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| <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> |
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| |
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| ==Matchups== | | ==Strategy & Matchups== |
| | (click to expand) |
| | <!--NOTE: "Important Punishes" refers to situations like punishing your opponent's -4 move with a 4f reversal, ranged punishes on moves with lots of pushback, or punishing a low-recovery airborne move (Thorsten 28K) with a juggle combo. Moves that are super unsafe with obvious punishes (like Drunk Jackie's super) don't need to be listed. Punishes are listed for the OPPONENT'S attacks; punishes for THIS character's moves should be listed on the other character pages--> |
|
| |
|
| <!--NOTE: "Important Punishes" refers to situations like punishing your opponent's -4 move with a 4f reversal, ranged punishes on moves with lots of pushback, or punishing a low-recovery airborne move (Thorsten 28K) with a juggle combo. Moves that are super unsafe with obvious punishes (like Drunk Jackie's super) don't need to be listed. Punishes are listed for the OPPONENT'S attacks; punishes for THIS character's moves should be listed on the other character pages--> | | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>General Strategy</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
| | |
| | Strategy goes here |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Lau Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| |
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| {| class="wikitable" | | {| class="wikitable" |
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| Super: _<br> | | Super: _<br> |
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| |
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| '''Strategy: Being careful with raw crush kicks because of lau dp'''<br> | | '''Strategy:'''<br> Crush Kicks in neutral are good against Laus that spam sweeps and HP fireballs. Lau might whiff light DP in anticipation of this, which can be hard to punish if you aren't ready. |
| _ | | _ |
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| |
|
| |} | | |} |
| | |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Yeung Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
| | |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Thorsten Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
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| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Drunk Jackie Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
| | |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Dragonball Jackie Matchup (Mirror)</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
| | |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Admiral Jackie Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
| | |
| | |
| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Sam Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| |} | | |} |
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| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Kim-Maree Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| |} | | |} |
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| | </div> |
| | </div> |
| | <!--------------------------------Mini-Divider-----------------------------------------> |
| | |
| | <div class="mw-collapsible mw-collapsed"> |
| | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Mysterious Lion Matchup</b></font></center></div> |
| | <div class="mw-collapsible-content"> |
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| {| class="wikitable" | | {| class="wikitable" |
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| 2HK: _<br> | | 2HK: _<br> |
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| |
|
| '''Strategy: Baiting out long lion bombs so you can dash up grab or tiger fist'''<br> | | '''Strategy:''' <br>Dash up command grab can punish the startup of a bomb, especially if Lion does the long range bomb. Tiger Fist can also be used as a read, but it is risky to throw out randomly due to Lion's easy reversal punish. |
| _
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| |} | | |} |
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| | </div> |
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| | <!--------------------------------Mini-Divider-----------------------------------------> |
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Also known as "Dragonball Jackie" (most common name) or "Five Animal Fists Jackie"
Gameplay
Dragonball Jackie has a very unorthodox moveset. His juggles are very limited outside the corner, and his confirms generally only use light normals. He has a 2HK that has frame advantage on hit and block, but is not cancellable. The highlight of his moveset is Crush Kick, which is a (generally) safe, far moving special that hops over low pokes and does good chip damage. This move can chase people until they are cornered, allowing Dragonball Jackie to dash in for command throw mixups. He also has some high execution combos, particularly against standing characters.
Strengths |
Weaknesses
|
- Safe chip with QCF+K
- Command grab gives him slightly more throw range than the average character
- Buttons have good hitboxes
|
- Limited combo potential off his best buttons
- No combo from overhead (unless perfectly timed as meaty)
- Very difficult execution on his highest damage options
|
Character Stats
238
5f+58f (Floaty)
Average
Average
7f
17.7%
Fastest
?
?
Fastest
20f (all invincible)
?
