Jackie Chan in Fists of Fire/Kim-Maree/KFM: Difference between revisions

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  |guard=High Throw
  |guard=High Throw
  |startup=13
  |startup=13
  |active=?
  |active=11~36
  |recovery=?
  |recovery=16
  |advHit=HKD
  |advHit=HKD
  |advBlock=-
  |advBlock=-
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  |description=*Counterhittable during run, whiffs on crouchers
  |description=*Counterhittable during run, whiffs on crouchers
*Travels a shorter distance, making it easier for opponent to punish even if they don't interrupt
*Travels a shorter distance, making it easier for opponent to punish even if they don't interrupt
*Active frames end if Kim reaches the corner
  }}
  }}
  {{AttackData-JCFoF-KFM
  {{AttackData-JCFoF-KFM
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  |guard=High Throw
  |guard=High Throw
  |startup=17
  |startup=17
  |active=?
  |active=8~72
  |recovery=?
  |recovery=24
  |advHit=HKD
  |advHit=HKD
  |advBlock=-
  |advBlock=-
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  |description=*Counterhittable during run, whiffs on crouchers
  |description=*Counterhittable during run, whiffs on crouchers
*Will run past crouching opponent if they don't interrupt
*Will run past crouching opponent if they don't interrupt
*Active frames end if Kim reaches the corner
*72 active frames is the maximum if the opponent backdashes to force the screen to keep scrolling
**46 active frames from corner to corner if opponent crouches without moving
  }}
  }}
}}
}}

Revision as of 04:06, 29 January 2022

JCFoF KimMaree ArcadePortrait.png

Give it your best shot!

Intro

Kim Maree Penn is an Australian actress and multi-discipline martial artist who appeared uncredited in Supercop and Supercop 2, both featuring Jackie Chan. She fights primarily with professional wrestling.



Strengths Weaknesses
  • Pro
  • Con


Character Stats

TBD


Frame Data Info (click to expand)
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
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
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
Guard The way a move must be guarded against.
Throw = Cannot be blocked
Overhead = Must be blocked standing
Low = Must be blocked crouching.
Mid = Can be blocked both standing and crouching.
High = Can be blocked standing, whiffs against crouching.
  • Note: In Kung Fu Master, crouching hurtboxes vary significantly between characters, and between offensive crouch/crouch block. For high attacks, specific details about how the move interacts with crouchers will be noted in the description.
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 High attack 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).
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.
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.
HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning)
SKD = Soft Knockdown (opponent rises shortly after landing)
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.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled.
Attribute Self-chain = 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, and after hitstop/blockstop if it connects)
  • (slow) means the self-chain must be delayed until the move's recovery (all active frames must pass, including residual active frames that occur after hitstop/blockstop)

No-Chain = 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 cause an air reset.
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.
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent

Hitstun Type This property is noted in the move description when applicable. 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.

Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.


Normals


Standing Normals

Close Stand LP cl.5LP

cl.5LP
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
3 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 High Y Self-Chain (slow)
  • Whiffs on all crouch blocking characters
  • Whiffs on all crouching characters except M. Lion
  • Hitstun Type:


Far Stand LP far.5LP

far.5LP
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
4 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 High Y -
  • Whiffs on all crouch blocking characters
  • Whiffs on all crouching characters except M. Lion
  • Hitstun Type:




Crouching Normals

Crouch LP 2LP

2LP
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
4 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 Mid Y -
  • Hitstun Type:




Air Normals

Jump LP 8LP

8LP
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Very strict, impractical crossup spacing
  • Hitstun Type:




Throws


HP Throw HP Throw

close 6HP/4HP
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
1 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
Air Reset - Throw - Mashable
  • With equal mashing, this throw does slightly more damage than HK Throw
  • The reset can be strong in the corner, but midscreen Kim is probably better off with the HK Throw knockdown


HK Throw HK Throw

close 6HK/4HK
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
1 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • The hard knockdown gives Kim some tricky jump mixups


Air HK Throw Air HK Throw

close j.6HK/j.4HK
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
1 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • Does not work after an air reset
  • Mainly used as a predictive air-to-air
  • Can also option select this alongside j.HK to catch some airborne attacks



Special Moves


Running Lariat Drop 41236P

41236P
JCFoF KimMaree icon.png
LP Startup Active Recovery Damage Stun
13 11~36 16 ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - High Throw - -
  • Counterhittable during run, whiffs on crouchers
  • Travels a shorter distance, making it easier for opponent to punish even if they don't interrupt
  • Active frames end if Kim reaches the corner
HP Startup Active Recovery Damage Stun
17 8~72 24 ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - High Throw - -
  • Counterhittable during run, whiffs on crouchers
  • Will run past crouching opponent if they don't interrupt
  • Active frames end if Kim reaches the corner
  • 72 active frames is the maximum if the opponent backdashes to force the screen to keep scrolling
    • 46 active frames from corner to corner if opponent crouches without moving

Priority: above 41236K, 28P

I Want You! (B. Bomber) 28P

28P
JCFoF KimMaree icon.png
LP Startup Active Recovery Damage Stun
5 ? ? ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-20 -26 Mid - Invincible 1-5f
  • Whiffs on crouching Lau, Sam, Yeung (can hit crouching Yeung when comboed into)
    • Against crouching Kim, it will whiff if comboed into
  • Whiffs on crouch blocking Lau, Yeung, Thorsten
  • HKD vs. airborne opponents (because of this, it's only useful as an anti-air)
    • The 2nd "knockdown" hitbox technically exists, but can never hit a grounded opponent except in highly unusual scenarios (i.e. timed to hit late in the active frames as a meaty)
HP Startup Active Recovery Damage Stun
5 ? ? ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD (-26) -31 Mid / High - Invincible 1-5f
  • 2 hits; only 2nd hit knocks down
  • Whiffs on crouching Lau, Sam, Yeung
    • vs. Yeung, 1st hit connects if comboed into, but no knockdown
    • vs. Kim, 2nd hit whiffs on crouch if comboed into, making it only useful as a close-range reversal
  • Whiffs on crouch blocking Lau, Yeung, Thorsten; M. Lion (2nd hit)

Priority: below 41236P (can't overlap with 41236K)

Double Frankensteiner (Command Throw) 41236K

close 41236K
JCFoF KimMaree icon.png
LP Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • Side switches, so less useful when the opponent is cornered
  • Good range for punishing some barely-unsafe moves
HP Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • Side switches, so less useful when the opponent is cornered
  • Good range for punishing some barely-unsafe moves

Priority: below 41236P (can't overlap with 28P)


Desperation


Ultra Frankensteiner 6,41236LK+HK

6,41236LK+HK
JCFoF KimMaree icon.png
Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • The input makes it difficult to use quickly outside of reversal punish situations
  • Barely does more damage than a regular command throw - little reason to attempt this move unless it's guaranteed


External Links



General
FAQ
Controls
HUD
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