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

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
 
(83 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<div style="float:right; overflow:hidden; width:296px; border:1px solid; margin-left:8px; margin-top:40px"><span style="margin-left:1px">[[File:JCFoF_Spiritual_ArcadePortrait.png|x440px]]</span>
{{JCFoF Character Intro|char=Spiritual Kung-Fu Jackie|short=Spiritual|imgfile=JCFoF_Spiritual_Win.png|imgwidth=370|content=
 
<br>
{{QuotationBox | margin = center | fontsize=1.7 |
{{QuotationBox | margin = center | fontsize=1.5 |
You're getting better!
You're getting better!
}}</div>
}}
 
 
{{TOClimit|3}}
<!--------------------------------Mini-Divider----------------------------------------->
<!--------------------------------Mini-Divider----------------------------------------->
==<big>'''Intro'''</big>==


==<big>'''Intro'''</big>==
JP Name: '''五形拳ジャッキー'''


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.
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.
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.


<!--------------------------------Mini-Divider----------------------------------------->


{{ProConTable
{{ProConTable
|pros=
|pros=
*Safe chip with QCF+K
*236K grants safe chip damage and hops over most low pokes
*Command grab gives him extra throw range and a useful punish against safe-ish moves
*Can play at a very fast pace that overwhelms defenders
*Buttons have good hitboxes
*Command Throw gives extra throw range, punishes moves that are usually safe
*Good damage and resets in the corner
*Corner allows for good damage and strong resets
*Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block<br>(i.e. Admiral 41236P and Super)
*Special Autocombo can grant TOD loops on some standing characters
*Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block<br>(i.e. Admiral '''41236P''' and Super)
   
   
|cons=
|cons=
*Limited combo potential off his best buttons
*Many buttons have limited combo potential and mediocre hurtboxes
*No combo from overhead (unless perfectly timed as meaty)
*No combo from 6HK overhead (unless perfectly timed as meaty)
*Very difficult execution on his highest damage options
*Difficult execution on his most damaging combos
*Lack of juggles midscreen makes his reset potential very weak
*Lack of midscreen juggles weakens his reset potential
*Mediocre anti-air options in some matchups
}}
 


}}
<!--------------------------------Mini-Divider----------------------------------------->
<!--------------------------------Mini-Divider----------------------------------------->


==<big>'''Character Stats'''</big>==
==<big>'''Character Stats'''</big>==
<br>
{{CharacterData-JCFoF
| basedef          = '''238''' (Above Average)
| stundef          = '''10240''' (Average)
| throwrange      = '''56''' (C)
| weight          = '''Average'''
| prejump          = '''5f'''
| jump            = '''58f''' (Floaty)
| bdashduration    = '''20f''' (Average)
| bdashdistance    = '''158''' (Very Far)
| bwalkspeed      = '''Fastest'''
| fdashspeed      = '''4.8''' (A)
| fwalkspeed      = '''Fastest'''
| chargerate      = '''24.9% /sec'''
| chargerecovery  = '''7f'''
| tauntdrain      = '''17.7%'''
| tauntduration    = '''48f'''
| nrise            = '''32f'''
| frise            = '''49f'''
| brise            = '''32f'''
}}


<!--NOTE: Dragonball Jackie's meter build is 68 per frame, max 16384. Equals 0.415% per frame or 24.9% per second. Percent per second or Time to Full Charge is probably best way to present it.-->
}}


<div style="visibility:hidden; height:0px; width:0px">
<section begin=Defense                  />238 (Above Average) // Average<section end=Defense/>
<section begin=Jump Weight              />5f+58f (Floaty) // Average<section end=Jump Weight/>
<section begin=Throw                    />56 (C)<section end=Throw/>
<!---------------------------------->
<section begin=Meter                    />24.9% / second // 7f<section end=Meter/>
<section begin=Taunt                    />17.7% // 48f<section end=Taunt/>
<section begin=Walk                      />Fastest // Fastest<section end=Walk/>
<!---------------------------------->
<section begin=Forward Dash              />4.8 (A)<section end=Forward Dash/>
<section begin=Back Dash                />20f // 158 (Very Far)<section end=Back Dash/>
<section begin=Wakeup                    />N: 32f // F: 49f // B: 32f<section end=Wakeup/>
</div>
{{StatsInfobox-JCFoF}}
<br>
<br>
{{AttackData-JCFoF/Infobox}}
{{AttackData-JCFoF/Infobox}}


<!--------------------------------Mini-Divider----------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->


==<big>'''Normals'''</big>==
==<big>'''Normals'''</big>==
<br>
<br>
===<big>'''Standing Normals'''</big>===
===<big>'''Standing Normals'''</big>===
<big>'''Stand LP'''</big>
 
<font style="visibility:hidden" size="0">5LP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 5LP.png
|image=JCFoF Spiritual 5LP.png
Line 70: Line 77:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=6
  |damage=6
|stun=512
|kdtime=96
|hitstun=High
  |guard=High
  |guard=High
  |startup=4
  |startup=4
Line 76: Line 86:
  |advHit=+8
  |advHit=+8
  |advBlock=+6
  |advBlock=+6
  |attribute=Special Cancel
|specialcancel=Y
  |attribute=
  |description=*Start of Normal Autocombo (LP>LP>LP>LP)
  |description=*Start of Normal Autocombo (LP>LP>LP>LP)
*Start of Special Autocombo (LP>HP>HP>HK>HK>LK+HK)
*Start of Special Autocombo (LP>HP>HP>HK>HK>LK+HK)
  }}
  }}
}}
}}
<br>
<big>'''Close Stand HP'''</big>
<font style="visibility:hidden" size="0">Close 5HP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Close 5HP 1.png
|image=JCFoF Spiritual Close 5HP 1.png
Line 94: Line 101:
|caption=
|caption=
|name=
|name=
|input=Cl 5HP
|input=cl.5HP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage= 10*8*6
  |damage= 10*8*6
  |guard=High
|stun=512x2*1024
|kdtime=160*128*96
|hitstun=High / High / High
  |guard=High / High / High
  |startup=3
  |startup=3
  |active=3<small>(3)</small>2<small>(4)</small>2
  |active=3<small>(3)</small>2<small>(4)</small>2
Line 104: Line 114:
  |advHit=+1
  |advHit=+1
  |advBlock=-2
  |advBlock=-2
  |attribute=Special Cancel (1st hit)
  |specialcancel=Y (1st Hit)
|attribute=
  |description=*3 hits
  |description=*3 hits
*Proximity range: ≤ 68
*Proximity range: ≤ 68
  }}
  }}
}}
}}
<br>
<big>'''Far Stand HP'''</big>
<font style="visibility:hidden" size="0">Far 5HP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Far 5HP.png
|image=JCFoF Spiritual Far 5HP.png
|caption=
|caption=
|name=
|name=
|input=Far 5HP
|input=far.5HP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=20
  |damage=20
|stun=1280
|kdtime=320
|hitstun=High
  |guard=High
  |guard=High
  |startup=7
  |startup=7
Line 127: Line 137:
  |advHit=+1
  |advHit=+1
  |advBlock=-2
  |advBlock=-2
|specialcancel=N
  |attribute=
  |attribute=
  |description=*Proximity range: ≥ 69
  |description=*Proximity range: ≥ 69
  }}
  }}
}}
}}
<br>
<big>'''Close Stand LK'''</big>
<font style="visibility:hidden" size="0">Close 5LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Close 5LK.png
|image=JCFoF Spiritual Close 5LK.png
|caption=
|caption=
|name=
|name=
|input=Cl 5LK
|input=cl.5LK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=8
  |damage=8
|stun=512
|kdtime=128
|hitstun=High
  |guard=High
  |guard=High
  |startup=4
  |startup=4
Line 149: Line 159:
  |advHit=+5
  |advHit=+5
  |advBlock=+3
  |advBlock=+3
|specialcancel=N
  |attribute=
  |attribute=
  |description=*Proximity range: ≤ 65
  |description=*Proximity range: ≤ 65
  }}
  }}
}}
}}
<br>
<big>'''Far Stand LK'''</big>
<font style="visibility:hidden" size="0">Far 5LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Far 5LK.png
|image=JCFoF Spiritual Far 5LK.png
|caption=
|caption=
|name=
|name=
|input=Far 5LK
|input=far.5LK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=8
  |damage=8
|stun=512
|kdtime=128
|hitstun=High
  |guard=High
  |guard=High
  |startup=4
  |startup=4
Line 171: Line 181:
  |advHit=+8
  |advHit=+8
  |advBlock=+6
  |advBlock=+6
|specialcancel=N
  |attribute=
  |attribute=
  |description=*Proximity range: ≥ 66
  |description=*Proximity range: ≥ 66
  }}
  }}
}}
}}
<br>
<big>'''Close Stand HK'''</big>
<font style="visibility:hidden" size="0">Close 5HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Close 5HK.png
|image=JCFoF Spiritual Close 5HK.png
|caption=
|caption=
|name=
|name=
|input=Cl 5HK
|input=cl.5HK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=28
  |damage=28
|stun=1792
|kdtime=448
|hitstun=High
  |guard=High
  |guard=High
  |startup=7
  |startup=7
Line 193: Line 203:
  |advHit=+1
  |advHit=+1
  |advBlock=-2
  |advBlock=-2
|specialcancel=N
  |attribute=
  |attribute=
  |description=*High damage, useful for some corner juggles
  |description=*High damage, useful for some corner juggles
Line 198: Line 209:
  }}
  }}
}}
}}
<br>
<big>'''Far Stand HK'''</big>
<font style="visibility:hidden" size="0">Far 5HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Far 5HK 1.png
|image=JCFoF Spiritual Far 5HK 1.png
Line 209: Line 216:
|caption=
|caption=
|name=
|name=
|input=Far 5HK
|input=far.5HK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=16*12
  |damage=16*12
|stun=1024x2
|kdtime=256*192
|hitstun=High / Mid
  |guard=High / Mid
  |guard=High / Mid
  |startup=4 (14)
  |startup=4 (14)
Line 219: Line 229:
  |advHit=+9
  |advHit=+9
  |advBlock=+6
  |advBlock=+6
|specialcancel=N
  |attribute=KD0 (2nd hit)
  |attribute=KD0 (2nd hit)
  |description=*1st hit is fast anti-air, but a little hard to use
  |description=*1st hit is fast anti-air, but a little hard to use
*On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far 5HK range
*On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far.5HK range
*Proximity range: ≥ 78
*Proximity range: ≥ 78
  }}
  }}
Line 229: Line 240:


===<big>'''Crouching Normals'''</big>===
===<big>'''Crouching Normals'''</big>===
<big>'''Crouch LP'''</big>
 
<font style="visibility:hidden" size="0">2LP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 2LP.png
|image=JCFoF Spiritual 2LP.png
Line 239: Line 249:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=10
  |damage=10
|stun=512
|kdtime=160
|hitstun=Mid
  |guard=Mid
  |guard=Mid
  |startup=7
  |startup=7
Line 245: Line 258:
  |advHit=+4
  |advHit=+4
  |advBlock=+2
  |advBlock=+2
|specialcancel=Y
  |attribute=
  |attribute=
  |description=*Special cancel
  |description=*Longer range and more damage than 2LK
*Mostly used in strings before a special cancel; slow startup and recovery make it risky as a raw poke
  }}
  }}
}}
}}
<br>
<big>'''Crouch HP'''</big>
<font style="visibility:hidden" size="0">2HP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 2HP 1.png
|image=JCFoF Spiritual 2HP 1.png
Line 263: Line 275:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=12*8
  |damage=12*8
  |guard=Mid
|stun=1024*512
|kdtime=192*128
|hitstun=Mid / Mid
  |guard=Mid / Mid
  |startup=7
  |startup=7
  |active=2<small>(5)</small>2
  |active=2<small>(5)</small>2
Line 269: Line 284:
  |advHit=+1
  |advHit=+1
  |advBlock=-2
  |advBlock=-2
  |attribute=Special Cancel (1st hit)
  |specialcancel=Y (1st Hit)
|attribute=
  |description=*2 hits
  |description=*2 hits
*1st hit has a decent anti-air hitbox, but very few active frames compared to most AA normals
*1st hit has a decent anti-air hitbox, but very few active frames compared to most AA normals
  }}
  }}
}}
}}
<br>
<big>'''Crouch LK'''</big>
<font style="visibility:hidden" size="0">2LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 2LK.png
|image=JCFoF Spiritual 2LK.png
Line 286: Line 298:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=4
  |damage=4
|stun=512
|kdtime=64
|hitstun=Mid
  |guard=Low
  |guard=Low
  |startup=4
  |startup=4
Line 292: Line 307:
  |advHit=+8
  |advHit=+8
  |advBlock=+6
  |advBlock=+6
  |attribute=OTG, Rapid Fire
|specialcancel=Y
  |description=*Special cancel
  |attribute=OTG, Self-chain
  |description=*Main combo starter and pressure tool
*Frame advantage when chained into whiffed 5LP: +4/+2
  }}
  }}
}}
}}
<br>
<big>'''Crouch HK'''</big>
<font style="visibility:hidden" size="0">2HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 2HK.png
|image=JCFoF Spiritual 2HK.png
Line 308: Line 321:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=24
  |damage=24
|stun=1536
|kdtime=384
|hitstun=Mid
  |guard=Low
  |guard=Low
  |startup=7
  |startup=7
Line 314: Line 330:
  |advHit=+7
  |advHit=+7
  |advBlock=+4
  |advBlock=+4
|specialcancel=N
  |attribute=OTG
  |attribute=OTG
  |description=*Very unusual 2HK with frame advantage; can be linked from, but has a lot of pushback
  |description=*Very unusual 2HK with frame advantage; can be linked from, but has a lot of pushback
*Since most people will instinctively try to punish a blocked 2HK, it can be used as an effective frame trap
*Since most people will instinctively try to punish a blocked 2HK, it can be used as an effective frame trap
*Blocked 2HK into immediate 236K will go over most defensive crouching light normals that the opponent is likely to use
  }}
  }}
}}
}}
Line 323: Line 341:


===<big>'''Air Normals'''</big>===
===<big>'''Air Normals'''</big>===
<big>'''Jump LP'''</big>
 
