Jackie Chan in Fists of Fire/Kim-Maree/KFM: Difference between revisions
Line 107: | Line 107: | ||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
|active= | |active=5 | ||
|recovery= | |recovery=6 | ||
|advHit=+5 | |advHit=+5 | ||
|advBlock=+1 | |advBlock=+1 | ||
|specialcancel=Y | |specialcancel=Y | ||
|attribute=- | |attribute=- | ||
|description=*Hitstun Type: | |description=*Kim's only useful normal with frame advantage, fairly stubby | ||
*Hitstun Type: Mid | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Crouch HP'''</big> | |||
<font style="visibility:hidden" size="0">2HP</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|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=JCFoF KimMaree icon.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=JCFoF KimMaree icon.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-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
Line 143: | Line 220: | ||
|attribute=Crossup | |attribute=Crossup | ||
|description=*Very strict, impractical crossup spacing | |description=*Very strict, impractical crossup spacing | ||
*Hitstun Type: | *Hitstun Type: Mid | ||
}} | |||
}} | |||
<br> | |||
<big>'''Jump HP'''</big> | |||
<font style="visibility:hidden" size="0">8HP</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.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 | |||
*Instant overhead with ~2f timing | |||
*Hitstun Type: Mid | |||
}} | |||
}} | |||
<br> | |||
<big>'''Diagonal Jump LK'''</big> | |||
<font style="visibility:hidden" size="0">9LK</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.png | |||
|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 | |||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Neutral Jump LK'''</big> | |||
<font style="visibility:hidden" size="0">8LK</font> | |||
{{MoveData | |||
|image=JCFoF KimMaree icon.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=JCFoF KimMaree icon.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=JCFoF KimMaree icon.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-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> |
Revision as of 05:01, 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.
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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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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
Jump LP 8LP
8LP
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Jump HP 8HP
8HP
|
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Diagonal Jump LK 9LK
9LK
|
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Neutral Jump LK 8LK
8LK
|
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Diagonal Jump HK 9HK
9HK
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Neutral Jump HK 8HK
8HK
|
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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
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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