Jackie Chan in Fists of Fire/Admiral Jackie/Combos: Difference between revisions
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<center>'''<big>[https://www.youtube.com/watch?v=M_XqZwABolw Admiral Jackie's Combo Video Guide - Spabobin]</big>'''</center> | <center>'''<big>[https://www.youtube.com/watch?v=M_XqZwABolw Admiral Jackie's Combo Video Guide - Spabobin]</big>'''</center> | ||
<center>{{NavigationSub-JCFoF}}</center> | <center>{{NavigationSub-JCFoF}}</center> | ||
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* '''[2HP]''' hits '''standing''' characters only, except '''Yeung''' who can also be hit crouching | * '''[2HP]''' hits '''standing''' characters only, except '''Yeung''' who can also be hit crouching | ||
* Inputting with 41236+LP+HP will ensure the most optimal ender, in case Super meter is built during the final hit of the combo | * Inputting with 41236+LP+HP will ensure the most optimal ender, in case Super meter is built during the final hit of the combo | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* 2LP x5 is from point blank; use fewer if starting from farther out | * 2LP x5 is from point blank; use fewer if starting from farther out | ||
* If Sam is standing, the 2HP may connect and combo into 41236P if fewer 2LPs are used | * If Sam is standing, the 2HP may connect and combo into 41236P if fewer 2LPs are used | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
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* Stronger, but requires closer range hitconfirm; if starting from farther out, must use fewer light normals. | * Stronger, but requires closer range hitconfirm; if starting from farther out, must use fewer light normals. | ||
* See table below for details on hitconfirming into 623K | * See table below for details on hitconfirming into 623K | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Positioning depends on opponent's weight and whether LK or HK version is used; may require wavedash or double dash on some characters | * Positioning depends on opponent's weight and whether LK or HK version is used; may require wavedash or double dash on some characters | ||
* [Corner Reset] -- stronger, works on everyone except Admiral/Yeung (and strict spacing vs. Drunk Jackie & Thorsten) | * [Corner Reset] -- stronger, works on everyone except Admiral/Yeung (and strict spacing vs. Drunk Jackie & Thorsten) | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* The usual reset can't cross under against Thorsten or M. Lion for a midscreen left/right mixup | * The usual reset can't cross under against Thorsten or M. Lion for a midscreen left/right mixup | ||
* Can use this route for damage and a meaty/throw mixup instead; use more 2LKs against M. Lion | * Can use this route for damage and a meaty/throw mixup instead; use more 2LKs against M. Lion | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* 41236HP is +0 or +1 after whiffing, which puts you at risk of a throw; use sparingly | * 41236HP is +0 or +1 after whiffing, which puts you at risk of a throw; use sparingly | ||
* Can also be done vs. M. Lion, but 41236HP is even more unsafe | * Can also be done vs. M. Lion, but 41236HP is even more unsafe | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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| description= | | description= | ||
* Works from forward or back throw; ends in knockdown + OTGs for damage | * Works from forward or back throw; ends in knockdown + OTGs for damage | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* After successful reset, can stun most characters with a standard "Double Dutch" loop, or 2LP x4 > 2HK xx Super | * After successful reset, can stun most characters with a standard "Double Dutch" loop, or 2LP x4 > 2HK xx Super | ||
* vs. '''Thorsten, M. Lion''': can't cross under midscreen, so use the next combo instead | * vs. '''Thorsten, M. Lion''': can't cross under midscreen, so use the next combo instead | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* No crossunder mixup midscreen; mix up between throw and meaty 2LK | * No crossunder mixup midscreen; mix up between throw and meaty 2LK | ||
* In the corner, works on everyone for a little extra damage | * In the corner, works on everyone for a little extra damage | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* 4 frame link timing into 2HK is fairly easy, but can whiff at max 6HK range | * 4 frame link timing into 2HK is fairly easy, but can whiff at max 6HK range | ||
* [2HP] only connects if the 6HK hits opponent '''standing''' (which is not uncommon, since it can be used to beat defensive throw attempts) | * [2HP] only connects if the 6HK hits opponent '''standing''' (which is not uncommon, since it can be used to beat defensive throw attempts) | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Can end with the usual 2HK > cl.5HP xx 623K for more damage | * Can end with the usual 2HK > cl.5HP xx 623K for more damage | ||
