Jackie Chan in Fists of Fire/Kim-Maree/KFM: Difference between revisions
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{{KFM Character Intro|char=Kim-Maree|short=KimMaree|imgfile=JCFoF_KimMaree_ArcadePortrait.png|imgwidth=320|content= | |||
<br> | |||
{{QuotationBox | margin = center | fontsize=1.5 | | {{QuotationBox | margin = center | fontsize=1.5 | | ||
Give it your best shot! | Give it your best shot! | ||
}} | |||
<!--------------------------------Mini-Divider-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
==<big>'''Intro'''</big>== | ==<big>'''Intro'''</big>== | ||
Kim Maree Penn is an Australian actress and multi-discipline martial artist who appeared uncredited in ''Supercop'' and ''Supercop 2'', both featuring Jackie Chan. She fights primarily with professional wrestling. | Kim Maree Penn is an Australian actress and multi-discipline martial artist who appeared uncredited in ''Supercop'' and ''Supercop 2'', both featuring Jackie Chan. She fights primarily with professional wrestling. | ||
Kim is the game's "grappler" character. She has the typical weaknesses that define grapplers, such as poor movement, short jumps, and no useful ranged options. Her jump and downward-reaching air normals give her a fairly strong air approach, but she struggles to get close enough to do this effectively against a cast that overall excels at zoning. Even when she does get in, her options are very limited because her moves tend not to connect in a useful way. Kim is generally considered bottom tier because of how much her gameplan is at odds with the overall design of the game. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *Strong jump-in normals combined with fast jump give her a legitimate air approach | ||
*2LK and 2HK are far reaching, high damage low pokes | |||
*2HP and 28P are decent anti-airs | |||
*HK and HP Throw have the longest range in the game | |||
*Command Throw has good range and can be buffered with a reversal timing | |||
**This makes it dangerous to approach Kim without an airtight blockstring | |||
|cons= | |cons= | ||
* | *Very slow movement speed and no anti-zoning options to approach most of the cast | ||
**This includes her long prejump animation that makes it hard to jump over projectiles | |||
*Backdash is slow and has 4 vulnerable recovery frames at the end | |||
*Almost no combo routes besides chaining into 2HK | |||
*Normals are very slow and lack frame advantage, and most are useless against crouching opponents | |||
*28P, Kim's only comboable special and reversal, can whiff the knockdown hit on many crouchers | |||
*Running Lariat is a nearly unusable special move due to whiffing on crouchers | |||
*Desperation attack's input makes it hard to use outside of punish scenarios | |||
**It also barely does more damage than a standard throw, making it nearly useless | |||
*Tall crouch blocking hurtbox causes some moves to be safer than usual against Kim | |||
}} | |||
}} | }} | ||
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==<big>'''Character Stats'''</big>== | ==<big>'''Character Stats'''</big>== | ||
'''Prejump Frames:''' 6 <br> | |||
'''Jump Frames:''' 40 <br> | |||
'''Backdash Frames:''' 29 (1-25f invincible) <br> | |||
<br> | <br> | ||
Line 36: | Line 52: | ||
<br> | <br> | ||
===<big>'''Standing Normals'''</big>=== | ===<big>'''Standing Normals'''</big>=== | ||
<big>'''Close Stand LP'''</big> | |||
<font style="visibility:hidden" size="0">cl.5LP</font> | |||
{{MoveData | |||
|image=KFM KimMaree Close 5LP.png | |||
|caption= | |||
|name= | |||
|input=cl.5LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=3 | |||
|active=5 | |||
|recovery=6 | |||
|advHit=+5 | |||
|advBlock=+1 | |||
|specialcancel=Y | |||
|attribute=Self-Chain (slow) | |||
|description=*Whiffs on all crouch blocking characters | |||
*Whiffs on all crouching characters except M. Lion | |||
*Hitstun Type: High | |||
}} | |||
}} | |||
<br> | |||
<big>'''Far Stand LP'''</big> | |||
<font style="visibility:hidden" size="0">far.5LP</font> | |||
{{MoveData | |||
|image=KFM KimMaree Far 5LP.png | |||
|caption= | |||
|name= | |||
|input=far.5LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=4 | |||
|active=5 | |||
|recovery=6 | |||
|advHit=+5 | |||
|advBlock=+1 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Whiffs on all crouch blocking characters | |||
*Whiffs on all crouching characters except M. Lion | |||
*Hitstun Type: High | |||
}} | |||
}} | |||
<br> | |||