32f
49f
32f
Normals
Standing Normals
5LP
Stand LP 5LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
High
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
-
|
-
|
-
|
Special Cancel
|
-
|
- Start of Normal Autocombo (LP>LP>LP>LP)
- Start of Special Autocombo (LP>HP>HP>HK>HK>LK+HK)
|
|
Close 5HP
Close Stand HP Close 5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
3(3)2(4)2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10*8*6
|
-
|
-
|
-
|
Special Cancel (1st hit)
|
-
|
|
|
Far 5HP
Far Stand HP Far 5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
-
|
-
|
-
|
-
|
-
|
|
|
Close 5LK
Close Stand LK Close 5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
11
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
|
|
Far 5LK
Far Stand LK Far 5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
High
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
|
|
Close 5HK
Close Stand HK Close 5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2
|
23
|
High
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
-
|
-
|
-
|
-
|
-
|
|
|
Far 5HK
Far Stand HK Far 5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4 (14)
|
3(7)3
|
14
|
High / Mid
|
+9
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*12
|
-
|
-
|
-
|
-
|
-
|
- 1st hit is a good, fast anti-air
- On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far 5HK range
|
|
Crouching Normals
2LP
Crouch LP 2LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2
|
13
|
Mid
|
+4
|
+2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
|
|
2HP
{{MoveData
2HP
Crouch HP 2HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2(5)2
|
23
|
Mid
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*8
|
-
|
-
|
-
|
Special Cancel (1st hit)
|
-
|
- 2 hits
- 1st hit has a decent anti-air hitbox, but very few active frames compared to most AA normals
|
|
2LK
Crouch LK 2LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
8
|
Low
|
+8
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
4
|
-
|
-
|
-
|
OTG, Rapid Fire
|
-
|
|
|
2HK
Crouch HK 2HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
2
|
17
|
Low
|
+7
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
OTG
|
-
|
- Very unusual 2HK with frame advantage; can be linked from, but has a lot of pushback
- Since most people will instinctively try to punish a blocked 2HK, it can be used as an effective frame trap
|
|
Air Normals
8LP
Jump LP 8LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
-
|
-
|
-
|
-
|
-
|
|
|
8HP
Jump HP 8HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Spike, Squish
|
-
|
|
|
9LK
Diagonal Jump LK 9LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
Crossup
|
-
|
- Instant overhead if performed exactly on the first airborne frame (does not work against crouching Spiritual Kung-Fu Jackie)
|
|
8LK
Neutral Jump LK 8LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
|
|
9HK
Diagonal Jump HK 9HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
-
|
-
|
-
|
-
|
-
|
|
|
8HK
Neutral Jump HK 8HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
3*7
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*16
|
-
|
-
|
-
|
Spike
|
-
|
|
|
Command Normals/Throws
6LK/4LK
Forward LK / Back LK 6LK / 4LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
1
|
12
|
High
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Moves forward or backward, depending on which direction is held.
- Due to its frame advantage and forward movement, links are possible into 5LP which begins his Special Autocombo.
|
|
6HP
Forward HP 6HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9 (19)
|
7(3)9
|
27
|
High / High
|
-10
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20*16
|
-
|
-
|
-
|
-
|
-
|
|
|
6HK
Universal Overhead 6HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
24
|
4
|
13
|
Overhead
|
+2
|
+7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Squish
|
-
|
- Hops over low attacks
- Unique property of being much stronger on block than on hit. Can only combo if done as a well-timed meaty, but has great dash pressure after block.
|
|
HP Throw
HP Throw close 6LK/4LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
36
|
-
|
-
|
-
|
-
|
-
|
- Can juggle afterward near the corner
|
|
Special Moves
41236P
Dragonball / Tiger Fist 41236P
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
18
|
0 (whiff)
|
Mid
|
KD
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*48
|
-
|
-
|
-
|
-
|
-
|
- Less travel distance, making it only useful if you intend to whiff the move.
- Cancel from max range into whiffed attack is a good setup for command throw
- 6 Hits, but damage is only applied on the first and last hit. This means comboing into Dragonball will make the last hit do less damage, and any juggle afterward will be at 50% scaling.
- Trade will cause immediate knockdown with no followup animation
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
27
|
0 (whiff)
|
Mid
|
KD
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*48
|
-
|
-
|
-
|
-
|
-
|
- Farther travel distance, making it strictly better for combos.
- 6 Hits, but damage is only applied on the first and last hit. This means comboing into Dragonball will make the last hit do less damage, and any juggle afterward will be at 50% scaling.
