Jackie Chan in Fists of Fire/Drunken Fist Jackie/KFM: Difference between revisions
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{{KFM Character Intro|char=Drunken_Fist_Jackie|short=Drunk|imgfile=JCFoF_Drunk_ArcadePortrait.png|imgwidth=340|content= | |||
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Hahahaha! | Hahahaha! | ||
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==<big>'''Intro'''</big>== | ==<big>'''Intro'''</big>== | ||
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*Floaty jump arc with mediocre air normals | *Floaty jump arc with mediocre air normals | ||
*No great way around projectile zoning besides trying to clash with his own jugs | *No great way around projectile zoning besides trying to clash with his own jugs | ||
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| [[File:KFM_Drunk_Idle.png]] || [[File:KFM_Drunk_Idle_Crouch.png]] | | [[File:KFM_Drunk_Idle.png|350px]] || [[File:KFM_Drunk_Idle_Crouch.png|340px]] | ||
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*[https://docs.google.com/spreadsheets/d/1xKRa3IeP1O2KXZuGkIQLrSUwSuplZwmq7Nmujbz6XwE/edit#gid=667980460&range=B1:H2 Kung Fu Master frame data sheet--Drunk Jackie] by Spabobin | *[https://docs.google.com/spreadsheets/d/1xKRa3IeP1O2KXZuGkIQLrSUwSuplZwmq7Nmujbz6XwE/edit#gid=667980460&range=B1:H2 Kung Fu Master frame data sheet--Drunk Jackie] by Spabobin | ||
{{Navbox-JCFoF-KFM}} | {{Navbox-JCFoF-KFM}} |
Latest revision as of 05:00, 25 March 2024
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Intro
Also known as "Drunk Jackie" or "Zui Quan Jackie" in reference to his drunken boxing fighting style. This version of Jackie Chan is based on his portrayal of Wong Fei-Hung in 1994's Drunken Master II (The Legend of Drunken Master in North America), a sequel to his 1978 film Drunken Master. In the film, Wong fights to stop a British smuggling operation attempting to steal precious Chinese artifacts.
Drunk Jackie has good ground movement and strong pokes, combined with a Jug Throw that makes it hard for many characters to approach him. However, his jump is floaty and he doesn't have many options to contest in a fireball war (jug has more recovery than most other projectiles). He is at his strongest when he can force the opponent to keep blocking his light normals, then either dash in for a throw or confirm into his HP Drunk Dragon for an instant stun. Drunk Jackie is the only Jackie character with a Desperation attack - however, instead of attacking, he chugs his drink for about 5 seconds while completely invulnerable, granting him a significant damage boost afterward.
As a boss character, Drunk Jackie is not selectable without using cheats. He becomes a selectable opponent after defeating four of the six main characters in Arcade mode.
Strengths | Weaknesses |
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Character Stats
Prejump Frames: 4
Jump Frames: 46
Backdash Frames: 16 (all invincible)
Frame Data Info (click to expand) | |
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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.
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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
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Far Stand LP far.5LP
far.5LP
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Close Stand HP cl.5HP
cl.5HP
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Far Stand HP far.5HP
far.5HP
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Close Stand LK cl.5LK
cl.5LK
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Far Stand LK far.5LK
far.5LK
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Close Stand HK cl.5HK
cl.5HK
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Far Stand HK far.5HK
far.5HK
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Crouching Normals
Crouch LP 2LP
2LP
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Crouch HP 2HP
2HP
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Crouch LK 2LK
2LK
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Crouch HK 2HK
2HK
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Air Normals
Diagonal Jump LP 9LP
9LP
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Neutral Jump LP 8LP
8LP
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Jump HP 8HP
8HP
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Jump LK 8LK
8LK
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Jump HK 8HK
8HK
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Throws
HP Throw
HP Throw
close 6HP/4HP
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Special Moves
Jug Throw
236P
236P
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Priority: above 6246P
Drunk Dragon 6246P
6246P
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Priority: below 236P
Desperation
Drunken Power Up
214LP+HP
214LP+HP
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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--Drunk Jackie by Spabobin