<big>'''Close Stand HP'''</big> | |||
<font style="visibility:hidden" size="0">cl.5HP</font> | |||
{{MoveData | |||
|image=KFM KimMaree Close 5HP 1.png | |||
|imageSize=100x250px | |||
|image2=KFM KimMaree Close 5HP 2.png | |||
|imageSize2=120x250px | |||
|caption= | |||
|name= | |||
|input=cl.5HP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High / Mid | |||
|startup=9 (13) | |||
|active=4*4 | |||
|recovery=29 | |||
|advHit=-9 | |||
|advBlock=-15 | |||
|specialcancel=Y (2nd hit) | |||
|attribute=- | |||
|description=*1st hit whiffs on all crouch blocking characters | |||
*1st hit whiffs on all crouching characters except M. Lion | |||
*Hitstun Type: High/Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Far Stand HP'''</big> | |||
<font style="visibility:hidden" size="0">far.5HP</font> | |||
{{MoveData | |||
|image=KFM KimMaree Far 5HP.png | |||
|caption= | |||
|name= | |||
|input=far.5HP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=9 | |||
|active=1 | |||
|recovery=33 | |||
|advHit=-10 | |||
|advBlock=-16 | |||
|specialcancel=N | |||
|attribute=- | |||
|description=*Whiffs on crouching Lau/Sam/Yeung | |||
*Whiffs on crouch blocking Lau/Yeung/Thorsten | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Close Stand LK'''</big> | |||
<font style="visibility:hidden" size="0">cl.5LK</font> | |||
{{MoveData | |||
|image=KFM KimMaree Close 5LK.png | |||
|caption= | |||
|name= | |||
|input=cl.5LK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Mid | |||
|startup=7 | |||
|active=6 | |||
|recovery=15 | |||
|advHit=-5 | |||
|advBlock=-9 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Far Stand LK'''</big> | |||
<font style="visibility:hidden" size="0">far.5LK</font> | |||
{{MoveData | |||
|image=KFM KimMaree Far 5LK.png | |||
|caption= | |||
|name= | |||
|input=far.5LK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Low | |||
|startup=7 | |||
|active=5 | |||
|recovery=12 | |||
|advHit=-1 | |||
|advBlock=-5 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Useful standing low with decent range, but the special cancel is basically worthless | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Close Stand HK'''</big> | |||
<font style="visibility:hidden" size="0">cl.5HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree Close 5HK 1.png | |||
|imageSize=100x250px | |||
|image2=KFM KimMaree Close 5HK 2.png | |||
|imageSize2=120x250px | |||
|caption= | |||
|name= | |||
|input=cl.5HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High / Mid | |||
|startup=9 (13) | |||
|active=4*3 | |||
|recovery=28 | |||
|advHit=-7 | |||
|advBlock=-13 | |||
|specialcancel=N | |||
|attribute=- | |||
|description=*2 hits | |||
*1st hit whiffs on all crouching/crouch blocking characters | |||
*Hitstun Type: High/Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Far Stand HK'''</big> | |||
<font style="visibility:hidden" size="0">far.5HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree Far 5HK 1.png | |||
|imageSize=115x250px | |||
|image2=KFM KimMaree Far 5HK 2.png | |||
|imageSize2=135x250px | |||
|caption= | |||
|name= | |||
|input=far.5HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Mid / High | |||
|startup=6 (8) | |||
|active=2*6 | |||
|recovery=28 | |||
|advHit=-10 | |||
|advBlock=-16 | |||
|specialcancel=N | |||
|attribute=- | |||
|description=*1st hit has very short range | |||
*2nd hit whiffs vs. crouching Lau, Sam, Kim; also whiffs on all crouch blocking characters | |||
**Because of these factors and its long recovery, it is essentially worthless as a poke | |||
*Hitstun Type: Mid/High | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
===<big>'''Crouching Normals'''</big>=== | |||
<big>'''Crouch LP'''</big> | |||
<font style="visibility:hidden" size="0">2LP</font> | |||
{{MoveData | |||
|image=KFM KimMaree 2LP.png | |||
|caption= | |||
|name= | |||
|input=2LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Mid | |||
|startup=4 | |||
|active=5 | |||
|recovery=6 | |||
|advHit=+5 | |||
|advBlock=+1 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Kim's only useful normal with frame advantage, fairly stubby | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Crouch HP'''</big> | |||
<font style="visibility:hidden" size="0">2HP</font> | |||
{{MoveData | |||
|image=KFM KimMaree 2HP 1.png | |||
|imageSize=100x250px | |||
|image2=KFM KimMaree 2HP 2.png | |||
|imageSize2=120x250px | |||
|caption= | |||
|name= | |||
|input=2HP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High / High | |||
