Jackie Chan in Fists of Fire/Mysterious Lion/Combos: Difference between revisions
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''When using '''646HP''' in combos, you must be very close to the corner or Lion will cross through, making it very unsafe.'' | ''When using '''646HP''' in combos, you must be very close to the corner or Lion will cross through, making it very unsafe.'' | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP > 5LP xx mash 646'''LP''', | :2LK > 2LP > 5LP xx mash 646'''LP''', | ||
Line 26: | Line 26: | ||
* Juggling with 2LK > cl.5HK > far.5HP is easier to time, but gives much worse positioning | * Juggling with 2LK > cl.5HK > far.5HP is easier to time, but gives much worse positioning | ||
* In the corner, this sets up Lion for a strong meaty/throw mixup | * In the corner, this sets up Lion for a strong meaty/throw mixup | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=0}} | ||
| timestart=0:00 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP > 5LP xx mash 646'''LP''', | :2LK > 2LP > 5LP xx mash 646'''LP''', | ||
Line 39: | Line 40: | ||
* Same as previous combo, but the juggle is cut short<br>-M. Lion can never get both heavy normals to juggle vs. '''Drunk Jackie''' | * Same as previous combo, but the juggle is cut short<br>-M. Lion can never get both heavy normals to juggle vs. '''Drunk Jackie''' | ||
* This route is recommended vs. '''Lau''' due to juggle inconsistencies | * This route is recommended vs. '''Lau''' due to juggle inconsistencies | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=7}} | ||
| timestart=0:07 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK, 2LP x2 > 5LP xx mash 646'''HP''', | :2LK, 2LP x2 > 5LP xx mash 646'''HP''', | ||
Line 53: | Line 55: | ||
* vs. '''Thorsten & M. Lion''': no stun, but juggle still works | * vs. '''Thorsten & M. Lion''': no stun, but juggle still works | ||
* vs. '''Yeung''': juggle is very lenient; switch sides first to make it easier | * vs. '''Yeung''': juggle is very lenient; switch sides first to make it easier | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=30}} | ||
| timestart=0:30 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK, 2LP x2 > 5LP xx mash 646'''HP''', | :2LK, 2LP x2 > 5LP xx mash 646'''HP''', | ||
Line 67: | Line 70: | ||
* vs. '''Drunk Jackie''': no stun because full juggle can't connect<br>-Use microdash '''5LK > cl.5HK''' (~61% dmg) | * vs. '''Drunk Jackie''': no stun because full juggle can't connect<br>-Use microdash '''5LK > cl.5HK''' (~61% dmg) | ||
* 5LK will work on the other characters too, but has more strict timing | * 5LK will work on the other characters too, but has more strict timing | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=47}} | ||
| timestart=0:47 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:cl.5HK > 2HP (1st hit) xx mash 646'''LP''', | :cl.5HK > 2HP (1st hit) xx mash 646'''LP''', | ||
Line 80: | Line 84: | ||
* Strong punish combo; otherwise impractical since cl.5HK whiffs on crouchers | * Strong punish combo; otherwise impractical since cl.5HK whiffs on crouchers | ||
* See earlier combos for character-specific juggle information | * See earlier combos for character-specific juggle information | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=89}} | ||
| timestart=1:29 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:236LP Bomb, | :236LP Bomb, | ||
Line 94: | Line 99: | ||
* Requires all 5 hits of bomb to connect | * Requires all 5 hits of bomb to connect | ||
* vs. '''Drunk Jackie''' & '''Lau''': juggle with dash '''2LK > 5LP > cl.5HK''' instead<br>-The normal route can work on Lau, but is less consistent | * vs. '''Drunk Jackie''' & '''Lau''': juggle with dash '''2LK > 5LP > cl.5HK''' instead<br>-The normal route can work on Lau, but is less consistent | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=96}} | ||
| timestart=1:36 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:236LP Bomb, | :236LP Bomb, | ||
Line 109: | Line 115: | ||
* Bomb must hit from as close as possible while still getting all 5 hits | * Bomb must hit from as close as possible while still getting all 5 hits | ||
* This ending juggle is much more lenient than the usual 2LK > cl.5HP > cl.5HK route | * This ending juggle is much more lenient than the usual 2LK > cl.5HP > cl.5HK route | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=115}} | ||
| timestart=1:55 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:236LP Bomb, | :236LP Bomb, | ||
Line 125: | Line 132: | ||
* vs. '''Drunk Jackie''': juggle with '''5LK > far.5HP''' instead | * vs. '''Drunk Jackie''': juggle with '''5LK > far.5HP''' instead | ||
