
43 3 23 Overhead [-48] [-44]
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 * (6 each) - - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 14 damage, all mashed followups do 6 damage each
  • Damage scales as though it is part of a combo (rather than OTG scaling)
  • Auto-tracks to the opponent's position at the time the Pursuit Attack is input
  • If the opponent recovers from knockdown before the Pursuit Attack connects:
    -[Frame Advantage] on standing/crouching opponents (bounces very far away)


Pursuit Counter Pursuit Counter

Any 2 Buttons
JCFoF Spiritual PursuitC 1.png
JCFoF Spiritual PursuitC 2.png
Startup Active Recovery Guard Hit Adv Block Adv
-- -- -- -- KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
18 - - - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • Dragonball Jackie will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Dragonball Jackie wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can juggle afterward from anywhere on screen

Auto Combos


Normal Autocombo - LP > LP > LP > LP

JCFoF Spiritual AutoN 2.png
JCFoF Spiritual AutoN 3 Both.png
JCFoF Spiritual AutoN 4.png
(LP) > LP Startup Active Recovery Guard Hit Adv Block Adv
15 1 13 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 - - - - -
  • Doesn't combo; same animation as 6LK
(LP > LP) > LP Startup Active Recovery Guard Hit Adv Block Adv
12 2(8)2 33 High -9 -12
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6*8 - - - - -
  • 2 hits, same animation as 6HP
(LP > LP > LP) > LP Startup Active Recovery Guard Hit Adv Block Adv
14 2 34 Mid -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 - - - - -
  • On block, will go through the opponent if done from close range. Uses animation from part of his 41236P.


Special Autocombo - LP > HP > HP > HK > HK > LK+HK

JCFoF Spiritual AutoS 2 All.png
JCFoF Spiritual AutoS 3.png
JCFoF Spiritual AutoS 4.png
JCFoF Spiritual AutoS 5.png
JCFoF Spiritual AutoS 6.png
(LP) > HP Startup Active Recovery Guard Hit Adv Block Adv
3 3(3)2(4)2 32 High -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6*6*8 - - - - -
  • 3 hits, same animation as cl 5HP
(LP > HP) > HP Startup Active Recovery Guard Hit Adv Block Adv
11 2 21 Mid +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 - - - - -
  • Same animation as first hit of 2HP
(LP > HP > HP) > HK Startup Active Recovery Guard Hit Adv Block Adv
10 3 18 Low +5 +2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 - - - - -
  • Same animation as 2HK, but rotating the opposite direction; OTG
(LP > HP > HP > HK) > HK Startup Active Recovery Guard Hit Adv Block Adv
12 2 28 High -4 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 - - - - -
  • Same animation as cl 5HK
(LP > HP > HP > HK > HK) > LK+HK Startup Active Recovery Guard Hit Adv Block Adv
20 9 6 + 23 land (whiff)* Mid KD -23
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 - - - - -
  • Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded.
  • Airborne 10-35f



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

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Template:Combo-JCFoF |}


Throw Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

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Template:Combo-JCFoF

Template:Combo-JCFoF |}


Overhead Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF |}


OTG Options

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

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Template:Combo-JCFoF |}


Miscellaneous Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

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Template:Combo-JCFoF

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Hyper Dragonball Jackie Combos

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Strategy & Matchups

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General Strategy

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.

Anti-Airs

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.


Lau Matchup
Lau
JCFoF Lau icon.png

Important punishes
2HK: No punish, unless VERY poorly spaced

236LK (LK Dragon Kick): 63214K Command Throw if used from close range
-Can be buffered as a reversal; nothing will come out if the throw doesn't punish

236HK (HK Dragon Kick): TOD combo punish (see below)
-If you can survive the chip damage, stand block or Lau can fly over you

623P (Rising Dragon): Full TOD combo punish (see below)
-Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super: block from close range, then dash up for TOD punish (see below)
-From around sweep range, 236HK can reach for a punish
-From just beyond Lau's 2HK range, it is possible to jump over the Super for a j.HK (or j.HK > j.HP) punish; there is no time to reposition before jumping


TOD Combos -- close range vs. standing only
1) 5LP>HP>HP>HK, 5LP>HP>HP>HK, 2LK xx 236HK (stun)
2) 5LP>HP>HP>HK, 2LK xx 41236HP, 2HK > 2HP xx 236HK (stun) (must reach corner for juggle)


Wakeup Attacks
Both wakeup attacks can be baited with a backdash, then whiff punished.

vs. Wakeup LK: the first hit must be stand blocked
-There is a 4f gap between the 2 hits that can be interrupted with Super or 63214K Command Throw
-It is -7 on block, but the pushback makes his Double Autocombo loop whiff, as well as anything more than 2LK xx Tiger Fist. Two light normals into 236HK or Super can still punish.

vs. Wakeup HK: despite the sweep animation, this does not hit low. The 2 hits are a true blockstring, and are safe at -2 on block.
-Dragonball Jackie's 6HK and 236K can hop over Lau's Wakeup HK
-Recovers crouching, so dash up cl 5HK will not work in punishes against it (and 236K will whiff a hit).