<font style="visibility:hidden" size="0">8LP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 8LP.png
|image=JCFoF Spiritual 8LP.png
|caption=
|caption=Neutral/Diagonal
|name=
|name=
|input=8LP
|input=j.LP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=9
  |damage=9
|stun=768
|kdtime=144
|hitstun=Mid
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
  |active=9
  |active=9
  |recovery=--
  |recovery=-
  |advHit=--
  |advHit=-
  |advBlock=--
  |advBlock=-
  |attribute=
  |attribute=
  |description=*WHAT ARE THOSE
  |description=*WHAT ARE THOSE
  }}
  }}
}}
}}
<br>
<big>'''Jump HP'''</big>
<font style="visibility:hidden" size="0">8HP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 8HP.png
|image=JCFoF Spiritual 8HP.png
|caption=
|caption=Neutral/Diagonal
|name=
|name=
|input=8HP
|input=j.HP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=24
  |damage=24
|stun=1024
|kdtime=384
|hitstun=Mid
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=--
  |recovery=-
  |advHit=--
  |advHit=-
  |advBlock=--
  |advBlock=-
  |attribute=Spike, Squish
  |attribute=Spike, Squish
  |description=*--
  |description=*Similar hitbox to j.LP
  }}
  }}
}}
}}
<br>
<big>'''Diagonal Jump LK'''</big>
<font style="visibility:hidden" size="0">9LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 9LK.png
|image=JCFoF Spiritual 9LK.png
|caption=
|caption=Diagonal
|name=
|name=
|input=9LK
|input=j.LK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=10
  |damage=10
|stun=512
|kdtime=160
|hitstun=High
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
  |active=9
  |active=9
  |recovery=--
  |recovery=-
  |advHit=--
  |advHit=-
  |advBlock=--
  |advBlock=-
  |attribute=Crossup
  |attribute=Crossup
  |description=*Instant overhead if performed exactly on the first airborne frame (does not work against crouching Spiritual Kung-Fu Jackie)
  |description=*Instant overhead if performed exactly on the first airborne frame (does not work against crouching Spiritual Kung-Fu Jackie)
  }}
  }}
}}
}}
<br>
<big>'''Neutral Jump LK'''</big>
<font style="visibility:hidden" size="0">8LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 8LK.png
|image=JCFoF Spiritual 8LK.png
|caption=
|caption=Neutral
|name=
|name=
|input=8LK
|input=nj.LK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=10
  |damage=10
|stun=512
|kdtime=160
|hitstun=High
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
  |active=9
  |active=9
  |recovery=--
  |recovery=-
  |advHit=--
  |advHit=-
  |advBlock=--
  |advBlock=-
  |attribute=
  |attribute=
  |description=*--
  |description=*Has an okay air-to-air hitbox, but may be difficult to connect with a followup chain
  }}
  }}
}}
}}
<br>
<big>'''Diagonal Jump HK'''</big>
<font style="visibility:hidden" size="0">9HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 9HK.png
|image=JCFoF Spiritual 9HK.png
|caption=
|caption=Diagonal
|name=
|name=
|input=9HK
|input=j.HK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=28
  |damage=28
|stun=1024
|kdtime=448
|hitstun=High
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=--
  |recovery=-
  |advHit=--
  |advHit=-
  |advBlock=--
  |advBlock=-
  |attribute=
  |attribute=
  |description=*Good horizontal hitbox
  |description=*Good horizontal hitbox
  }}
  }}
}}
}}
<br>
<big>'''Neutral Jump HK'''</big>
<font style="visibility:hidden" size="0">8HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 8HK 1.png
|image=JCFoF Spiritual 8HK 1.png
Line 440: Line 452:
|image2=JCFoF Spiritual 8HK 2.png
|image2=JCFoF Spiritual 8HK 2.png
|imageSize2=140x200px
|imageSize2=140x200px
|caption=
|caption2=Neutral
|name=
|name=
|input=8HK
|input=nj.HK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=16*16
  |damage=16*16
|stun=1024x2
|kdtime=256x2
|hitstun=High / Mid
  |guard=Overhead
  |guard=Overhead
  |startup=6
  |startup=6
Line 460: Line 475:


===<big>'''Command Normals'''</big>===
===<big>'''Command Normals'''</big>===
<big>'''Sobat Kick'''</big>
 
<font style="visibility:hidden" size="0">6LK/4LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 6LK.png
|image=JCFoF Spiritual 6LK.png
|caption=
|caption=Sobat Kick
|name=
|name=
|input=6LK / 4LK
|input=6LK / 4LK
Line 470: Line 484:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=8
  |damage=8
|stun=512
|kdtime=128
|hitstun=High
  |guard=High
  |guard=High
  |startup=12
  |startup=12
Line 482: Line 499:
  }}
  }}
}}
}}
<br>
<big>'''One-Two Punch'''</big>
<font style="visibility:hidden" size="0">6HP</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 6HP 1.png
|image=JCFoF Spiritual 6HP 1.png
Line 491: Line 504:
|image2=JCFoF Spiritual 6HP 2.png
|image2=JCFoF Spiritual 6HP 2.png
|imageSize2=140x200px
|imageSize2=140x200px
|caption=
|caption2=One-Two Punch
|name=
|name=
|input=6HP
|input=6HP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage= 20*16
  |damage=20*16
|stun=1024x2
|kdtime=320*256
|hitstun=High / High
  |guard=High / High
  |guard=High / High
  |startup=9 (19)
  |startup=9 (19)
Line 507: Line 523:
  }}
  }}
}}
}}
<br>
<big>'''Universal Overhead'''</big>
<font style="visibility:hidden" size="0">6HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual 6HK.png
|image=JCFoF Spiritual 6HK.png
|caption=
|caption=Universal Overhead
|name=
|name=
|input=6HK
|input=6HK
Line 519: Line 531:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=24
  |damage=24
|stun=1536
|kdtime=384
|hitstun=Mid
  |guard=Overhead
  |guard=Overhead
  |startup=24
  |startup=24
Line 534: Line 549:


==<big>'''Throws'''</big>==
==<big>'''Throws'''</big>==
<br>
 
<big>'''HP Throw'''</big>
<font style="visibility:hidden" size="0">HP Throw</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual Throw.png
|image=JCFoF Spiritual Throw.png
|caption=
|caption=
|name=
|name=
|input=close 6LK/4LK
|input=HP Throw
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=36
  |damage=36
|stun=0
|kdtime=576
|hitstun=
  |guard=Throw
  |guard=Throw
  |startup=1
  |startup=1
  |active=--
  |active=-
  |recovery=--
  |recovery=-
  |advHit=KD
  |advHit=KD
  |advBlock=--
  |advBlock=-
  |attribute=Backturn
  |attribute=Backturn
  |description=*Can juggle afterward near the corner; opponent will be backturned so they can't backdash out of the reset
  |description=*Can juggle afterward near the corner; opponent will be backturned so they can't backdash out of the reset
Line 567: Line 583:
|image2=JCFoF Spiritual 41236P 2.png
|image2=JCFoF Spiritual 41236P 2.png
|imageSize2=175x250px
|imageSize2=175x250px
|caption=
|caption2='''Input Priority:'''<br>above 236K and 63214K
|name=
|name=
|input=41236P
|input=41236P
Line 574: Line 590:
  |version=LP
  |version=LP
  |damage= 16*48
  |damage= 16*48
|stun=2304
|kdtime=256*0x4*768
|hitstun=
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=10
Line 583: Line 602:
  |description=*Less travel distance, making it only useful if you intend to whiff the move.
  |description=*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
*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.
*6 Hits, but damage is only applied on the first and last hit (stun on final hit only).
**This means comboing into Tiger Fist 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
*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)
*Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)
Line 590: Line 610:
  |version=HP
  |version=HP
  |damage=16*48
  |damage=16*48
|stun=2304
|kdtime=256*0x4*768
|hitstun=
  |guard=Mid
  |guard=Mid
  |startup=10
  |startup=10
Line 598: Line 621:
  |attribute=
  |attribute=
  |description=*Farther travel distance, making it strictly better for combos.
  |description=*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.
*6 Hits, but damage is only applied on the first and last hit (stun on final hit only).
**This means comboing into Tiger Fist 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
*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)
*Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)
Line 612: Line 636:
|image2=JCFoF Spiritual 236K 2.png
|image2=JCFoF Spiritual 236K 2.png
|imageSize2=140x200px
|imageSize2=140x200px
|caption=
|caption2='''Input Priority:'''<br>above 63214K, below 41236P
|name=
|name=
|input=236K
|input=236K
Line 619: Line 643:
  |version=LK
  |version=LK
  |damage=15*20
  |damage=15*20
|stun=1280x2
|kdtime=240*320
|hitstun=
  |guard=High / Mid
  |guard=High / Mid
  |startup=8 (12)
  |startup=8 (12)
Line 628: Line 655:
  |description=*Hops over lows and throws from frame 3
  |description=*Hops over lows and throws from frame 3
*Good anti-air for jumps that aren't near crossup range
*Good anti-air for jumps that aren't near crossup range
*The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire
  }}
  }}
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=HK
  |version=HK
  |damage=18*24
  |damage=18*24
|stun=1536x2
|kdtime=288*384
|hitstun=
  |guard=High / Mid
  |guard=High / Mid
  |startup=11 (17)
  |startup=11 (17)
Line 642: Line 673:
*Identical hitbox to LK version, but travels farther with more recovery
*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)
*Good anti-air for far range jumps (i.e. dash 236HK to chase a backwards jump)
*Some characters can punish the HK version if not well spaced, so use carefully
*The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire
  }}
  }}
}}
}}
Line 655: Line 688:
|image3=JCFoF Spiritual 63214K 3.png
|image3=JCFoF Spiritual 63214K 3.png
|imageSize3=140x200px
|imageSize3=140x200px
|caption=
|caption3='''Input Priority:'''<br>below 41236P and 236K
|name=
|name=
|input=63214K
|input=63214K
Line 662: Line 695:
  |version=LK
  |version=LK
  |damage=35
  |damage=35
|stun=0
|kdtime=560
|hitstun=
  |guard=Throw
  |guard=Throw
  |startup=1
  |startup=1
  |active=--
  |active=-
  |recovery=--
  |recovery=-
  |advHit=KD
  |advHit=KD
  |advBlock=--
  |advBlock=-
  |attribute=
  |attribute=
  |description=*Command Throw; only counts as one hit for combo scaling
  |description=*Command Throw; only counts as one hit for combo scaling
Line 676: Line 712:
  |version=HK
  |version=HK
  |damage=35
  |damage=35
|stun=0
|kdtime=560
|hitstun=
  |guard=Throw
  |guard=Throw
  |startup=1
  |startup=1
  |active=--
  |active=-
  |recovery=--
  |recovery=-
  |advHit=KD
  |advHit=KD
  |advBlock=--
  |advBlock=-
  |attribute=
  |attribute=
  |description=*Command Throw; only counts as one hit for combo scaling
  |description=*Command Throw; only counts as one hit for combo scaling
Line 688: Line 727:
  }}
  }}
}}
}}
<!--------------------------------Mini-Divider----------------------------------------->
<!--------------------------------Mini-Divider----------------------------------------->