* vs. '''M. Lion''': juggle with '''2LK > cl.5HP > cl.5HK''' instead | * vs. '''M. Lion''': juggle with '''2LK > cl.5HP > cl.5HK''' instead | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=125}} | ||
| timestart=2:05 | |||
|}} | |}} | ||
Line 159: | Line 167: | ||
''Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing.''<br>''Crouch Throw damage varies based on relative mashing speed between players.''<br>''Stand Throw leaves the opponent in a backturned state for a stronger mixup.'' | ''Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing.''<br>''Crouch Throw damage varies based on relative mashing speed between players.''<br>''Stand Throw leaves the opponent in a backturned state for a stronger mixup.'' | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Stand/[Crouch] Throw, | :Stand/[Crouch] Throw, | ||
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* If you can't quite get point blank for the juggle, omit the cl.5HP | * If you can't quite get point blank for the juggle, omit the cl.5HP | ||
* vs. '''Yeung''': using OTG relaunch is a better idea | * vs. '''Yeung''': using OTG relaunch is a better idea | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=177}} | ||
| timestart=2:57 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Stand/[Crouch] Throw, | :Stand/[Crouch] Throw, | ||
Line 183: | Line 192: | ||
* Most consistent route vs. Admiral; for stronger mixup, omit the 5HP<br>-5LK > 2LP > cl.5HK can also work, but corner juggle is awkward | * Most consistent route vs. Admiral; for stronger mixup, omit the 5HP<br>-5LK > 2LP > cl.5HK can also work, but corner juggle is awkward | ||
* If very deep in the corner, you may need to dash out before starting the juggle due to turnaround bug | * If very deep in the corner, you may need to dash out before starting the juggle due to turnaround bug | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=183}} | ||
| timestart=3:03 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Stand/[Crouch] Throw, | :Stand/[Crouch] Throw, | ||
Line 196: | Line 206: | ||
* The previous route can work on these characters, but is very inconsistent | * The previous route can work on these characters, but is very inconsistent | ||
* Pushing a strong mixup is more important than getting optimal juggle damage in the corner | * Pushing a strong mixup is more important than getting optimal juggle damage in the corner | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=190}} | ||
| timestart=3:10 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Stand/[Crouch] Throw, | :Stand/[Crouch] Throw, | ||
Line 208: | Line 219: | ||
| description= | | description= | ||
* Use '''2LP''' if juggling earlier; '''2LK''' only works very late and is hard to time | * Use '''2LP''' if juggling earlier; '''2LK''' only works very late and is hard to time | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=196}} | ||
| timestart=3:16 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:6HP/4HP Stand Throw, dash '''2HK''' | :6HP/4HP Stand Throw, dash '''2HK''' | ||
Line 220: | Line 232: | ||
* Weak midscreen juggle after throw<br>-Must 2HK near the end of the dash | * Weak midscreen juggle after throw<br>-Must 2HK near the end of the dash | ||
* vs. '''Yeung''': using OTG relaunch is a better idea | * vs. '''Yeung''': using OTG relaunch is a better idea | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=204}} | ||
| timestart=3:24 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:3HP/1HP Crouch Throw, dash '''2HK''' | :3HP/1HP Crouch Throw, dash '''2HK''' | ||
Line 233: | Line 246: | ||
* vs. '''Yeung''': using OTG relaunch is a better idea | * vs. '''Yeung''': using OTG relaunch is a better idea | ||
* Throw damage varies based on relative mashing speed between players | * Throw damage varies based on relative mashing speed between players | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=209}} | ||
| timestart=3:29 | |||
|}} | |}} | ||
Line 244: | Line 258: | ||
''Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback'' | ''Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback'' | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:6HK, 2LP xx mash 646'''LP''', | :6HK, 2LP xx mash 646'''LP''', | ||
Line 255: | Line 269: | ||
* Note: see '''[Hitconfirms Section]''' for character-specific juggle details after 646LP | * Note: see '''[Hitconfirms Section]''' for character-specific juggle details after 646LP | ||
* Can use 2LK > 5LP for easier confirm, but damage doesn't change | * Can use 2LK > 5LP for easier confirm, but damage doesn't change | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=215}} | ||
| timestart=3:35 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:6HK, 2LK > 5LP xx mash 646'''HP''', | :6HK, 2LK > 5LP xx mash 646'''HP''', | ||