|startup=4 (7) | |||
|active=2<small>(1)</small>8 | |||
|recovery=22 | |||
|advHit=-6 (-14) | |||
|advBlock=-12 | |||
|specialcancel=Y (1st hit) | |||
|attribute=- | |||
|description=*2 hits, 2nd hit is a decent anti-air | |||
*1st hit only hits crouching Thorsten/M. Lion, whiffs on all crouch blocking characters | |||
**Doesn't do much damage anyway, so its cancel property isn't useful | |||
**It is technically possible to anti-air with 2HP xx 28P, but it is very impractical because 2HP must be done very late and while directly under the opponent | |||
*2nd hit whiffs on all crouching/crouch blocking characters as well (-14 oH if only 1st hit connects) | |||
*Hitstun Type: High/High | |||
}} | |||
}} | |||
<br> | |||
<big>'''Crouch LK'''</big> | |||
<font style="visibility:hidden" size="0">2LK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 2LK_2HK.png | |||
|caption= | |||
|name= | |||
|input=2LK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Low | |||
|startup=6 | |||
|active=6 | |||
|recovery=14 | |||
|advHit=-1 | |||
|advBlock=-6 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Good range for a light normal, can chain into 2HK fairly safely | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Crouch HK'''</big> | |||
<font style="visibility:hidden" size="0">2HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 2LK_2HK.png | |||
|caption= | |||
|name= | |||
|input=2HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Low | |||
|startup=7 | |||
|active=8 | |||
|recovery=22 | |||
|advHit=SKD | |||
|advBlock=-12 | |||
|specialcancel=N | |||
|attribute=- | |||
|description=*Strong poke, Kim's main combo ender | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
===<big>'''Air Normals'''</big>=== | |||
<big>'''Jump LP'''</big> | |||
<font style="visibility:hidden" size="0">8LP</font> | |||
{{MoveData | |||
|image=KFM KimMaree 8LP.png | |||
|caption= | |||
|name= | |||
|input=8LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=3 | |||
|active=until ground | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=Crossup | |||
|description=*Very strict, impractical crossup spacing | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Jump HP'''</big> | |||
<font style="visibility:hidden" size="0">8HP</font> | |||
{{MoveData | |||
|image=KFM KimMaree 8HP.png | |||
|caption= | |||
|name= | |||
|input=8HP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=6 | |||
|active=9 | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=Crossup | |||
|description=*Can crossup, particularly on opponent's wakeup | |||
*Hitstun Type: Mid | |||
*Instant Overhead: | |||
**2f timing vs. crouch blocking Sam, Kim-Maree, M. Lion, Admiral | |||
**1f timing vs. crouch blocking Lau, Yeung, Thorsten, Dragonball | |||
**3f timing vs. crouching Thorsten, ''M. Lion'' (''2f at close range'') | |||
**2f timing vs. crouching Kim-Maree, Admiral | |||
**1f timing vs. crouching Yeung, Dragonball, Drunk | |||
}} | |||
}} | |||
<br> | |||
<big>'''Diagonal Jump LK'''</big> | |||
<font style="visibility:hidden" size="0">9LK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 9LK.png | |||
|imageSize=120x250px | |||
|caption= | |||
|name= | |||
|input=9LK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=4 | |||
|active=until ground | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=Crossup | |||
|description=*Very narrow crossup | |||
*Hitstun Type: Mid | |||
*Instant Overhead: | |||
**1f timing vs. crouch blocking Yeung, Sam, Kim-Maree, M. Lion | |||
**2f timing vs. crouching M. Lion | |||
**1f timing vs. crouching Thorsten, Kim-Maree | |||
}} | |||
}} | |||
<br> | |||
<big>'''Neutral Jump LK'''</big> | |||
<font style="visibility:hidden" size="0">8LK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 8LK.png | |||
|caption= | |||
|name= | |||
|input=8LK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=3 | |||
|active=until ground | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=- | |||
|description=*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Diagonal Jump HK'''</big> | |||
<font style="visibility:hidden" size="0">9HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 9HK.png | |||
|caption= | |||
|name= | |||
|input=9HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=6 | |||
|active=8 | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=Crossup | |||
|description=*Strong crossup jumpin | |||