Line 705: Line 745:
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=16*72
  |damage=16*72
|stun=3584
|kdtime=256*0x14*1664
|hitstun=
  |guard=Mid
  |guard=Mid
  |startup=2+7
  |startup=2+7
Line 713: Line 756:
  |attribute=Invincible 1-8f
  |attribute=Invincible 1-8f
  |description=*19f super flash
  |description=*19f super flash
*16 hits; damage only applies on first and last hits
*Chip Damage: ~3%
*The last hit will always be at minimum scaling (50%), so the high listed base damage doesn't reflect its actual strength
*16 hits; damage only applies on first and last hits (stun on final hit only)
*Trade will cause immediate knockdown
*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 (not vs. M. Lion, and combos into super make it much harder)
*Switches sides; can only juggle afterward if started while backed into corner
**Comboing normals into super makes the juggle harder due to a farther distance from opponent; no juggle possible vs. M. Lion
  }}
  }}
}}
}}
Line 722: Line 766:
==<big>'''Wakeup/Knockdown'''</big>==
==<big>'''Wakeup/Knockdown'''</big>==
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="3"><b>Wakeup Attack Detailed Info</b> <small>(click to expand)</small></font></center></div>
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="3"><b>Getup Attack Detailed Info</b> <small>(click to expand)</small></font></center></div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
*Wakeup LK or HK must be input within a specific 16 frame window during the wakeup animation.
*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.
*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.
*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 Wakeup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
*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 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.
*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 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.
*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.
</div>
</div>
</div>
</div>
<br>
<br>
<big>'''Wakeup LK'''</big>
<font style="visibility:hidden" size="0">Wakeup LK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual WakeupLK.png
|image=JCFoF Spiritual GetupLK.png
|imageSize=140x200px
|imageSize=140x200px
|caption=
|caption=
|name=
|name=
|input=
|input=Getup LK
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=24
  |damage=24
  |guard=Overhead
|stun=1536
|kdtime=384
|hitstun=
  |guard=High
  |startup=4
  |startup=4
  |active=3
  |active=3
Line 751: Line 796:
  |advBlock=-5
  |advBlock=-5
  |attribute=Invincible 1-3f
  |attribute=Invincible 1-3f
  |description=*Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section
  |description=*Whiffs on crouchers, making it fairly weak as a wakeup tool
*Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section
  }}
  }}
}}
}}
<br>
<big>'''Wakeup HK'''</big>
<font style="visibility:hidden" size="0">Wakeup HK</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual WakeupHK 1.png
|image=JCFoF Spiritual GetupHK 1.png
|imageSize=140x200px
|imageSize=140x200px
|image2=JCFoF Spiritual WakeupHK 2.png
|image2=JCFoF Spiritual GetupHK 2.png
|imageSize2=140x200px
|imageSize2=140x200px
|caption=
|caption=
|name=
|name=
|input=
|input=Getup HK
|data=
|data=
  {{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
Line 774: Line 819:
  |recovery=23
  |recovery=23
  |advHit=KD
  |advHit=KD
  |advBlock=-2
  |advBlock=-2 (-17)
  |attribute=Invincible 1-7f
  |attribute=Invincible 1-7f
  |description=*2 hits; both hits connect vs M. Lion and Thorsten, otherwise only one will hit
  |description=*2 hits; 2nd hit can whiff at some ranges
*Both hits connect vs M. Lion and Thorsten, otherwise only one will hit
*Can hit OTG off a traded knockdown
*Can hit OTG off a traded knockdown
*Very short knockdown timer, so it is difficult to land OTG afterward
*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
  }}
  }}
}}
}}
<br>
<big>'''Pursuit Attack'''</big>
<font style="visibility:hidden" size="0">Pursuit Attack</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual PursuitA.png
|image=JCFoF Spiritual PursuitA.png
Line 790: Line 833:
|caption=
|caption=
|name=
|name=
|input=8LP or 8HP
|input=Pursuit Attack<br>8LP or 8HP
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |damage=14 * (6 each)
  |damage=14 * (6 each)
  |guard=--
|stun=1536
  |startup=--
|kdtime=
  |active=--
|hitstun=
  |recovery=--
  |guard=Overhead
  |advHit=--
  |startup=43
  |advBlock=--
  |active=3
  |recovery=23
  |advHit=[-48]
  |advBlock=[-44]
  |attribute=OTG, Mashable
  |attribute=OTG, Mashable
  |description=*Only usable on a knocked down opponent
  |description=*Only usable on a knocked down opponent
*First hit does 14 damage, all mashed followups do 6 damage each
*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)
*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:<br>-[Frame Advantage] on standing/crouching opponents (bounces very far away)
  }}
  }}
}}
}}
<br>
<big>'''Pursuit Counter'''</big>
<font style="visibility:hidden" size="0">Pursuit Counter</font>
{{MoveData
{{MoveData
|image=JCFoF Spiritual PursuitC 1.png
|image=JCFoF Spiritual PursuitC 1.png
Line 817: Line 861:
|caption=
|caption=
|name=
|name=
|input=Any 2 Buttons
|input=Pursuit Counter<br>Any 2 Buttons
|data=
|data=
  {{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
*Countering does not prevent Dragonball Jackie from taking damage first
*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<br>-If Dragonball Jackie wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
*Can juggle afterward from anywhere on screen
*Can juggle afterward from anywhere on screen
  }}
  }}
Line 840: Line 888:
{{MoveData
{{MoveData
|image=JCFoF Spiritual AutoN 2.png
|image=JCFoF Spiritual AutoN 2.png
|imageSize=72x250px
|imageSize=100x250px
|image2=JCFoF Spiritual AutoN 3 Both.png
|imageSize2=140x250px
|image3=JCFoF Spiritual AutoN 4.png
|imageSize3=130x250px
|caption=
|caption=
|name=
|name=
Line 850: Line 894:
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP) > LP
  |version=> LP<br><br>(2)
  |damage=6
  |damage=6
|stun=768
|kdtime=96
|hitstun=
|specialcancel=N
  |guard=High
  |guard=High
  |startup=15
  |startup=15
Line 861: Line 909:
  |description=*Doesn't combo; same animation as 6LK
  |description=*Doesn't combo; same animation as 6LK
  }}
  }}
}}
{{MoveData
|image=JCFoF Spiritual AutoN 3 Both.png
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > LP) > LP
  |version=> LP<br><br>(3)
  |damage=6*8
  |damage=6*8
|stun=768*1024
|kdtime=96*128
|hitstun=
|specialcancel=N
  |guard=High
  |guard=High
  |startup=12
  |startup=12
Line 872: Line 931:
  |attribute=
  |attribute=
  |description=*2 hits, same animation as 6HP
  |description=*2 hits, same animation as 6HP
}}
}}
}}
{{MoveData
|image=JCFoF Spiritual AutoN 4.png
|imageSize=150x250px
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > LP > LP) > LP
  |version=> LP<br><br>(4)
  |damage=12
  |damage=12
|stun=1536
|kdtime=192
|hitstun=
|specialcancel=N
  |guard=Mid
  |guard=Mid
  |startup=14
  |startup=14
Line 891: Line 962:
{{MoveData
{{MoveData
|image=JCFoF Spiritual AutoS 2 All.png
|image=JCFoF Spiritual AutoS 2 All.png
|imageSize=175x83px
|image2=JCFoF Spiritual AutoS 3.png
|imageSize2=110x110px
|image3=JCFoF Spiritual AutoS 4.png
|imageSize3=145x86px
|image4=JCFoF Spiritual AutoS 5.png
|imageSize4=78x110px
|image5=JCFoF Spiritual AutoS 6.png
|imageSize5=150x101px
|caption=
|caption=
|name=
|name=
Line 905: Line 967:
|data=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP) > HP
  |version=> HP<br><br>(2)
  |damage=6*6*8
  |damage=6*6*8
|stun=768x2 * 512
|kdtime=96x2 * 128
|hitstun=
|specialcancel=N
  |guard=High
  |guard=High
  |startup=3
  |startup=3
Line 914: Line 980:
  |advBlock=-11
  |advBlock=-11
  |attribute=
  |attribute=
  |description=*3 hits, same animation as cl 5HP
  |description=*3 hits, same animation as cl.5HP
  }}
  }}
}}
{{MoveData
|image=JCFoF Spiritual AutoS 3.png
|imageSize=140x250px
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > HP) > HP
  |version=> HP<br><br>(3)
  |damage=10
  |damage=10
|stun=1280
|kdtime=160
|hitstun=
|specialcancel=N
  |guard=Mid
  |guard=Mid
  |startup=11
  |startup=11
Line 927: Line 1,005:
  |attribute=
  |attribute=
  |description=*Same animation as first hit of 2HP
  |description=*Same animation as first hit of 2HP
}}
}}
}}
{{MoveData
|image=JCFoF Spiritual AutoS 4.png
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > HP > HP) > HK
  |version=> HK<br><br>(4)
  |damage=8
  |damage=8
|stun=1024
|kdtime=128
|hitstun=
|specialcancel=N
  |guard=Low
  |guard=Low
  |startup=10
  |startup=10
Line 939: Line 1,028:
  |attribute=
  |attribute=
  |description=*Same animation as 2HK, but rotating the opposite direction; OTG
  |description=*Same animation as 2HK, but rotating the opposite direction; OTG
}}
}}
}}
{{MoveData
|image=JCFoF Spiritual AutoS 5.png
|imageSize=110x250px
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > HP > HP > HK) > HK
  |version=> HK<br><br>(5)
  |damage=8
  |damage=8
|stun=1024
|kdtime=128
|hitstun=
|specialcancel=N
  |guard=High
  |guard=High
  |startup=12
  |startup=12
Line 950: Line 1,051:
  |advBlock=-5
  |advBlock=-5
  |attribute=
  |attribute=
  |description=*Same animation as cl 5HK
  |description=*Same animation as cl.5HK
}}
}}
}}
{{MoveData
|image=JCFoF Spiritual AutoS 6.png
|caption=
|name=
|input=
|data=
  {{AttackData-JCFoF
  {{AttackData-JCFoF
  |version=(LP > HP > HP > HK > HK) > LK+HK
  |version=> LK+HK<br><br>(6)
  |damage=16
  |damage=16
|stun=2048
|kdtime=256
|hitstun=
|specialcancel=N
  |guard=Mid
  |guard=Mid
  |startup=20
  |startup=20
Line 966: Line 1,078:
  }}
  }}
}}
}}
 