* Against Thorsten, either take the knockdown or adjust the reset as usual | * Against Thorsten, either take the knockdown or adjust the reset as usual | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Very unlikely to have time for a third 2HK unless the opponent doesn't mash on wakeup at all | * Very unlikely to have time for a third 2HK unless the opponent doesn't mash on wakeup at all | ||
* Whiff LP version to keep same side, HP version to switch sides | * Whiff LP version to keep same side, HP version to switch sides | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Optimal corner OTG combo. 2HP is the fastest button to whiff between 2HKs | * Optimal corner OTG combo. 2HP is the fastest button to whiff between 2HKs | ||
* Even in the corner it is possible for the opponent to mash out after two sweeps, but with good timing you can land three | * Even in the corner it is possible for the opponent to mash out after two sweeps, but with good timing you can land three | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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| description= | | description= | ||
* OTG Corner infinite on Yeung. Can also replace 2LK with cl.5LK, or with another 2HK (stricter timing). Use whatever is easiest since it's an infinite anyway. | * OTG Corner infinite on Yeung. Can also replace 2LK with cl.5LK, or with another 2HK (stricter timing). Use whatever is easiest since it's an infinite anyway. | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* 2HK should be near max range to avoid passing through her body. | * 2HK should be near max range to avoid passing through her body. | ||
* After one rep, Yeung should be in the corner for the standard infinite. | * After one rep, Yeung should be in the corner for the standard infinite. | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* 2HK timing is very lenient, but the game slows down which makes it awkward. | * 2HK timing is very lenient, but the game slows down which makes it awkward. | ||
* After one rep, Yeung should be in the corner for the standard infinite. | * After one rep, Yeung should be in the corner for the standard infinite. | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Dash up 2LK route allows a juggle from farther out | * Dash up 2LK route allows a juggle from farther out | ||
* Especially useful after rolling out of the corner on wakeup. | * Especially useful after rolling out of the corner on wakeup. | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Must use 2HK before 623K for it to reach properly | * Must use 2HK before 623K for it to reach properly | ||
* Dash must leave you close enough for 623HK to connect all 3 hits | * Dash must leave you close enough for 623HK to connect all 3 hits | ||
| video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center | | video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Must use 2HP before 623K for it to reach properly | * Must use 2HP before 623K for it to reach properly | ||
* Because 2HP does more stun than 2HK, only 2 hits of the first 623HK must connect | * Because 2HP does more stun than 2HK, only 2 hits of the first 623HK must connect | ||
| video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center | | video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Must end almost (but not fully) in the corner for the final 623LK juggle to fully connect | * Must end almost (but not fully) in the corner for the final 623LK juggle to fully connect | ||
* M. Lion's hurtbox makes this impossible to use as a punish against Lion Bomb's recovery | * M. Lion's hurtbox makes this impossible to use as a punish against Lion Bomb's recovery | ||
| video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center | | video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* vs. '''Drunk Jackie & M. Lion''': use '''2HK > 2HP''' after 6HK for consistency, as their lower hurtboxes are narrow | * vs. '''Drunk Jackie & M. Lion''': use '''2HK > 2HP''' after 6HK for consistency, as their lower hurtboxes are narrow | ||
* vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | * vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* vs. '''Drunk Jackie & M. Lion''': use '''2HK > 2HP''' after 6HK for consistency, as their lower hurtboxes are narrow | * vs. '''Drunk Jackie & M. Lion''': use '''2HK > 2HP''' after 6HK for consistency, as their lower hurtboxes are narrow | ||
* vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | * vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* vs. '''Dragonball, M. Lion, Kim, Thorsten''': must dash 2-3f before 2HK | * vs. '''Dragonball, M. Lion, Kim, Thorsten''': must dash 2-3f before 2HK | ||
* vs. '''Drunk Jackie''': must end with dash 2LP > 2HK; 1-2f timing window | * vs. '''Drunk Jackie''': must end with dash 2LP > 2HK; 1-2f timing window | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* vs. '''Yeung''': can face the wrong direction if too close to corner<br>-Easier to just let her fall, then OTG infinite | * vs. '''Yeung''': can face the wrong direction if too close to corner<br>-Easier to just let her fall, then OTG infinite | ||