*Can chain into j.HP for good damage and frame advantage | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Neutral Jump HK'''</big> | |||
<font style="visibility:hidden" size="0">8HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 8HK.png | |||
|caption= | |||
|name= | |||
|input=8HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Overhead | |||
|startup=7 | |||
|active=8 | |||
|recovery=- | |||
|advHit=- | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=- | |||
|description=*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
==<big>'''Throws'''</big>== | |||
<br> | |||
<big>'''HP Throw'''</big> | |||
<font style="visibility:hidden" size="0">HP Throw</font> | |||
{{MoveData | |||
|image=KFM KimMaree HP Throw 1.png | |||
|imageSize=135x250px | |||
|image2=KFM KimMaree HP Throw 2.png | |||
|imageSize2=135x250px | |||
|caption= | |||
|name= | |||
|input=close 6HP/4HP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=Air Reset | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=Mashable | |||
|description=*With equal mashing, this throw does slightly more damage than HK Throw | |||
*The reset can be strong in the corner, but midscreen Kim is probably better off with the HK Throw knockdown | |||
}} | |||
}} | |||
<br> | |||
<big>'''HK Throw'''</big> | |||
<font style="visibility:hidden" size="0">HK Throw</font> | |||
{{MoveData | |||
|image=KFM KimMaree HK Throw 1.png | |||
|imageSize=175x250px | |||
|image2=KFM KimMaree HK Throw 2.png | |||
|imageSize2=175x250px | |||
|caption= | |||
|name= | |||
|input=close 6HK/4HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=HKD | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=- | |||
|description=*The hard knockdown gives Kim some tricky jump mixups | |||
}} | |||
}} | |||
<br> | |||
<big>'''Air HK Throw'''</big> | |||
<font style="visibility:hidden" size="0">Air HK Throw</font> | |||
{{MoveData | |||
|image=KFM KimMaree Air Throw 1.png | |||
|imageSize=175x250px | |||
|image2=KFM KimMaree Air Throw 2.png | |||
|imageSize2=175x250px | |||
|caption= | |||
|name= | |||
|input=close j.6HK/j.4HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=HKD | |||
|advBlock=- | |||
|specialcancel=- | |||
|attribute=- | |||
|description=*Does not work after an air reset | |||
*Mainly used as a predictive air-to-air | |||
*Can also option select this alongside j.HK to catch some airborne attacks | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
==<big>'''Special Moves'''</big>== | |||
<br> | |||
<big>'''Running Lariat Drop'''</big> | |||
<font style="visibility:hidden" size="0">41236P</font> | |||
{{MoveData | |||
|image=KFM KimMaree 41236P 1.png | |||
|imageSize=105x250px | |||
|image2=KFM KimMaree 41236P 2.png | |||
|imageSize2=105x250px | |||
|image3=KFM KimMaree 41236P 3.png | |||
|imageSize3=150x250px | |||
|caption= | |||
|name= | |||
|input=41236P | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|version=LP | |||
|damage=? | |||
|stun=0 | |||
|guard=High Throw | |||
|startup=13 | |||
|active=11~36 | |||
|recovery=16 | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*Counterhittable during run, whiffs on crouchers | |||
*Travels a shorter distance, making it easier for opponent to punish even if they don't interrupt | |||
*Active frames end if Kim reaches the corner | |||
}} | |||
{{AttackData-JCFoF-KFM | |||
|version=HP | |||
|damage=? | |||
|stun=0 | |||
|guard=High Throw | |||
|startup=17 | |||
|active=8~72 | |||
|recovery=24 | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*Counterhittable during run, whiffs on crouchers | |||
*Will run past crouching opponent if they don't interrupt | |||
*Active frames end if Kim reaches the corner | |||
*72 active frames is the maximum if the opponent backdashes to force the screen to keep scrolling | |||
**46 active frames from corner to corner if opponent crouches without moving | |||
}} | |||
}} | |||
'''Priority:''' above 41236K, 28P, Desperation | |||
<br><br> | |||
<big>'''I Want You! (B. Bomber)'''</big> | |||
<font style="visibility:hidden" size="0">28P</font> | |||
{{MoveData | |||
|image=KFM KimMaree 28P 1.png | |||
|imageSize=125x250px | |||
|image2=KFM KimMaree 28P 2.png | |||
|imageSize2=155x250px | |||
|caption= | |||
|name= | |||
|input=28P | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|version=LP | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=5 | |||
|active=1*11 | |||
|recovery=32 | |||
|advHit=-20 | |||
|advBlock=-26 | |||
|attribute=Invincible 1-5f | |||
|description=*Whiffs on crouching Lau, Sam, Yeung (can hit crouching Yeung when comboed into) | |||