<br>
 
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
==<big>'''Combos and Resets'''</big>==
 
{{Combo-JCFoF/Infobox}}
 
===<big>'''Hitconfirm Combos'''</big>===
 
{{ComboHeader-JCFoF}}
{{Combo-JCFoF
| notation=
:2LK x3 > 2LP xx 236K
| damage=23-34%
| location=Anywhere
| charspecific=Universal
| description=
* Basic hitconfirm; combo into 236K will hit twice vs. crouching Yeung (usually 1 hit vs. crouching)
* 236K ender is mostly for safety if you're unsure that Tiger Fist or Super will connect at range
* 236LK gives slight frame advantage, but usually whiffs 1 hit vs. standing opponents
* 236HK gives more damage but is slightly negative on hit (but never punishable)
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2LK x3 > 2LP xx 41236HP, [2HK > 2HP > 236HK]
| damage=38%<br>[55%]
| location=Anywhere<br>[+Corner]
| charspecific=Universal
| description=
* Meterless BnB into knockdown; best route to use near the corner
* vs. '''M. Lion''', 2HK juggle is a little harder (4f); can use 2LK for consistency
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2LK x3 > 2LP xx Super
| damage=46%
| location=Anywhere
| charspecific=Universal
| description=
* BnB into Super, slight damage boost to the above combo if outside the corner
* Super switches sides, so juggle is only possible if starting from close range with your back to the corner
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2HK, 2LK xx 41236HP, [2HK > 2HP xx 236HK]
| damage=44-57%
| location=Anywhere<br>[+Corner]
| charspecific=Everyone but Drunk, Dragonball, Admiral Jackie
| description=
* Much easier link than 2LP, but works on fewer characters
* Against Lau, can do 2LK > 2LP xx Super
* Against M. Lion, can do 2LK > 2LP xx 41236HP
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2HK, 2LP xx 41236HP, [2HK > 2HP > 236HK]<br>-or-
:2HK, 2LP xx (Super)
| damage=47%<br>[64%]<br>(55%)
| location=Anywhere<br>[+Corner]
| charspecific=Everyone but Drunk Jackie
| description=
* Hitconfirm from point blank 2HK (+4 on block, so it's useful as a meaty)
* Difficult 1f link timing, but this version works from farther range and against more characters
| video=
|}}
|}
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
===<big>'''Throw Combos'''</big>===
 
{{ComboHeader-JCFoF}}
{{Combo-JCFoF
| notation=
:Throw, 2HK > 2HP xx 236HK
| damage=44%
| location=Corner
| charspecific=Yeung, Sam, Kim*, Dragonball Jackie
| description=
* Must be very close to corner for the 2HP to juggle properly
* vs. '''Sam, Yeung''': can easily dash before 2HK for spacing
* vs. '''Kim''': 1f juggle into 2HK (2LK much easier)
* This route can work vs. Lau, but requires ''very'' tight dash timing
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Throw, 2LK > 2HP xx 236HK
| damage=38%
| location=Corner
| charspecific=Thorsten, Kim
| description=
* vs. '''Thorsten''': difficult 2f juggle timing, must be deep in the corner when starting
* vs. '''Kim''': this route is much more consistent than 2LK
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Throw, 2HK > cl 5HP (1 hit) xx 236HK
| damage=43%
| location=Corner
| charspecific=Lau
| description=
* Most consistent route vs. Lau (works on others, but 2HP is better)
* Can microdash and start with 2LK if slightly out of the corner
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Throw, 2LK > far 5HP > far 5HK
| damage=40%
| location=Corner
| charspecific=Drunk Jackie, Admiral Jackie
| description=
* Drunk and Admiral have awkward corner juggles, so this is the best route for getting damage and a mixup
* If not fully in the corner, may have to slightly walk before 2LK
| video=
|}}
 
{{Combo-JCFoF
| notation=
:63214K (Command Throw), 2HK > 2HP xx 236HK
| damage=43%
| location=Near Corner
| charspecific=Universal
| description=
* If not quite in the corner, dash before 2HK
* 2HP will drop if not close enough to the wall
| video=
|}}
|}