Strategy
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.

If you ever have an opportunity for a full, point blank punish, be sure to use the Lau-specific TOD starting with Special Autocombo. This is one of the rare matchups where Autocombos are actually useful, so don't let Lau get away with DPs and random Supers.


Yeung Matchup
Yeung
JCFoF Yeung icon.png

Important punishes
2HK: No punish unless used at an absurdly close range

6HK: 63214K Command Throw punishes on hit or block
-2LK combo starter can punish on block, but it is a 1f punish timing

63214P (Crane Wings): From around max 2LP cancel range, LP version on block can be punished with a tight dash 2LK or 236HK
-The 2nd hit of this 236HK usually whiffs, giving Yeung a small punish if she is aware
-At farther ranges, LP version can't be punished
-HP version can be punished on hit or block near max range with dash up 2LP into Tiger Fist or Super

41236K (Swallow Kick): Dash up 2LK into a full combo

Super: After the flip, 2LP can interrupt and lead to a knockdown; can be tricky to time at further ranges
-From mid range, 6HP or 236HK will stuff it consistently after the freeze, but is unrewarding
-If the dash-in portion is blocked, the Super is completely safe


Wakeup Attacks
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.

vs. Wakeup LK: must be stand blocked
-From very close range, Wakeup LK will whiff over a crouching opponent; crouch blocking can potentially work against both wakeup options
-0 on block at worst, and potentially advantageous from farther ranges
-Yeung can pick up juggles from this anywhere, so it is best to assume she will use Wakeup LK instead of HK

vs. Wakeup HK: must be blocked low
-Punishable at -7 on block, but can be too far away for anything to reach
-Yeung recovers crouching, so dashing into cl 5HK or 5LP Special Autocombo won't work in whiff punishes.


Yeung OTG Infinite (Hyper Dragonball Jackie only)
OTG 2LK, 2HK > 2HP xx 236LK, neutral jump, delayed 8LP > 8HP, land, immediate OTG 2LK (repeat)
-If knockdown is from Command Throw, Tiger Fist, or Super: walk out of corner after the land + 2LK
-Can start a bit outside the corner by using a forward jump on the first rep
-The jump LP must be done as late as possible, or he won't land fast enough to OTG


Strategy
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Thorsten Matchup
Thorsten
JCFoF Thorsten icon.png

Important punishes
46LK (LK Jackknife Storm): 63214K Command Throw is an easy punish at any spacing, and can lead to a juggle if near the corner
-2LK or 5LP can also start a punish, but these require a 1f timing that can't be made easier with plinking

46HK (HK Jackknife Storm): Full combo punishable; Thorsten may fly over your head if you crouch block

28K (Gatling Kick): Punishable with a full combo, but difficult because there are only 3 landing frames
-Note that 28LK whiffs extremely quickly, so be careful if he whiffs at midrange

16P (Slash Sword): 41236HP will punish even at max range, is generally optimal on its own due to the way scaling affects this move

Teleport: Predict a direction to dash, then 2LP xx Tiger Fist
-Difficult to time since 2LP only has 2 active frames

Super: Block, then dash up for an punish after he lands
-Super only has 13 landing frames, so time the punish as soon as he hits the ground
-2LP buffered during the freeze can interrupt a raw Super at most ranges
-Hyper Dragonball Jackie can almost always get a stun combo starting with 2LK x4 > 2LP, since Thorsten will end up near the corner


Wakeup Attacks
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Strategy
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.


Drunk Jackie Matchup
Drunk Jackie
JCFoF Drunk icon.png

Important punishes
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

Light Normal > 6HK Chain: Super will punish the gap on hit or block

236P (Jug Throw): 236HK has great horizontal movement and can reliably punish the jug throw on reaction from a surprising distance
-Note: if used too early from mid-far ranges, you may recover into the jug explosion and take massive damage; time the 236HK later or begin with a forward dash

Blockstring into 236P Jug Throw: 236HK works just as well even in the small blockstring gap

63214P (Drunk Dragon): 236HK can punish both versions on block, and LP version on hit
-236LK can punish HP version on hit as well
-Dash up 2LK > 2LP can punish any version, but can be difficult to time due to awkward hitstun/blockstun
-Super can punish blocked LP Drunk Dragon (LP version is rarely used intentionally, but often happens as an execution error)

236K (Tricky Kick): Full combo punish

28P (JackieCopter): Full combo punish; be sure to wait until he fully lands

Super: Full combo punish
-Only has 10 landing recovery frames, so be careful about timing the punish; recommend starting with 2LK
-Note: The proximity guard of Super can prevent you from walking to position yourself for a punish; dash away from Jackie, then walk/dash forward as he descends


Wakeup Attacks
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Strategy
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Dragonball Jackie Matchup (Mirror)
Dragonball Jackie
(Mirror)
JCFoF Spiritual icon.png

Important punishes
6HP: Duck the 2nd hit, then 2HK or 236K to whiff punish

236HK (HK Crush Kick): Almost never punishable in a realistic scenario
-Crouch blocking a point blank 236HK can lead to a 2LK xx 236HK punish

41236P (Tiger Fist): 236HK will punish consistently on block
-2LP xx 236HK works for more damage, but stricter timing

Super: Same punishes as Tiger Fist
-2HP during Super freeze can cleanly beat a Super at short-mid range (i.e. after blocking a Tiger Fist or Crush Kick); can cancel into HP Tiger Fist
-From point blank range, can use cl 5HK during Super freeze to trade favorably (but if you don't mash quickly enough, he can OTG to even up the damage)


Wakeup Attacks
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Strategy
Play as fast as your brain can handle and constantly throw out pokes (2LP, 5HK, far 5HP) to catch random Tiger Fist attempts. Don't get into a rhythm in this as they can time their Tiger Fist to punish.