Line 269: | Line 284: | ||
* Stuns everyone except '''M. Lion''' (high stun) & '''Drunk Jackie''' (weaker juggle) | * Stuns everyone except '''M. Lion''' (high stun) & '''Drunk Jackie''' (weaker juggle) | ||
* vs. '''Thorsten''': after 6HK use '''2LK > 2LP > 5LP''', then microdash 1f before 5LK (very impractical) | * vs. '''Thorsten''': after 6HK use '''2LK > 2LP > 5LP''', then microdash 1f before 5LK (very impractical) | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=223}} | ||
| timestart=3:43 | |||
|}} | |}} | ||
Line 278: | Line 294: | ||
=<big>'''OTG Options'''</big>= | =<big>'''OTG Options'''</big>= | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2HK, 5LK, 2HK | :2HK, 5LK, 2HK | ||
Line 287: | Line 303: | ||
| description= | | description= | ||
* Basic OTG combo. Dash before 5LK if midscreen. | * Basic OTG combo. Dash before 5LK if midscreen. | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=248}} | ||
| timestart=4:08 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:5LK, (link) mash 646'''LP''', | :5LK, (link) mash 646'''LP''', | ||
Line 302: | Line 319: | ||
* Does incredibly low damage each rep; more likely to time out than kill. | * Does incredibly low damage each rep; more likely to time out than kill. | ||
* If Yeung has the life lead, you may need to use a reset at some point. | * If Yeung has the life lead, you may need to use a reset at some point. | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=255}} | ||
| timestart=4:15 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:5LK, dash 5LK > cl.5HP > cl.5HK | :5LK, dash 5LK > cl.5HP > cl.5HK | ||
Line 314: | Line 332: | ||
* Yeung OTG juggle - not an infinite, but easy with good damage + positioning | * Yeung OTG juggle - not an infinite, but easy with good damage + positioning | ||
* If Yeung is backturned (after 6HP/4HP Throw), won't work midscreen<br>-Needs an alternate juggle route | * If Yeung is backturned (after 6HP/4HP Throw), won't work midscreen<br>-Needs an alternate juggle route | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=274}} | ||
| timestart=4:34 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2HK, 2LK xx 236HP | :2HK, 2LK xx 236HP | ||
Line 326: | Line 345: | ||
* Sends Yeung near fullscreen into a meaty bomb for extra chip damage | * Sends Yeung near fullscreen into a meaty bomb for extra chip damage | ||
* Must start 2HK from very close range | * Must start 2HK from very close range | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=283}} | ||
| timestart=4:43 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:(Evil Lion only) | :(Evil Lion only) | ||
Line 342: | Line 362: | ||
* Forward jump after regular knockdown, dash out of corner each rep | * Forward jump after regular knockdown, dash out of corner each rep | ||
* Must delay the j.LP as late as possible, and hit 2LK immediately after landing | * Must delay the j.LP as late as possible, and hit 2LK immediately after landing | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=291}} | ||
| timestart=4:51 | |||
|}} | |}} | ||
Line 352: | Line 373: | ||
<!---Combos that don't fall into other categories, plus random, impractical stuff like dash light infinites or "style combos" that aren't likely to actually be used in a match---> | <!---Combos that don't fall into other categories, plus random, impractical stuff like dash light infinites or "style combos" that aren't likely to actually be used in a match---> | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Getup LK, dash 2LK > cl.5HP > cl.5HK | :Getup LK, dash 2LK > cl.5HP > cl.5HK | ||
Line 363: | Line 384: | ||
* Depending on the distance from the corner, you may have to improvise a less optimal juggle<br>Ex: 2LK > cl.5HK; 2LK > 5LP > far.5HP | * Depending on the distance from the corner, you may have to improvise a less optimal juggle<br>Ex: 2LK > cl.5HK; 2LK > 5LP > far.5HP | ||
* Lighter characters allow more time to dash in for the juggle, enabling combo farther away from the corner | * Lighter characters allow more time to dash in for the juggle, enabling combo farther away from the corner | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=328}} | ||
| timestart=5:28 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Pursuit Counter, dash 2LK > cl.5HP > cl.5HK | :Pursuit Counter, dash 2LK > cl.5HP > cl.5HK | ||
Line 376: | Line 398: | ||
* vs. '''Lau, Admiral, Sam, Kim, M. Lion''': 2LK > 2LP > cl.5HK is much more consistent<br>-If attempting the optimal juggle, delay your dash and juggle as late as possible | * vs. '''Lau, Admiral, Sam, Kim, M. Lion''': 2LK > 2LP > cl.5HK is much more consistent<br>-If attempting the optimal juggle, delay your dash and juggle as late as possible | ||