* Must use '''LP''' Dragon Palm ('''HP''' version has too much recovery) | * Must use '''LP''' Dragon Palm ('''HP''' version has too much recovery) | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Same as above but with Super (easier to stun); Super drops against crouching Sam | * Same as above but with Super (easier to stun); Super drops against crouching Sam | ||
* Can also replace 2LPs with '''6HK'''<br>-Not very useful, because Sam must be hit standing and any knockdown kills Yeung | * Can also replace 2LPs with '''6HK'''<br>-Not very useful, because Sam must be hit standing and any knockdown kills Yeung | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* cl.5LK stuns after 14-17 hits on its own, or earlier if converted into specials | * cl.5LK stuns after 14-17 hits on its own, or earlier if converted into specials | ||
* cl.5LK does more damage and is easier to execute, making it the best option<br>-However, its proximity range means that '''far.5LK''' will whiff if you don't dash far enough | * cl.5LK does more damage and is easier to execute, making it the best option<br>-However, its proximity range means that '''far.5LK''' will whiff if you don't dash far enough | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* TOD everyone, but M. Lion requires 4 light normals before 2HK to stun from this route. | * TOD everyone, but M. Lion requires 4 light normals before 2HK to stun from this route. | ||
* Works from raw 623K against everyone but Thorsten and M. Lion (as long as DP hits don't whiff). | * Works from raw 623K against everyone but Thorsten and M. Lion (as long as DP hits don't whiff). | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* The dash after 6HK ensures the DP will combo against anyone. | * The dash after 6HK ensures the DP will combo against anyone. | ||
* M. Lion requires 2 crouching lights > 2HK before the first 623K to stun. | * M. Lion requires 2 crouching lights > 2HK before the first 623K to stun. | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
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* Same as the regular throw combos, but with an extra 623K loop for significant damage | * Same as the regular throw combos, but with an extra 623K loop for significant damage | ||
* Reset is recommended unless the knockdown will kill, due to the high likelihood of stun afterward | * Reset is recommended unless the knockdown will kill, due to the high likelihood of stun afterward | ||
| video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center | | video={{#ev:youtube|https://youtu.be/M_XqZwABolw||center}} | ||
| timestart= | | timestart= | ||
|}} | |}} | ||
Revision as of 01:59, 28 March 2022
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
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
37-46% |
Anywhere |
Everyone but |
|
| ||||
|
24% |
Anywhere |
Sam |
|
| ||||
|
59% |
Anywhere |
Universal* |
|
| ||||
|
49% |
Anywhere |
Universal* |
|
| ||||
|
53% |
Anywhere |
Thorsten, M. Lion |
|
| ||||
|
50% |
Anywhere |
Thorsten |
|
|
Opponent's Character | > 2HK xx 623K (Stand) | > 2HK xx 623K (Crouch) | > 2HP xx 623K (Stand) |
---|---|---|---|
Kim-Maree | 2 | 2 | 2 |
Drunk Jackie | 2 | 2 | 4 |
Thorsten | 2 | 4(1) | 4(1) |
Dragonball Jackie | 3 | 2 | 3 |
Admiral Jackie | 3 | 3 | 2 |
Sam | 3 | 3 | 3 |
Lau | 5 | 4 | 3 |
Yeung | 5 | 4 | 2 / 1(2) |
M. Lion | 7 | 4 | 4 |
Notes:
These all assume the light normals are chained as quickly as possible. Slower chains result in more pushback.
1: Against Thorsten, using more than 2 light normals will cause a hit of 623K to whiff. Juggle is only possible after 623LK with an immediate microdash 2HK or a 2LK > 5LP > cl.5HK reset.
-Counterintuitively, if crouching Thorsten is backed into the corner, only 3 lights are possible instead of 4.
2: Against crouching Yeung, only 1 light normal is possible before 2HP > 2HK xx 623K
Throw Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
49% |
Anywhere |
Universal |
|
| ||||
|
39% |
Anywhere |
Universal* |
|
| ||||
|
42% |
Anywhere |
Thorsten, M. Lion |
|
|
Overhead Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
43-54% |
Anywhere |
Universal |
|
| ||||
|
55% |
Anywhere |
Universal |
|
|
OTG Options
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
~9% |
Midscreen |
Universal |
|
| ||||
|
~13% |
Corner |
Universal |
|
| ||||
|
100% |
Corner |
Yeung |
|
| ||||
|
100% |
Midscreen |
Yeung |
|
| ||||
|
100% |
Midscreen |
Yeung |
|
|
Miscellaneous Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
37% |
Near Corner |
Universal |
|
| ||||
|
100% |
Anywhere |
Lau, Yeung, Sam (Standing) |
|
| ||||
|
100% |
Anywhere |
Drunk, Admiral, Dragonball Jackie (Standing) |
|
| ||||
|
100% |
Midscreen to Corner |
M. Lion (Standing) |
|
| ||||
|
65% |
Anywhere |
Universal* |
|
| ||||
|
100% |
Anywhere |
Universal* |
|
| ||||
|
100% |
Anywhere |
Everyone but Admiral Jackie (Standing) |
|
| ||||
|
100% |
Corner |
Sam (Standing), |
|
| ||||
|
100% |
Corner |
Sam (Standing), |
|
| ||||
|
100% |
Anywhere |
Universal |
|
|
Hyper Admiral Jackie Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
100% |
Anywhere |
Universal* |
|
| ||||
|
100% |
Anywhere |
Universal* |
|
| ||||
|
60% |
Anywhere |
Universal |
|
|