Admiral Jackie Matchup
Admiral Jackie
JCFoF Admiral icon.png

Important punishes
2HK: 236LK will punish consistently

41236P (Dragon Palm): Crouch block to make the followup hit whiff, then punish with a full combo
-Microdash if using cl 5HK > 2HP starter, but don't accidentally stand into the move's active frames
-Can still dash up for a full punish after stand block, but timing is more strict

623K (Double Dutch): Punish with a full combo; you can stand block to prevent HK version from flying over your head

Super: Crouch block, then 236HK (easy reversal punish)
-Crouch block, then interrupt the whiffed 2nd hit with 2LK > 2LP xx 41236HP (stricter, but more rewarding)
-Dash up 63214K Command Throw is possible after crouch blocking, but very difficult (3f timing)


Wakeup Attacks
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Strategy
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Important Note:
Admiral's 41236P and Super will both whiff the 2nd hit if you crouch block. This means he can't use them to effectively chip you out (see Important Punishes section).


Sam Matchup
Sam
JCFoF Sam icon.png

Important punishes
236P (Thousand Spears) (Blocked): Hold up forward, punish with j.LK > j.HK, dash into point blank punish
-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

236P (Thousand Spears) (Whiffed): 2HK or 236HK can whiff punish reliably after standing outside the whiffed hands range (low reward)
-With good reactions, you can dash up into a 2LK or 5LP combo starter, but be careful not to dash too early into the 236P or the full attack animation will connect

214K (Divekick): 236HK will consistently punish at all ranges
-From close-mid range, can backdash on reaction and punish the whiff with a full combo

Super: Punish with full combo when he lands
-Note: The 5th and 6th hits are overheads, so block these high
-If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter (these hits whiff on crouchers)


Wakeup Attacks
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Strategy
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Kim-Maree Matchup
Kim-Maree
JCFoF KimMaree icon.png

Important punishes
2HK: No punish (unless spaced absurdly close)

6HK: 63214K Command Throw can reliably punish on hit or block
-Can punish on block with perfectly timed 2LK, but not worth the risk

236P (Running Lariat): Crouch, then start a 2LK combo right as she gets near you

28P (I Want You!): Dash up and punish with a point blank combo


Wakeup Attacks
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Strategy
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Mysterious Lion Matchup
M. Lion
JCFoF MLion icon.png

Important punishes
6HP: 236HK can punish on block, but may whiff the 2nd hit making it unsafe
-Crouch under the 6HP and 236HK whiff punish for a more reliable option

2HK: Not punishable if well spaced, but 236LK can punish from closer ranges and is low-risk to attempt

646LP (LP Lion Crusher): Full combo punish (2LK starter for consistency)

646HP (HP Lion Crusher): Dash up 2LK combo can work at some ranges, but is generally unpunishable
-If Lion corners himself or uses 646HP from fullscreen, dash up into point blank BnB combo

Normal xx 236LP (Lion Bomb): Dash forward and punish with 2LK or Command Throw combo starter
-236HK can work from closer range bomb cancels, but is very risky because he can recover into the blast (allowing M. Lion to combo)
-Reversal Super can connect, but the explosion will hit Jackie out of the animation early

Teleport: Predict a direction, then dash up 2LP xx 41236HP

Super: 2LK, 2LP, Tiger Fist, and Super all work normally on Chibi-Lion, and can be used in a combo to end the transformation
-236K generally whiffs, but can spike an airborne Chibi-Lion to the ground if it hits low enough (like right after Super activation)


Wakeup Attacks
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-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.


Strategy
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.



Colors

Default Colors

LP/HP Red
LK/HK Teal

Boss Version Colors

Hyper Dragonball Jackie P1 - Purple
Hyper Dragonball Jackie P2 - Brown

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF Spiritual Taunt.png
JCFoF Spiritual Win.png
JCFoF Spiritual LossTime.png
Charge Perfect Loss (KO)
JCFoF Spiritual Charge.png
JCFoF Spiritual Perfect.png
JCFoF Spiritual LossKO.png

Stages

JCFoF SpiritualStage1L.png JCFoF SpiritualStage1R.png
JCFoF SpiritualStage2L.png JCFoF SpiritualStage2R.png
JCFoF SpiritualStage3L.png JCFoF SpiritualStage3R.png


External Links



General
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System (Basic)
System (Advanced)
Strategy
Glossary
Community
Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion