Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=24 | |damage=24 | ||
|stun=1536 | |||
|kdtime=384 | |||
|hitstun= | |||
|guard=Overhead | |guard=Overhead | ||
|startup=4 | |startup=4 | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=16*16 | |damage=16*16 | ||
|stun=1024*2048 | |||
|kdtime=256x2 | |||
|hitstun= | |||
|guard=Low / Low | |guard=Low / Low | ||
|startup=8 | |startup=8 | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=14 * (6 each) | |damage=14 * (6 each) | ||
|stun= | |||
|kdtime= | |||
|hitstun= | |||
|guard=Overhead | |guard=Overhead | ||
|startup=43 | |startup=43 | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=18 | |damage=18 | ||
|guard= | |stun=0 | ||
|startup= | |kdtime=288 | ||
|active= | |hitstun= | ||
|recovery= | |guard=- | ||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock=- | ||
|attribute= | |attribute= | ||
|description=*2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack | |description=*2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack |
Revision as of 14:43, 15 January 2022
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 |
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Character Stats
Hitstun, Blockstun, & Juggle Hurtboxes
26 -- Light/High Standing | 27 -- Heavy/High Standing | 32 -- Crouching |
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29 -- Light/Mid Standing | 30 -- Heavy/Mid Standing | Juggle State |
Standing Blockstun | Crouching Blockstun | OTG State |
Frame Data Info (click to expand) | |
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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
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Template:AttackDataN-JCFoF |
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Close Stand HP -- (Standing Hitstun Reeling: High+High+High/27+27+27) cl.5HP
cl.5HP
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Template:AttackDataN-JCFoF |
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Far Stand HP -- (Standing Hitstun Reeling: High/27) far.5HP
far.5HP
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Template:AttackDataN-JCFoF |
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Close Stand LK -- (Standing Hitstun Reeling: High/26) cl.5LK
cl.5LK
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Template:AttackDataN-JCFoF |
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Far Stand LK -- (Standing Hitstun Reeling: High/26) far.5LK
far.5LK
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Template:AttackDataN-JCFoF |
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Close Stand HK -- (Standing Hitstun Reeling: High/27) cl.5HK
cl.5HK
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Template:AttackDataN-JCFoF |
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Far Stand HK -- (Standing Hitstun Reeling: High+Mid/27+30) far.5HK
far.5HK
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Template:AttackDataN-JCFoF |
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Crouching Normals
Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP
2LP
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Template:AttackDataN-JCFoF |
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Crouch HP -- (Standing Hitstun Reeling: Mid+Mid/30+30) 2HP
2HP
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Template:AttackDataN-JCFoF |
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Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK
2LK
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Template:AttackDataN-JCFoF |
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Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK
2HK
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Template:AttackDataN-JCFoF |
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Air Normals
Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP
8LP
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Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP
8HP
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Diagonal Jump LK -- (Standing Hitstun Reeling: High/26) 9LK
9LK
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Neutral Jump LK -- (Standing Hitstun Reeling: High/26) 8LK
8LK
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Diagonal Jump HK -- (Standing Hitstun Reeling: High/26) 9HK
9HK
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Neutral Jump HK -- (Standing Hitstun Reeling: High+Mid/26+29) 8HK
8HK
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Command Normals
Sobat Kick -- (Standing Hitstun Reeling: High/26) 6LK/4LK
6LK / 4LK
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One-Two Punch -- (Standing Hitstun Reeling: High+High/27+27) 6HP
6HP
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Universal Overhead -- (Standing Hitstun Reeling: Mid/29) 6HK
6HK
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Throws
HP Throw
HP Throw
close 6HP/4HP
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Special Moves
Tiger Fist (Dragonball)
41236P
41236P
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Priority: above 236K and 63214K
Crush Kick (Axe Kick)
236K
236K
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Priority: above 63214K, below 41236P
Frantic Kick (Command Grab)
63214K
63214K
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Priority: below 41236P and 236K
Super
Five Animal Fist Fury
41236LP+HP
41236LP+HP
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Wakeup/Knockdown
- Getup 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, Getup LK takes priority.
- The Getup 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 Getup 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 Getup Attacks.
- After inputting a Getup 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 Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
Getup LK
Getup HK Getup HK
Pursuit Attack Pursuit Attack
8LP or 8HP
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Pursuit Counter Pursuit Counter
Any 2 Buttons
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Auto Combos
Normal Autocombo - LP > LP > LP > LP
Special Autocombo - LP > HP > HP > HK > HK > LK+HK
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt | Win | Time Loss/Draw |
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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