* vs. '''Drunk Jackie''': juggle with 2LK > cl.5HK | * vs. '''Drunk Jackie''': juggle with 2LK > cl.5HK | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=335}} | ||
| timestart=5:35 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP > 6HK (2 hits), | :2LK > 2LP > 6HK (2 hits), | ||
Line 390: | Line 413: | ||
* Can convert this into the Yeung OTG infinite | * Can convert this into the Yeung OTG infinite | ||
* Lion can also chain into 6HP vs. crouching Yeung, but this is always unsafe on hit | * Lion can also chain into 6HP vs. crouching Yeung, but this is always unsafe on hit | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=341}} | ||
| timestart=5:41 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:236HP Bomb, dash + forward jump, | :236HP Bomb, dash + forward jump, | ||
Line 405: | Line 429: | ||
* Air normals must be chained slowly to allow a combo after landing | * Air normals must be chained slowly to allow a combo after landing | ||
* Kim & Thorsten will be stunned by just the 646HP | * Kim & Thorsten will be stunned by just the 646HP | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=348}} | ||
| timestart=5:48 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Short hop + LK Drone call, | :Short hop + LK Drone call, | ||
Line 420: | Line 445: | ||
* This relies on the opponent trying to approach Chibi-Lion for a punish, with a fairly specific timing/spacing | * This relies on the opponent trying to approach Chibi-Lion for a punish, with a fairly specific timing/spacing | ||
* After stun, you can either call drones + explode again or get a full combo if the Super transformation ends | * After stun, you can either call drones + explode again or get a full combo if the Super transformation ends | ||
| video= | | video={{#ev:youtube|https://youtu.be/3ZfE-9p-TBI||center|||start=219}} | ||
| timestart=3:39 | |||
|}} | |}} | ||
Line 430: | Line 456: | ||
<!---Combos that only work as Boss Version---> | <!---Combos that only work as Boss Version---> | ||
{{ | {{ComboHeader2-JCFoF}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:Mash 646'''LP''', | :Mash 646'''LP''', | ||
Line 442: | Line 468: | ||
* vs. '''Yeung''': The 2nd juggle must be done as she is very low to the ground<br>-Do a full dash after 1st juggle, then use '''5LK''' instead of 2LK for consistency | * vs. '''Yeung''': The 2nd juggle must be done as she is very low to the ground<br>-Do a full dash after 1st juggle, then use '''5LK''' instead of 2LK for consistency | ||
* This route allows a stun combo from raw 646LP, which is a great punish starter in many matchups | * This route allows a stun combo from raw 646LP, which is a great punish starter in many matchups | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=371}} | ||
| timestart=6:11 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LP xx mash 646'''LP''', | :2LP xx mash 646'''LP''', | ||
Line 457: | Line 484: | ||
* One light normal is needed for stun because the ending juggle is slightly weaker | * One light normal is needed for stun because the ending juggle is slightly weaker | ||
* The spacing for the final juggle is very tight; must be directly under Lau | * The spacing for the final juggle is very tight; must be directly under Lau | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=380}} | ||
| timestart=6:20 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP xx mash 646'''LP''', | :2LK > 2LP xx mash 646'''LP''', | ||
Line 471: | Line 499: | ||
* Using '''5LK''' instead of 2LK in the second juggle will time the hit as low as possible, making it easier | * Using '''5LK''' instead of 2LK in the second juggle will time the hit as low as possible, making it easier | ||
* Two light normals are needed for stun because the ending juggle is slightly weaker | * Two light normals are needed for stun because the ending juggle is slightly weaker | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=389}} | ||
| timestart=6:29 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 5LP xx 646'''LP''', | :2LK > 5LP xx 646'''LP''', | ||
Line 485: | Line 514: | ||
* If you can reach the corner, this route will stun Thorsten | * If you can reach the corner, this route will stun Thorsten | ||
* If you end outside the corner, omit [cl.5HP] in second juggle<br>-Won't stun, but still does good damage | * If you end outside the corner, omit [cl.5HP] in second juggle<br>-Won't stun, but still does good damage | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=399}} | ||
| timestart=6:39 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP > 5LP xx mash 646'''LP''', | :2LK > 2LP > 5LP xx mash 646'''LP''', | ||
Line 497: | Line 527: | ||
| description= | | description= | ||
