Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie: Difference between revisions
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|image2=JCFoF Spiritual 41236P 2.png | |image2=JCFoF Spiritual 41236P 2.png | ||
|imageSize2=175x250px | |imageSize2=175x250px | ||
| | |caption2='''Input Priority:'''<br>above 236K and 63214K | ||
|name= | |name= | ||
|input=41236P | |input=41236P | ||
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}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Crush Kick (Axe Kick)'''</big> | <big>'''Crush Kick (Axe Kick)'''</big> | ||
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|image2=JCFoF Spiritual 236K 2.png | |image2=JCFoF Spiritual 236K 2.png | ||
|imageSize2=140x200px | |imageSize2=140x200px | ||
| | |caption2='''Input Priority:'''<br>above 63214K, below 41236P | ||
|name= | |name= | ||
|input=236K | |input=236K | ||
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}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Frantic Kick (Command Grab)'''</big> | <big>'''Frantic Kick (Command Grab)'''</big> | ||
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|image3=JCFoF Spiritual 63214K 3.png | |image3=JCFoF Spiritual 63214K 3.png | ||
|imageSize3=140x200px | |imageSize3=140x200px | ||
| | |caption3='''Input Priority:'''<br>below 41236P and 236K | ||
|name= | |name= | ||
|input=63214K | |input=63214K | ||
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}} | }} | ||
}} | }} | ||
<!--------------------------------Mini-Divider-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
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{{MoveData | {{MoveData | ||
|image=JCFoF Spiritual AutoN 2.png | |image=JCFoF Spiritual AutoN 2.png | ||
|imageSize= | |imageSize=100x250px | ||
|caption= | |caption= | ||
|name= | |name= | ||
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|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(2) | ||
|damage=6 | |damage=6 | ||
|stun=768 | |stun=768 | ||
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|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 | |version=> LP<br><br>(3) | ||
|damage=6*8 | |damage=6*8 | ||
|stun=768*1024 | |stun=768*1024 | ||
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|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 | |version=> LP<br><br>(4) | ||
|damage=12 | |damage=12 | ||
|stun=1536 | |stun=1536 | ||
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{{MoveData | {{MoveData | ||
|image=JCFoF Spiritual AutoS 2 All.png | |image=JCFoF Spiritual AutoS 2 All.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> HP | |version=> HP<br><br>(2) | ||
|damage=6*6*8 | |damage=6*6*8 | ||
|stun=768x2 * 512 | |stun=768x2 * 512 | ||
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|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=> HP | |version=> HP<br><br>(3) | ||
|damage=10 | |damage=10 | ||
|stun=1280 | |stun=1280 | ||
Line 999: | 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=> HK | |version=> HK<br><br>(4) | ||
|damage=8 | |damage=8 | ||
|stun=1024 | |stun=1024 | ||
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|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=> HK | |version=> HK<br><br>(5) | ||
|damage=8 | |damage=8 | ||
|stun=1024 | |stun=1024 | ||
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|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=> LK+HK | |version=> LK+HK<br><br>(6) | ||
|damage=16 | |damage=16 | ||
|stun=2048 | |stun=2048 | ||
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<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
<center>{{Navigation-JCFoF}}</center><br> | <center>{{Navigation-JCFoF}}</center><br> |
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 |
---|---|
|
|
Character Stats
Base Defense | Stun Defense | Throw Range |
---|---|---|
238 (Above Average) | 10240 (Average) | 56 (C) |
Neutral Rise | Forward Roll | Backward Roll |
---|---|---|
32f | 49f | 32f |
Charge Rate | Charge Recovery |
---|---|
24.9% /sec | 7f |
Taunt Meter Drain | Taunt Duration |
17.7% | 48f |
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)
No-Chain = Normal attack that cannot be chained into another normal |
Hitstun Type | Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack. |
Normals
Standing Normals
5LP
|
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cl.5HP
|
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far.5HP
|
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cl.5LK
|
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far.5LK
|
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cl.5HK
|
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far.5HK
|
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Crouching Normals
2LP
|
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2HP
|
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2LK
|
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2HK
|
---|
Air Normals
j.LP
|
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j.HP
|
---|
j.LK
|
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nj.LK
|
---|
j.HK
|
---|
nj.HK
|
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Command Normals
6LK / 4LK
|
---|
6HP
|
---|
6HK
|
---|
Throws
HP Throw
|
---|
Special Moves
Tiger Fist (Dragonball)
41236P
41236P
|
---|
Crush Kick (Axe Kick) 236K
236K
|
---|
Frantic Kick (Command Grab) 63214K
63214K
|
---|
Super
Five Animal Fist Fury
41236LP+HP
41236LP+HP
|
---|
Wakeup/Knockdown
- Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
- The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
- After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
|
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Getup HK
|
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Pursuit Attack
8LP or 8HP |
---|
Pursuit Counter
Any 2 Buttons |
---|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
Special Autocombo - LP > HP > HP > HK > HK > LK+HK
Hurtboxes/Hitstun
Standing (L High) | Standing (H High) | Crouching |
---|---|---|
Standing (L Mid) | Standing (H Mid) | Juggle State |
Standing Blockstun | Crouching Blockstun | OTG State |
"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
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt | Win | Time Loss/Draw |
---|---|---|
Charge | Perfect | Loss (KO) |
Stages
External Links
- Fists of Fire Bible--Spiritual Kung-Fu Jackie by RCF -- (View -> disable Print Layout for best experience)
- Spiritual Kung-Fu Jackie Frame Data Spreadsheet by Spabobin -- for more visually condensed info