<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->


===<big>'''Overhead Combos'''</big>===
==<big>'''Hurtboxes/Hitstun'''</big>==
 
{{HitstunType-JCFoF|char=Spiritual|size26=300x300|size27=300x300|size29=300x300|size30=300x300|size32=350x350|sizeJug=450x450|sizeStBlk=250x250|sizeCrBlk=200x200|sizeOTG=300x300}}
{{ComboHeader-JCFoF}}
"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.<br>Note: The lua console lists the following memory values for hitstun types:<br>L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
{{Combo-JCFoF
| notation=
:6HK (meaty), 2LK > 2LP xx 41236HP
| damage=49%
| location=Anywhere
| charspecific=Universal
| description=
* Difficult combo from meaty 6HK, most practical after air reset
| video=
|}}
|}
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
===<big>'''OTG Options'''</big>===
 
{{ComboHeader-JCFoF}}
{{Combo-JCFoF
| notation=
:2HK, dash 2LK, dash 2HK
| damage=~9%
| location=Midscreen
| charspecific=Universal
| description=
* Works consistently midscreen, but can also start with 2LK > dash 2LK if necessary
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2HK, 2HK, 2HK
| damage=~13%
| location=Corner
| charspecific=Universal
| description=
* Corner gives you more time to connect 3 sweeps
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2HK, 2LK > 2HP xx 236HK
| damage=17%
| location=Corner
| charspecific=Yeung
| description=
* Yeung OTG bug (not an infinite)
* Must be close to Yeung for the first hit of 2HP to connect
| video=
|}}
 
{{Combo-JCFoF
| notation=
:(Hyper Jackie only)
:2LK, 2LK > 2HP xx 236LK, 8LP > 8HP, (land and repeat)
| damage=100%
| location=Corner*
| charspecific=Yeung
| description=
* '''Hyper Dragonball Jackie''' only Yeung OTG infinite
* Must delay the jump LP as late as possible, and slightly delay the chain into 8HP
* If starting from 236P, 63214K, or Super knockdown, you must walk slightly out of corner after each 2LK OTG
* Can convert outside corner by starting with OTG 2LK, 2LK > 5LK > 5LP xx 236LK, diagonal 9LP
| video=[https://www.youtube.com/watch?v=HzcuMgMtnmE video]
|}}
|}
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
===<big>'''Miscellaneous Combos'''</big>===
<!---Combos that don't fall into other categories, plus random, impractical stuff like dash light infinites or "style combos" that aren't likely to actually be used in a match--->
 
{{ComboHeader-JCFoF}}
{{Combo-JCFoF
| notation=
:Wakeup LK, 2LK > cl 5HP (2 hits) > cl 5HK
| damage=34%
| location=Near Corner
| charspecific=Universal
| description=
* vs. Yeung midscreen: can wavedash (6,6,4,6) into 2HK > cl 5HP (1 hit) xx 236HK juggle (difficult)
* vs. Sam midscreen: can dash into 2LK xx 236HK juggle (wait until very end of dash before 2LK) -- a stronger wavedash juggle is possible but extremely difficult, this sets up a reliable left/right mixup
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Wakeup LK, 2LK > 2HP xx 236HK
| damage=29%
| location=Near Corner
| charspecific=Universal
| description=
* variant of above combo, more reliable because cl 5HK can whiff at some positions, especially if slightly backed up from corner
| video=
|}}
 
{{Combo-JCFoF
| notation=
:6LK, 2LK > 2LP xx [236HK or Super or 41236HP*] [+ corner juggle]
| damage=35-56%
| location=Anywhere
| charspecific=Everyone but Drunk Jackie '''(Standing)'''
| description=
* 6LK whiffs very quickly against crouchers, setting up tick throws if it whiffs
* 41236HP (Tiger Fist) won't combo vs Yeung, Thorsten, Admiral, or Dragonball Jackie
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2LK x2 > 6LK, 2LK > [2LP] xx [236HK or 41236HP or Super] [+ corner juggle]
| damage=34-57%
| location=Anywhere
| charspecific=Lau, Sam, Kim, M. Lion, Yeung*, Thorsten* '''(Standing)'''
| description=
* Mostly a for-fun combo, no real benefit over standard hitconfirm
* Additional [2LP] only works against Lau (236HK), Sam (236HK/Super), M. Lion (all)
* Yeung and Thorsten must end combo in 236HK or Super (Tiger Fist will drop)
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Pursuit Counter, dash 2LK > 5LK xx 236HK
| damage=23%
| location=Anywhere
| charspecific=Universal
| description=
* Due to limited juggle options, this is the most consistent reset that gives decent damage and a good left/right mixup afterward
| video=
|}}
 
{{Combo-JCFoF
| notation=
:5LP > HP > HP > HK (Autocombo), 2LK xx [236HK] or [Super]
| damage=32-58%
| location=Anywhere
| charspecific=Everyone but Drunk & Dragonball Jackie '''(Standing)'''
| description=
* Link out of Special Autocombo on standing opponents
| video=
|}}
 
{{Combo-JCFoF
| notation=
:5LP > HP > HP > HK (Autocombo), 5LP > HP > HP > HK, 2LK xx 236HK '''(stun),''' <br>
:9HK, 5LP > HP > HP > HK, 5LP > HP > HP > HK, 2LK xx 236HK
| damage=100%
| location=Anywhere
| charspecific=Lau<br>'''(Standing)'''
| description=
* TOD from Special Autocombo on standing Lau
* First part works on M. Lion, but doesn't stun
| video=
|}}
 
{{Combo-JCFoF
| notation=
:[2LK, dash], repeat
| damage=100%
| location=Anywhere
| charspecific=Universal
| description=
* High execution dash infinite; harder than Drunk/Admiral's dash infinite due to his slower dash and required use of a crouching normal
* Using a few reps of this can help push the opponent to the corner for a 41236P juggle
| video=
|}}
|}
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
===<big>'''Hyper Dragonball Jackie Combos'''</big>===
<!---Combos that only work as Boss Version--->
 
{{ComboHeader-JCFoF}}
{{Combo-JCFoF
| notation=
:2LK x3 > 2LP xx 41236HP, (dash) 2HK > 2HP xx 236HK, cl 5HP (2 hits) > cl 5HK '''(stun)''', (ender)
| damage=63-100%
| location=Corner
| charspecific=Universal*
| description=
* Doesn't stun Thorsten or M. Lion, but still does significant damage.  
* Must be very close to corner for 2HK > 2HP (1st hit) to connect, so dash can help with positioning
* May have to slightly walk out of corner before doing final juggle; delay cl 5HP until opponent is almost on the ground
| video=
|}}
 
{{Combo-JCFoF
| notation=
:2LK x4 > 2LP xx 41236HP, (dash) 2HK > 2HP xx 236HK, cl 5HK > 2HP xx 236HK '''(stun)''', (ender)
| damage=100%
| location=Corner
| charspecific=Thorsten
| description=
* Variation of above combo that stuns Thorsten
* Very strict timing on the final cl 5HK > 2HP juggle, must do as low to the ground as possible
| video=
|}}
 
{{Combo-JCFoF
| notation=
:Throw, 2HK > 2HP xx 236HK, cl 5HP (2 hits) > cl 5HK
| damage=51%
| location=Corner
| charspecific=Universal*
| description=
* Same as above combos, but starting from a throw makes stun impossible
* Must use 63214K Command Throw to juggle 2HK against '''Thorsten''' and '''M. Lion'''
* Thorsten can also be juggled after a normal throw with 2LK (with strict 2f timing)
| video=
|}}
|}
 
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
 
==<big>'''Strategy & Matchups'''</big>==
(click to expand)
<!--NOTE: "Important Punishes" refers to situations like punishing your opponent's -4 move with a 4f reversal, ranged punishes on moves with lots of pushback, or punishing a low-recovery airborne move (Thorsten 28K) with a juggle combo. Moves that are super unsafe with obvious punishes (like Drunk Jackie's super) don't need to be listed. Punishes are listed for the OPPONENT'S attacks; punishes for THIS character's moves should be listed on the other character pages-->
 
<div style="float: none;"><center><font size="4"><b>General Strategy</b></font></center></div>
 
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.
 