* M. Lion can't do much to extend his damage vs. Drunk Jackie due to his awkward juggles | * M. Lion can't do much to extend his damage vs. Drunk Jackie due to his awkward juggles | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=408}} | ||
| timestart=6:48 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:2LK > 2LP > 5LP xx 646'''LP''', | :2LK > 2LP > 5LP xx 646'''LP''', | ||
Line 512: | Line 543: | ||
* Midscreen, it is technically possible to add a 2LP > cl.5HK juggle, but requires frame perfect timing<br>-Better to just go for a mixup or use meaty 236LP Bomb | * Midscreen, it is technically possible to add a 2LP > cl.5HK juggle, but requires frame perfect timing<br>-Better to just go for a mixup or use meaty 236LP Bomb | ||
* Lion can also add a 6HP midscreen, but this sends Lion away fullscreen for no mixup | * Lion can also add a 6HP midscreen, but this sends Lion away fullscreen for no mixup | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=414}} | ||
| timestart=6:54 | |||
|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:(Stand/Crouch Throw + first juggle), | :(Stand/Crouch Throw + first juggle), | ||
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* far.5HP at the end can work on some characters, but gives less time for Lion to reposition | * far.5HP at the end can work on some characters, but gives less time for Lion to reposition | ||
* vs. '''M. Lion, Admiral, Dragonball Jackie''': 2LK > cl.5HP > cl.5HK also works on final juggle | * vs. '''M. Lion, Admiral, Dragonball Jackie''': 2LK > cl.5HP > cl.5HK also works on final juggle | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=438}} | ||
| timestart=7:18 | |||
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|}} | |}} | ||
{{ | {{Combo2-JCFoF | ||
| notation= | | notation= | ||
:236LP, dash 5LP xx mash 646'''LP''', | :236LP, dash 5LP xx mash 646'''LP''', | ||
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* Stun combo from a stray bomb hit | * Stun combo from a stray bomb hit | ||
* vs. '''M. Lion''': add a '''cl.5HP''' at the end to stun<br>-Juggle must end fully in the corner | * vs. '''M. Lion''': add a '''cl.5HP''' at the end to stun<br>-Juggle must end fully in the corner | ||
| video= | | video={{#ev:youtube|https://youtu.be/tRvfO_yRsAw||center|||start=445}} | ||
| timestart=7:25 | |||
|}} | |}} | ||
Revision as of 05:56, 4 March 2022
Combo Section Info (click to expand) | |
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Notation | Chained Normals are denoted by an angled bracket ">" between hits --If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo) Rapid Fire Normals are denoted by a multiplier 'x' --Ex: 2LP x3 Special/Super cancels are denoted by 'xx' --Ex: 2HK xx 236HP Links are denoted by a comma --Ex: 5LK, dash 2LK [Square brackets] can mean different things depending on context: --A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite --Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner --An optional attack that may be added for more damage; i.e. 2LK 2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents |
Damage | The amount of damage a move does. May be listed in a few ways: 100% = The combo is a Touch of Death (stuns or kills outright) varies = The possible damage changes significantly based on various factors x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific) --Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful --Damage variation between opponents is minimal, generally within a 1% range |
Location | Where on the screen the combo can be performed Anywhere = The combo is not affected by screen position Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work --May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used Midscreen = The combo must not be performed on a fully cornered opponent |
Character Specific | The characters that a combo can be performed on Universal = No character restrictions May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)' If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character. |
Notes | Extra relevant information about the combo that may not easily be explained in the original notation May include slight variations to the combo that are not important enough to warrant their own entry. |
Video | A link to the combo being performed. If part of a larger video, include the timestamp. |
Hitconfirm Combos
Combo Note: the easiest post-stun combo is j.HK > j.HP, mash 646LP, juggle 2HK. Be as close as possible when starting the forward jump
cl.5HK > cl.5HP xx mash 646LP will also KO, but only works against Lau, Thorsten, Drunk Jackie, and Dragonball Jackie
2LK is more reliable for midscreen juggles, and always works after air resets. 5LK is more useful in some character-specific corner juggles.
