Jackie Chan in Fists of Fire/Mysterious Lion/Combos: Difference between revisions
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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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=d_PU5mc4OGg||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=0kBbZvUxefo||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=v_ReQ1hZ4WU||center}} | ||
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| 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=844xqWIFNBs||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=e1A2hI3nir8||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=ydKB2-Qw6HU||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=YhM9EMeUsKQ||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=vRNxhq9t9CA||center}} | ||
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| description= | | description= | ||
* Basic OTG combo. Dash before 5LK if midscreen. | * Basic OTG combo. Dash before 5LK if midscreen. | ||
| video={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=kM8HCS5CASo||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=wwpY4A4qb_s||center}} | ||
|}} | |}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=5CKAT9LZVfI||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=WSeT9NWSwU0||center}} | ||
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* 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={{#ev:youtube|https:// | | video={{#ev:youtube|https://www.youtube.com/watch?v=QCi5wGmdQ6A||center}} | ||
|}} | |}} | ||
Revision as of 03:25, 3 April 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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48% |
Anywhere |
Drunk Jackie, |
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100% |
Corner |
Everyone but Lau, |
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100% |
Corner |
Lau, |
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76% |
Anywhere |
Lau, Thorsten, Drunk, Dragonball (Standing) |
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69% |
Anywhere |
Admiral, M. Lion (Standing) |
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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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100% |
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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