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Lau Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Lau'''</center>[[File:JCFoF Lau icon.png|link=Jackie Chan in Fists of Fire/Lau]] ||
'''Important punishes:'''<br>
'''2HK:''' 41236HP<br>
'''236LK:''' 63214K (Command Throw) (can be buffered for easy reversal timing)<br>
'''Super:''' block from close range, then dash up for a punish. Check the '''Miscellaneous Combos''' section for a TOD combo on Lau (not punishable at farther ranges)<br>
 
'''Wakeup Attacks:'''<br>
Neither of Lau's wakeup attacks hit low; only the first hit of Wakeup LK hits overhead, so a stand block will work against both. However, Lau could just not perform a wakeup attack, and do a reversal 2LK or 2HK instead. A blocked Wakeup LK is -7, which is punishable but may be somewhat difficult with pushback. There is a 4f gap between the hits, so Super or 63214K Command Throw can interrupt it. Wakeup HK is safe at -2 with no gap between hits. Both wakeup attacks have substantial recovery, and can be backdashed and punished after they whiff.
 
'''Strategy:'''<br> Crush Kicks in neutral are good against Lau players that abuse sweep and 236HP. Lau might whiff light DP in anticipation of this, which can be hard to punish if you aren't ready. Dragonball Jackie has slightly better movement than Lau, which is important because Lau's hits are much more rewarding to land.
 
Absolutely NEVER throw out raw Tiger Fist (41236P) against Lau, as his reversal 236HK will punish it on block for huge damage. Whiffing the LP version in neutral is less risky, as the Lau may be anticipating the block, but even this could end badly if the Lau dashes forward to get in LP Tiger Fist range before blocking.
 
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.
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Yeung Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Yeung'''</center>[[File:JCFoF Yeung icon.png|link=Jackie Chan in Fists of Fire/Yeung]] ||
'''Important punishes:'''<br>
2HK: _<br>
Super: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Thorsten Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Thorsten'''</center>[[File:JCFoF Thorsten icon.png|link=Jackie Chan in Fists of Fire/Thorsten]] ||
'''Important punishes:'''<br>
46LK: _<br>
Super: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Drunk Jackie Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Drunk Jackie'''</center>[[File:JCFoF Drunk icon.png|link=Jackie Chan in Fists of Fire/Drunken Fist Jackie]] ||
'''Important punishes:'''<br>
Far 5HK: _<br>
236P: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Dragonball Jackie Matchup (Mirror)</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Dragonball Jackie'''<br>(Mirror)</center>[[File:JCFoF Spiritual icon.png|link=Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie]] ||
'''Important punishes:'''<br>
6HP: _<br>
41236P: _<br>
Super: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Admiral Jackie Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Admiral Jackie'''</center>[[File:JCFoF Admiral icon.png|link=Jackie Chan in Fists of Fire/Admiral Jackie]] ||
'''Important punishes:'''<br>
2HK: _<br>
41236P: _<br>
Super: _<br>
 
'''Strategy:'''<br>
_<br>
 
'''Important Note:'''<br>
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. Make sure to interrupt with crouching combo if he uses Super on block, and to go for an optimal punish after his Dragon Palm whiffs.
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Sam Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Sam'''</center>[[File:JCFoF Sam icon.png|link=Jackie Chan in Fists of Fire/Sam]] ||
'''Important punishes:'''<br>
236LP: _<br>
236HP: _<br>
214K: _<br>
Super: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Kim-Maree Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''Kim-Maree'''</center>[[File:JCFoF KimMaree icon.png|link=Jackie Chan in Fists of Fire/KimMaree]] ||
'''Important punishes:'''<br>
2HK: _<br>
6HK: _<br>
236P: _<br>
 
'''Strategy:'''<br>
_
 
|}
 
 
</div>
</div>
<!--------------------------------Mini-Divider----------------------------------------->
 
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Mysterious Lion Matchup</b></font></center></div>
<div class="mw-collapsible-content">
 
{| class="wikitable"
|-
| <center>'''M. Lion'''</center>[[File:JCFoF MLion icon.png|link=Jackie Chan in Fists of Fire/Mysterious Lion]] ||
'''Important punishes:'''<br>
2HK: _<br>
 
'''Strategy:''' <br>Dash up command grab can punish the startup of a bomb, especially if Lion does the long range bomb. Tiger Fist can also be used as a read, but it is risky to throw out randomly due to Lion's easy reversal punish.
 
|}
 
 
</div>
</div>


<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
Line 1,574: Line 1,105:
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
==<big>'''Character Poses'''</big>==
==<big>'''Character Poses'''</big>==
{| class="wikitable"
{{JCFoF Poses|char=Spiritual}}
|-
! Taunt !! Win !! Time Loss/Draw
|-
| [[File:JCFoF_Spiritual_Taunt.png|300x300px|center]] || [[File:JCFoF_Spiritual_Win.png|300x300px|center]] || [[File:JCFoF_Spiritual_LossTime.png|300x300px|center]]
|-
! Charge !! Perfect !! Loss (KO)
|-
| [[File:JCFoF_Spiritual_Charge.png|300x300px|center]] || [[File:JCFoF_Spiritual_Perfect.png|300x300px|center]] || [[File:JCFoF_Spiritual_LossKO.png|300x300px|center]]
|}


<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
==<big>'''Stages'''</big>==
==<big>'''Stages'''</big>==


Line 1,601: Line 1,124:
==<big>'''External Links'''</big>==
==<big>'''External Links'''</big>==
*[https://docs.google.com/document/d/1V5H5JQ_hvfKC7bnRPk7Vz5z3ELji8vuipLH69t48yfg/edit#bookmark=id.vf2cql7eiexb Fists of Fire Bible--Spiritual Kung-Fu Jackie] by RCF -- (View -> disable Print Layout for best experience)
*[https://docs.google.com/document/d/1V5H5JQ_hvfKC7bnRPk7Vz5z3ELji8vuipLH69t48yfg/edit#bookmark=id.vf2cql7eiexb Fists of Fire Bible--Spiritual Kung-Fu Jackie] by RCF -- (View -> disable Print Layout for best experience)
*[https://docs.google.com/spreadsheets/d/1koCRoyhpBoAzur3E3n7crrCXhotuntvT4-Fc4Df1f5I/edit?usp=sharing Spiritual Kung-Fu Jackie Frame Data Spreadsheet] by Spabobin -- for more visually condensed info
*[https://docs.google.com/spreadsheets/d/1koCRoyhpBoAzur3E3n7crrCXhotuntvT4-Fc4Df1f5I/edit#gid=410823790&range=B1:L1 Spiritual Kung-Fu Jackie Frame Data Spreadsheet] by Spabobin -- for more visually condensed info


<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->
<!-----------------------------------------------------------------------------Section Divider----------------------------------------------------------------------------->


<!----------------------------------------------------------------------------------------------
--------- DON'T EDIT ANYTHING BELOW THIS LINE UNLESS YOU KNOW EXACTLY WHAT YOU'RE DOING --------
----------------------------------------------------------------------------------------------->


<center>{{Navigation-JCFoF}}</center><br>


{{Navbox-JCFoF}}
{{Navbox-JCFoF}}

Latest revision as of 02:00, 25 March 2024


You're getting better!

