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. | |||
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*2LK and 2HK are far reaching, high damage low pokes | *2LK and 2HK are far reaching, high damage low pokes | ||
*2HP and 28P are decent anti-airs | *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 | *Command Throw has good range and can be buffered with a reversal timing | ||
**This makes it dangerous to approach Kim without an airtight blockstring | **This makes it dangerous to approach Kim without an airtight blockstring | ||
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**It also barely does more damage than a standard throw, making it nearly useless | **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 | *Tall crouch blocking hurtbox causes some moves to be safer than usual against Kim | ||
}} | |||
}} | }} | ||
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<font style="visibility:hidden" size="0">cl.5LP</font> | <font style="visibility:hidden" size="0">cl.5LP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Close 5LP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">far.5LP</font> | <font style="visibility:hidden" size="0">far.5LP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Far 5LP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">cl.5HP</font> | <font style="visibility:hidden" size="0">cl.5HP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Close 5HP 1.png | ||
|imageSize=100x250px | |||
|image2=KFM KimMaree Close 5HP 2.png | |||
|imageSize2=120x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">far.5HP</font> | <font style="visibility:hidden" size="0">far.5HP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Far 5HP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">cl.5LK</font> | <font style="visibility:hidden" size="0">cl.5LK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Close 5LK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">far.5LK</font> | <font style="visibility:hidden" size="0">far.5LK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Far 5LK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">cl.5HK</font> | <font style="visibility:hidden" size="0">cl.5HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Close 5HK 1.png | ||
|imageSize=100x250px | |||
|image2=KFM KimMaree Close 5HK 2.png | |||
|imageSize2=120x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">far.5HK</font> | <font style="visibility:hidden" size="0">far.5HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Far 5HK 1.png | ||
|imageSize=115x250px | |||
|image2=KFM KimMaree Far 5HK 2.png | |||
|imageSize2=135x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">2LP</font> | <font style="visibility:hidden" size="0">2LP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 2LP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">2HP</font> | <font style="visibility:hidden" size="0">2HP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 2HP 1.png | ||
|imageSize=100x250px | |||
|image2=KFM KimMaree 2HP 2.png | |||
|imageSize2=120x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">2LK</font> | <font style="visibility:hidden" size="0">2LK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 2LK_2HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">2HK</font> | <font style="visibility:hidden" size="0">2HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 2LK_2HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">8LP</font> | <font style="visibility:hidden" size="0">8LP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 8LP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">8HP</font> | <font style="visibility:hidden" size="0">8HP</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 8HP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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|attribute=Crossup | |attribute=Crossup | ||
|description=*Can crossup, particularly on opponent's wakeup | |description=*Can crossup, particularly on opponent's wakeup | ||
*Hitstun Type: Mid | *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 | |||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0">9LK</font> | <font style="visibility:hidden" size="0">9LK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 9LK.png | ||
|imageSize=120x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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|description=*Very narrow crossup | |description=*Very narrow crossup | ||
*Hitstun Type: Mid | *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 | |||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0">8LK</font> | <font style="visibility:hidden" size="0">8LK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 8LK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">9HK</font> | <font style="visibility:hidden" size="0">9HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 9HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">8HK</font> | <font style="visibility:hidden" size="0">8HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 8HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">HP Throw</font> | <font style="visibility:hidden" size="0">HP Throw</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree HP Throw 1.png | ||
|imageSize=135x250px | |||
|image2=KFM KimMaree HP Throw 2.png | |||
|imageSize2=135x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">HK Throw</font> | <font style="visibility:hidden" size="0">HK Throw</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree HK Throw 1.png | ||
|imageSize=175x250px | |||
|image2=KFM KimMaree HK Throw 2.png | |||
|imageSize2=175x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">Air HK Throw</font> | <font style="visibility:hidden" size="0">Air HK Throw</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree Air Throw 1.png | ||
|imageSize=175x250px | |||
|image2=KFM KimMaree Air Throw 2.png | |||
|imageSize2=175x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">41236P</font> | <font style="visibility:hidden" size="0">41236P</font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |caption= | ||
|name= | |name= | ||
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}} | }} | ||
}} | }} | ||
'''Priority:''' above 41236K, 28P | '''Priority:''' above 41236K, 28P, Desperation | ||
<br><br> | <br><br> | ||
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<font style="visibility:hidden" size="0">28P</font> | <font style="visibility:hidden" size="0">28P</font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=KFM KimMaree 28P 1.png | ||
|imageSize=125x250px | |||
|image2=KFM KimMaree 28P 2.png | |||
|imageSize2=155x250px | |||
|caption= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">41236K</font> | <font style="visibility:hidden" size="0">41236K</font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |caption= | ||
|name= | |name= | ||
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<font style="visibility:hidden" size="0">6,41236LK+HK</font> | <font style="visibility:hidden" size="0">6,41236LK+HK</font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |caption= | ||
|name= | |name= | ||
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}} | }} | ||
}} | }} | ||
'''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-----------------------------------------------------------------------------> | ||
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{{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
![]() |
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External Links
- Kung Fu Master frame data sheet--Kim-Maree by Spabobin