**Against crouching Kim, it will whiff if comboed into | |||
*Whiffs on crouch blocking Lau, Yeung, Thorsten | |||
*HKD vs. airborne opponents (because of this, it's only useful as an anti-air) | |||
**The 2nd "knockdown" hitbox technically exists, but can never hit a grounded opponent except in highly unusual scenarios (i.e. timed to hit late in the active frames as a meaty) | |||
}} | |||
{{AttackData-JCFoF-KFM | |||
|version=HP | |||
|damage=? | |||
|stun=? | |||
|guard=Mid / High | |||
|startup=5 | |||
|active=1*12 | |||
|recovery=37 | |||
|advHit=HKD (-26) | |||
|advBlock=-31 | |||
|attribute=Invincible 1-5f | |||
|description=*2 hits; only 2nd hit knocks down | |||
*Whiffs on crouching Lau, Sam, Yeung | |||
**vs. Yeung, 1st hit connects if comboed into, but no knockdown | |||
**vs. Kim, 2nd hit whiffs on crouch if comboed into, making it only useful as a close-range reversal | |||
*Whiffs on crouch blocking Lau, Yeung, Thorsten; M. Lion (2nd hit) | |||
}} | |||
}} | |||
'''Priority:''' below 41236P (can't overlap with 41236K) | |||
<br><br> | |||
<big>'''Double Frankensteiner (Command Throw)'''</big> | |||
<font style="visibility:hidden" size="0">41236K</font> | |||
{{MoveData | |||
|image=KFM KimMaree 41236K Desperation 1.png | |||
|imageSize=105x250px | |||
|image2=KFM KimMaree 41236K Desperation 2.png | |||
|imageSize2=125x250px | |||
|image3=KFM KimMaree 41236K Desperation 3.png | |||
|imageSize3=95x250px | |||
|caption= | |||
|name= | |||
|input=close 41236K | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|version=LP | |||
|damage=? | |||
|stun=0 | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*Side switches, so less useful when the opponent is cornered | |||
*Good range for punishing some barely-unsafe moves | |||
}} | |||
{{AttackData-JCFoF-KFM | |||
|version=HP | |||
|damage=? | |||
|stun=0 | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*Side switches, so less useful when the opponent is cornered | |||
*Good range for punishing some barely-unsafe moves | |||
}} | |||
}} | |||
'''Priority:''' below 41236P (can't overlap with 28P) | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
==<big>'''Desperation'''</big>== | |||
<br> | |||
<big>'''Ultra Frankensteiner'''</big> | |||
<font style="visibility:hidden" size="0">6,41236LK+HK</font> | |||
{{MoveData | |||
|image=KFM KimMaree 41236K Desperation 1.png | |||
|imageSize=105x250px | |||
|image2=KFM KimMaree 41236K Desperation 2.png | |||
|imageSize2=125x250px | |||
|image3=KFM KimMaree 41236K Desperation 3.png | |||
|imageSize3=95x250px | |||
|caption= | |||
|name= | |||
|input=6,41236LK+HK | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=0 | |||
|guard=Throw | |||
|startup=1 | |||
|active=- | |||
|recovery=- | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*The input makes it difficult to use quickly outside of reversal punish situations | |||
*Barely does more damage than a regular command throw - little reason to attempt this move unless it's guaranteed | |||
}} | |||
}} | |||
'''Priority:''' below 41236P | |||
<br> | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | |||
==<big>'''Combos'''</big>== | |||
- | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | |||
==<big>'''Strategy'''</big>== | |||
- | |||
==='''Anti-Airs'''=== | |||
*'''x''' - x | |||
==='''Reversals'''=== | |||
*'''x''' - x | |||
==='''Matchup Notes'''=== | |||
'''Lau''' | |||
* | |||
'''Yeung''' | |||
* | |||
'''Sam''' | |||
* | |||
'''Thorsten''' | |||
* | |||
'''Kim-Maree''' | |||
* | |||
'''M. Lion''' | |||
* | |||
'''Dragonball Jackie''' | |||
* | |||
'''Drunk Jackie''' | |||
* | |||
'''Admiral Jackie''' | |||
* | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | |||
{| class="wikitable" | |||
|- style="vertical-align:bottom;" | |||
| [[File:KFM_KimMaree_Idle.png|326px]] || [[File:KFM_KimMaree_Idle_Crouch.png|350px]] | |||
|} | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
Line 52: | Line 867: | ||
{{Navbox-JCFoF-KFM}} | |||
{{Navbox-JCFoF}} | |||
[[Category:Jackie Chan in Fists of Fire]] | [[Category:Jackie Chan in Fists of Fire]] | ||
[[Category:Kim-Maree]] | [[Category:Kim-Maree]] |
Latest revision as of 05:00, 25 March 2024
“ |
Give it your best shot! |
” |
Intro
Kim Maree Penn is an Australian actress and multi-discipline martial artist who appeared uncredited in Supercop and Supercop 2, both featuring Jackie Chan. She fights primarily with professional wrestling.