Intro

JP Name: 五形拳ジャッキー

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
  • 236K grants safe chip damage and hops over most low pokes
  • Can play at a very fast pace that overwhelms defenders
  • Command Throw gives extra throw range, punishes moves that are usually safe
  • Corner allows for good damage and strong resets
  • Special Autocombo can grant TOD loops on some standing characters
  • Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block
    (i.e. Admiral 41236P and Super)
  • Many buttons have limited combo potential and mediocre hurtboxes
  • No combo from 6HK overhead (unless perfectly timed as meaty)
  • Difficult execution on his most damaging combos
  • Lack of midscreen juggles weakens his reset potential
  • Mediocre anti-air options in some matchups


Character Stats


General Stats
Base Defense Stun Defense Throw Range
238 (Above Average) 10240 (Average) 56 (C)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 49f 32f


Meter Data
Charge Rate Charge Recovery
24.9% /sec 7f
Taunt Meter Drain Taunt Duration
17.7% 48f


Movement Data
Weight Prejump Frames Jump Frames
Average 5f 58f (Floaty)
Backdash Duration Backdash Distance Back Walkspeed
20f (Average) 158 (Very Far) Fastest
Forward Dash Speed Forward Walkspeed
4.8 (A) Fastest



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

5LP
JCFoF Spiritual 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 High +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP)
  • Start of Special Autocombo (LP>HP>HP>HK>HK>LK+HK)
cl.5HP
JCFoF Spiritual Close 5HP 1.png
JCFoF Spiritual Close 5HP 2.png
JCFoF Spiritual Close 5HP 3.png
Startup Active Recovery Guard Hit Adv Block Adv
3 3(3)2(4)2 23 High / High / High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10*8*6 512x2*1024 160*128*96 Y (1st Hit) - High / High / High
  • 3 hits
  • Proximity range: ≤ 68
far.5HP
JCFoF Spiritual Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 N - High
  • Proximity range: ≥ 69
cl.5LK
JCFoF Spiritual Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 11 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - High
  • Proximity range: ≤ 65
far.5LK
JCFoF Spiritual Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 High +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - High
  • Proximity range: ≥ 66
cl.5HK
JCFoF Spiritual Close 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 N - High
  • High damage, useful for some corner juggles
  • Proximity range: ≤ 77
far.5HK
JCFoF Spiritual Far 5HK 1.png
JCFoF Spiritual Far 5HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
4 (14) 3(7)3 14 High / Mid +9 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*12 1024x2 256*192 N KD0 (2nd hit) High / Mid
  • 1st hit is fast anti-air, but a little hard to use
  • On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far.5HK range
  • Proximity range: ≥ 78


Crouching Normals

2LP
JCFoF Spiritual 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2 13 Mid +4 +2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 Y - Mid
  • Longer range and more damage than 2LK
  • Mostly used in strings before a special cancel; slow startup and recovery make it risky as a raw poke
2HP
JCFoF Spiritual 2HP 1.png
JCFoF Spiritual 2HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2(5)2 23 Mid / Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*8 1024*512 192*128 Y (1st Hit) - Mid / Mid
  • 2 hits
  • 1st hit has a decent anti-air hitbox, but very few active frames compared to most AA normals
2LK
JCFoF Spiritual 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4 512 64 Y OTG, Self-chain Mid
  • Main combo starter and pressure tool
  • Frame advantage when chained into whiffed 5LP: +4/+2
2HK
JCFoF Spiritual 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2 17 Low +7 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N OTG Mid
  • Very unusual 2HK with frame advantage; can be linked from, but has a lot of pushback
  • Since most people will instinctively try to punish a blocked 2HK, it can be used as an effective frame trap
  • Blocked 2HK into immediate 236K will go over most defensive crouching light normals that the opponent is likely to use


Air Normals

j.LP
JCFoF Spiritual 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 - - Mid
  • WHAT ARE THOSE
j.HP
JCFoF Spiritual 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Spike, Squish Mid
  • Similar hitbox to j.LP
j.LK
JCFoF Spiritual 9LK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - Crossup High
  • Instant overhead if performed exactly on the first airborne frame (does not work against crouching Spiritual Kung-Fu Jackie)
nj.LK
JCFoF Spiritual 8LK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - - High
  • Has an okay air-to-air hitbox, but may be difficult to connect with a followup chain
j.HK
JCFoF Spiritual 9HK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 - - High
  • Good horizontal hitbox
nj.HK
JCFoF Spiritual 8HK 1.png
JCFoF Spiritual 8HK 2.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 3*7 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 1024x2 256x2 - Spike High / Mid
  • 2 hits


Command Normals

6LK / 4LK
JCFoF Spiritual 6LK.png
Sobat Kick
Sobat Kick
Startup Active Recovery Guard Hit Adv Block Adv
12 1 12 High +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 - Airborne 2-9f High
  • 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
6HP
JCFoF Spiritual 6HP 1.png
JCFoF Spiritual 6HP 2.png
One-Two Punch
One-Two Punch
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 1024x2 320*256 - - High / High
  • 2 hits, long range but risky poke
6HK
JCFoF Spiritual 6HK.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
24 4 13 Overhead +2 +7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 - Airborne 8-29f, Squish Mid
  • 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
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 0 576 - 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) 41236P

41236P
JCFoF Spiritual 41236P 1.png
JCFoF Spiritual 41236P 2.png
Input Priority:
above 236K and 63214K
Input Priority:
above 236K and 63214K
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 2304 256*0x4*768 - - -
  • 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 (stun on final hit only).
    • This means comboing into Tiger Fist 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 2304 256*0x4*768 - - -
  • Farther travel distance, making it strictly better for combos.
  • 6 Hits, but damage is only applied on the first and last hit (stun on final hit only).
    • This means comboing into Tiger Fist 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) 236K

236K
JCFoF Spiritual 236K 1.png
JCFoF Spiritual 236K 2.png
Input Priority:
above 63214K, below 41236P
Input Priority:
above 63214K, below 41236P
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 1280x2 240*320 - 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
  • The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire
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 1536x2 288*384 - 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)
  • Some characters can punish the HK version if not well spaced, so use carefully
  • The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire


Frantic Kick (Command Grab) 63214K

63214K
JCFoF Spiritual 63214K 1.png
JCFoF Spiritual 63214K 2.png
JCFoF Spiritual 63214K 3.png
Input Priority:
below 41236P and 236K
Input Priority:
below 41236P and 236K
LK Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
35 0 560 - - -
  • 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 0 560 - - -
  • 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 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 3584 256*0x14*1664 - Invincible 1-8f -
  • 19f super flash
  • Chip Damage: ~3%
  • 16 hits; damage only applies on first and last hits (stun on final hit only)
  • 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
    • Comboing normals into super makes the juggle harder due to a farther distance from opponent; no juggle possible vs. M. Lion

Wakeup/Knockdown

Getup Attack Detailed Info (click to expand)
  • 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
JCFoF Spiritual GetupLK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 25 High KD -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 - Invincible 1-3f -
  • Whiffs on crouchers, making it fairly weak as a wakeup tool
  • Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section
Getup HK
JCFoF Spiritual GetupHK 1.png
JCFoF Spiritual GetupHK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
8 2(13)2 23 Low / Low KD -2 (-17)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 1024*2048 256x2 - Invincible 1-7f -
  • 2 hits; 2nd hit can whiff at some ranges
  • 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
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) 1536 - - 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
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 0 288 - - -
  • 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
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
15 1 13 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 768 96 N - -
  • Doesn't combo; same animation as 6LK
JCFoF Spiritual AutoN 3 Both.png
> LP

(3)
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*8 768*1024 96*128 N - -
  • 2 hits, same animation as 6HP
JCFoF Spiritual AutoN 4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
14 2 34 Mid -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1536 192 N - -
  • 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
> HP

(2)
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 768x2 * 512 96x2 * 128 N - -
  • 3 hits, same animation as cl.5HP
JCFoF Spiritual AutoS 3.png
> HP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
11 2 21 Mid +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as first hit of 2HP
JCFoF Spiritual AutoS 4.png
> HK

(4)
Startup Active Recovery Guard Hit Adv Block Adv
10 3 18 Low +5 +2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as 2HK, but rotating the opposite direction; OTG
JCFoF Spiritual AutoS 5.png
> HK

(5)
Startup Active Recovery Guard Hit Adv Block Adv
12 2 28 High -4 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as cl.5HK
JCFoF Spiritual AutoS 6.png
> LK+HK

(6)
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 2048 256 N - -
  • Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded.
  • Airborne 10-35f



Hurtboxes/Hitstun

Standing (L High) Standing (H High) Crouching
JCFoF Spiritual Hitstun 26.png
JCFoF Spiritual Hitstun 27.png
JCFoF Spiritual Hitstun 32.png
Standing (L Mid) Standing (H Mid) 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

"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32


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 Draw.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
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