When using 646HP in combos, you must be very close to the corner or Lion will cross through, making it very unsafe.
Notation | Damage | Location | Characters | Notes |
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54% |
Anywhere |
Everyone but |
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46% |
Anywhere |
Drunk Jackie, |
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100% |
Corner |
Everyone but Lau, |
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100% |
Corner |
Lau, |
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69% |
Anywhere |
Everyone but |
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100% |
Anywhere |
Everyone but Thorsten & M. Lion |
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100% |
Anywhere |
Thorsten |
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100% |
Corner |
Universal |
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Opponent's Character | 2LK Juggle | 5LK Juggle | Notes |
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Thorsten | 4 | -- | From most midscreen hitconfirms, 5LK > cl.5HP is impossible |
M. Lion | 5 | -- | From most midscreen hitconfirms, 5LK > cl.5HP is impossible (or 1f timing at best) |
Lau | 3 (8) 2 | 2 | Full 2LK juggle only works on the first 3 or final 2 frames; 8f in the middle causes cl.5HK to whiff -5LK > cl.5HP > cl.5HK only works on final 2 frames, very difficult -Recommend using 2LK > cl.5HK instead |
Kim-Maree | 9 | 5 | -- |
Dragonball Jackie | 12 | 8 | -- |
Drunk Jackie | 12 | 10 | End juggle with only cl.5HK; can't juggle an additional 5HP -Wait until near the end of Lion's dash, as Drunk Jackie gets launched far away |
Admiral Jackie | 13 | 9 | -- |
Sam | 14 | 12 | On the final possible 2LK juggle frame, Sam gets juggled backwards with 2LK (still extremely lenient) |
Yeung | 19 | 16 | Both are very lenient; there is 1f where 2LK juggles backwards, so 5LK may be better -It is strategically better to let Yeung land, then use OTG infinite if you can execute it |
Throw Combos
Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing.
Crouch Throw damage varies based on relative mashing speed between players.
Stand Throw leaves the opponent in a backturned state for a stronger mixup.
Notation | Damage | Location | Characters | Notes |
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46% |
Near corner |
Yeung, Dragonball Jackie |
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46% |
Near corner |
Admiral Jackie |
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40% |
Near corner |
Lau, Thorsten, Sam, Kim, M. Lion |
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37% |
Near corner |
Drunk Jackie |
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33% |
Midscreen |
Yeung, Admiral, Drunk, Dragonball Jackie |
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~29% |
Midscreen |
Lau, Yeung, |
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Overhead Combos
Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback
Notation | Damage | Location | Characters | Notes |
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41%* |
Anywhere |
Universal* |
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100% |
Corner |
Universal* |
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OTG Options
Notation | Damage | Location | Characters | Notes |
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~12% |
Midscreen |
Universal |
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100% |
Midscreen to Corner |
Yeung |
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~26% |
Anywhere |
Yeung |
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8% + |
Midscreen |
Yeung |
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100% |
Corner |
Yeung |
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Miscellaneous Combos
Notation | Damage | Location | Characters | Notes |
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Up to |
Near Corner |
Universal* |
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Up to |
Anywhere |
Universal* |
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24%+ |
Anywhere |
Yeung |
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100% |
Corner |
Kim-Maree, |
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varies |
Anywhere |
Everyone but Thorsten, M. Lion |
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Evil Lion Combos
Notation | Damage | Location | Characters | Notes |
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100% |
Anywhere |
Yeung*, Sam, Kim, Dragonball Jackie |
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100% |
Anywhere |
Lau |
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100% |
Anywhere |
Admiral Jackie |
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100% |
Midscreen to Corner |
Thorsten |
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52% |
Anywhere |
Drunk Jackie |
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64% |
Near Corner |
M. Lion |
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44-57% |
Near Corner |
Universal |
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100% |
Anywhere |
Universal |
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