Kim is the game's "grappler" character. She has the typical weaknesses that define grapplers, such as poor movement, short jumps, and no useful ranged options. Her jump and downward-reaching air normals give her a fairly strong air approach, but she struggles to get close enough to do this effectively against a cast that overall excels at zoning. Even when she does get in, her options are very limited because her moves tend not to connect in a useful way. Kim is generally considered bottom tier because of how much her gameplan is at odds with the overall design of the game.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Prejump Frames: 6
Jump Frames: 40
Backdash Frames: 29 (1-25f invincible)
Frame Data Info (click to expand) | |
---|---|
Damage | Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage |
Stun | Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun |
Guard | The way a move must be guarded against. Throw = Cannot be blocked Overhead = Must be blocked standing Low = Must be blocked crouching. Mid = Can be blocked both standing and crouching. High = Can be blocked standing, whiffs against crouching.
|
Startup | The number of frames it takes for a move to become active. If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit High attack where the first hit whiffs vs. crouching). |
Active | The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. Attacks with more active frames are more effective as pokes and anti-airs. |
Recovery | The number of frames that a character cannot act after startup and active frames have passed. For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo). |
Hit Adv | The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent. HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning) SKD = Soft Knockdown (opponent rises shortly after landing) |
Block Adv | The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent. |
Special Cancel | The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled. |
Attribute | Self-chain = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, and after hitstop/blockstop if it connects)
No-Chain = Normal attack that cannot be chained into another normal |
Hitstun Type | This property is noted in the move description when applicable. Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack. |
Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.
Normals
Standing Normals
Close Stand LP cl.5LP
cl.5LP
|
---|
Far Stand LP far.5LP
far.5LP
|
---|
Close Stand HP cl.5HP
cl.5HP
|
---|
Far Stand HP far.5HP
far.5HP
|
---|
Close Stand LK cl.5LK
cl.5LK
|
---|
Far Stand LK far.5LK
far.5LK
|
---|
Close Stand HK cl.5HK
cl.5HK
|
---|
Far Stand HK far.5HK
far.5HK
|
---|
Crouching Normals
Crouch LP 2LP
2LP
|
---|
Crouch HP 2HP
2HP
|
---|
Crouch LK 2LK
2LK
|
---|
Crouch HK 2HK
2HK
|
---|
Air Normals
Jump LP 8LP
8LP
|
---|
Jump HP 8HP
8HP
|
---|
Diagonal Jump LK 9LK
9LK
|
---|
Neutral Jump LK 8LK
8LK
|
---|
Diagonal Jump HK 9HK
9HK
|
---|
Neutral Jump HK 8HK
8HK
|
---|
Throws
HP Throw
HP Throw
close 6HP/4HP
|
---|
HK Throw HK Throw
close 6HK/4HK
|
---|
Air HK Throw Air HK Throw
close j.6HK/j.4HK
|
---|
Special Moves
Running Lariat Drop
41236P
41236P
|
---|
Priority: above 41236K, 28P, Desperation
I Want You! (B. Bomber) 28P
28P
|
---|
Priority: below 41236P (can't overlap with 41236K)
Double Frankensteiner (Command Throw) 41236K
close 41236K
|
---|
Priority: below 41236P (can't overlap with 28P)
Desperation
Ultra Frankensteiner
6,41236LK+HK
6,41236LK+HK
|
---|
Priority: below 41236P
Combos
-
Strategy
-
Anti-Airs
- x - x
Reversals
- x - x
Matchup Notes
Lau
Yeung
Sam
Thorsten
Kim-Maree
M. Lion
Dragonball Jackie
Drunk Jackie
Admiral Jackie
![]() |
![]() |
External Links
- Kung Fu Master frame data sheet--Kim-Maree by Spabobin