Jackie Chan in Fists of Fire/Kim-Maree/KFM: Difference between revisions
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<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=JCFoF KimMaree icon.png | |||
|caption= | |||
|name= | |||
|input=cl.5LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=3 | |||
|active= | |||
|recovery= | |||
|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: | |||
}} | |||
}} | |||
<br> | |||
<big>'''Far Stand LP'''</big> | |||
<font style="visibility:hidden" size="0">far.5LP</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|caption= | |||
|name= | |||
|input=far.5LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=High | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|advHit=+5 | |||
|advBlock=+1 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Whiffs on all crouch blocking characters | |||
*Whiffs on all crouching characters except M. Lion | |||
*Hitstun Type: | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
===<big>'''Crouching Normals'''</big>=== | |||
<big>'''Crouch LP'''</big> | |||
<font style="visibility:hidden" size="0">2LP</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|caption= | |||
|name= | |||
|input=2LP | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|damage=? | |||
|stun=? | |||
|guard=Mid | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|advHit=+5 | |||
|advBlock=+1 | |||
|specialcancel=Y | |||
|attribute=- | |||
|description=*Hitstun Type: | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
===<big>'''Air Normals'''</big>=== | |||
<big>'''Jump LP'''</big> | |||
<font style="visibility:hidden" size="0">8LP</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.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: | |||
}} | |||
}} | |||
<br> | |||
<!--------------------------------Mini-Divider-----------------------------------------> | |||
==<big>'''Throws'''</big>== | |||
<br> | |||
<big>'''HP Throw'''</big> | |||
<font style="visibility:hidden" size="0">HP Throw</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|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=JCFoF KimMaree icon.png | |||
|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=JCFoF KimMaree icon.png | |||
|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=JCFoF KimMaree icon.png | |||
|caption= | |||
|name= | |||
|input=41236P | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|version=LP | |||
|damage=? | |||
|stun=? | |||
|guard=High Throw | |||
|startup=13 | |||
|active= | |||
|recovery= | |||
|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 | |||
}} | |||
{{AttackData-JCFoF-KFM | |||
|version=HP | |||
|damage=? | |||
|stun=? | |||
|guard=High Throw | |||
|startup=17 | |||
|active= | |||
|recovery= | |||
|advHit=HKD | |||
|advBlock=- | |||
|attribute=- | |||
|description=*Counterhittable during run, whiffs on crouchers | |||
*Will run past crouching opponent if they don't interrupt | |||
}} | |||
}} | |||
'''Priority:''' above 41236K, 28P | |||
<br><br> | |||
<big>'''I Want You! (B. Bomber)'''</big> | |||
<font style="visibility:hidden" size="0">28P</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|caption= | |||
|name= | |||
|input=28P | |||
|data= | |||
{{AttackData-JCFoF-KFM | |||
|version=LP | |||
|damage=? | |||
|stun=? | |||
|guard=Mid | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|advHit=-20 | |||
|advBlock=-26 | |||
|attribute=Invincible 1-5f | |||
|description=*HKD vs. airborne opponents | |||
**Because it doesn't knock down on the ground, this should only be used as an anti-air | |||
*- | |||
}} | |||
{{AttackData-JCFoF-KFM | |||
|version=HP | |||
|damage=? | |||
|stun=? | |||
|guard=Mid / High | |||
|startup=5 | |||
|active= | |||
|recovery= | |||
|advHit=HKD (-26) | |||
|advBlock=-31 | |||
|attribute=Invincible 1-5f | |||
|description=*2 hits; only 2nd hit knocks down | |||
*- | |||
}} | |||
}} | |||
'''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=JCFoF KimMaree icon.png | |||
|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=JCFoF KimMaree icon.png | |||
|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 | |||
}} | |||
}} | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> |
Revision as of 03:30, 29 January 2022
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.
Strengths | Weaknesses |
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Character Stats
TBD
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.
|
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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Crouching Normals
Crouch LP 2LP
2LP
|
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Air Normals
Jump LP 8LP
8LP
|
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Throws
HP Throw
HP Throw
close 6HP/4HP
|
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HK Throw HK Throw
close 6HK/4HK
|
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Air HK Throw Air HK Throw
close j.6HK/j.4HK
|
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Special Moves
Running Lariat Drop
41236P
41236P
|
---|
Priority: above 41236K, 28P
I Want You! (B. Bomber) 28P
28P
|
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Priority: below 41236P (can't overlap with 41236K)
Double Frankensteiner (Command Throw) 41236K
close 41236K
|
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Priority: below 41236P (can't overlap with 28P)
Desperation
Ultra Frankensteiner
6,41236LK+HK
6,41236LK+HK
|
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External Links
- Kung Fu Master frame data sheet--Kim-Maree by Spabobin