- Trade will cause immediate knockdown with no followup animation
|
|
236K
Crush Kick 236K
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8 (12)
|
4*1
|
24
|
High / Mid
|
+1
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
15*20
|
-
|
-
|
-
|
Airborne
|
-
|
- Hops over lows and throws from frame 3
- Good anti-air for jumps that aren't near crossup range
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11 (17)
|
6*1
|
27
|
High / Mid
|
-2
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
18*24
|
-
|
-
|
-
|
Airborne
|
-
|
- Hops over lows and throws from frame 4
- Identical hitbox to LK version, but travels farther with more recovery
- Good anti-air for far range jumps (i.e. dash 236HK to chase a backwards jump)
|
|
63214K
Frantic Kick 63214K
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
35
|
-
|
-
|
-
|
-
|
-
|
- Command Throw; only counts as one hit for combo scaling
- More throw range than normal throw
- Special move buffer window makes it more useful than normal throw for punishes (no whiff animation if buffered)
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
35
|
-
|
-
|
-
|
-
|
-
|
- Command Throw; only counts as one hit for combo scaling
- More throw range than normal throw
- Special move buffer window makes it more useful than normal throw for punishes (no whiff animation if buffered)
|
|
Super
41236LP+HP
5 Animal Fist Flurry 41236LP+HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
2+7
|
27
|
0 (whiff)
|
Mid
|
KD
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*72
|
-
|
-
|
-
|
Invincible 1-8f
|
-
|
- 19f super flash
- 16 hits; damage only applies on first and last hits
- The last hit will always be at minimum scaling (50%), so the high listed base damage doesn't reflect its actual strength
- Trade will cause immediate knockdown
- Switches sides, can only juggle afterward if started while backed into corner (not vs. M. Lion, and combos into super make it much harder)
|
|
Wakeup Attacks
Wakeup LK
Wakeup LK LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
3
|
25
|
Overhead
|
KD
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Invincible 1-3f
|
-
|
- Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section
|
|
Wakeup HK
Wakeup HK HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
2(13)2
|
23
|
Low / Low
|
KD
|
-2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*16
|
-
|
-
|
-
|
Invincible 1-7f
|
-
|
- 2 hits; both hits connect vs M. Lion and Thorsten, otherwise only one will hit
- Very short knockdown timer, so it is difficult to OTG afterward
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
|
(LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
1
|
13
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6
|
-
|
-
|
-
|
-
|
-
|
- Doesn't combo; same animation as 6LK
|
(LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
2(8)2
|
33
|
High
|
-9
|
-12
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6*8
|
-
|
-
|
-
|
-
|
-
|
- 2 hits, same animation as 6HP
|
(LP > LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14
|
2
|
34
|
Mid
|
-10
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
-
|
-
|
-
|
-
|
-
|
- On block, will go through the opponent if done from close range. Uses animation from part of his 41236P.
|
|
Special Autocombo - LP > HP > HP > HK > HK > LK+HK
|
(LP) > HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
3(3)2(4)2
|
32
|
High
|
-8
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6*6*8
|
-
|
-
|
-
|
-
|
-
|
- 3 hits, same animation as cl 5HP
|
(LP > HP) > HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
2
|
21
|
Mid
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
- Same animation as first hit of 2HP
|
(LP > HP > HP) > HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
3
|
18
|
Low
|
+5
|
+2
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Same animation as 2HK, but rotating the opposite direction
|
(LP > HP > HP > HK) > HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
2
|
28
|
High
|
-4
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
|
(LP > HP > HP > HK > HK) > LK+HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
20
|
9
|
29 whiff*
|
Mid
|
KD
|
-23
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
-
|
-
|
-
|
-
|
-
|
- Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded.
|
|
Combos and Resets
Hitconfirm Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
|}
Throw Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
Overhead Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
OTG Options
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
|}
Miscellaneous Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
|}
Hyper Dragonball Jackie Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
Strategy & Matchups
(click to expand)
Lau Matchup
Lau![JCFoF Lau icon.png](/images/0/03/JCFoF_Lau_icon.png) |
Important punishes:
2HK: _
Super: _
Strategy: Crush Kicks in neutral are good against Laus that spam sweeps and HP fireballs. Lau might whiff light DP in anticipation of this, which can be hard to punish if you aren't ready.
_
|
Yeung Matchup
Yeung![JCFoF Yeung icon.png](/images/b/b4/JCFoF_Yeung_icon.png) |
Important punishes:
2HK: _
Super: _
Strategy:
_
|
Thorsten Matchup
Thorsten![JCFoF Thorsten icon.png](/images/3/37/JCFoF_Thorsten_icon.png) |
Important punishes:
46LK: _
Super: _
Strategy:
_
|
Drunk Jackie Matchup
Drunk Jackie![JCFoF Drunk icon.png](/images/2/25/JCFoF_Drunk_icon.png) |
Important punishes:
Far 5HK: _
236P: _
Strategy:
_
|
Dragonball Jackie Matchup (Mirror)
Dragonball Jackie (Mirror)![JCFoF Spiritual icon.png](/images/a/ae/JCFoF_Spiritual_icon.png) |
Important punishes:
6HP: _
41236P: _
Super: _
Strategy:
_
|
Admiral Jackie Matchup
Admiral Jackie![JCFoF Admiral icon.png](/images/e/ed/JCFoF_Admiral_icon.png) |
Important punishes:
2HK: _
41236P: _
Super: _
Strategy:
_
|
Sam Matchup
Sam![JCFoF Sam icon.png](/images/5/5b/JCFoF_Sam_icon.png) |
Important punishes:
236LP: _
236HP: _
214K: _
Super: _
Strategy:
_
|
Kim-Maree Matchup
Kim-Maree![JCFoF KimMaree icon.png](/images/d/da/JCFoF_KimMaree_icon.png) |
Important punishes:
2HK: _
6HK: _
236P: _
Strategy:
_
|
Mysterious Lion Matchup
M. Lion![JCFoF MLion icon.png](/images/2/29/JCFoF_MLion_icon.png) |
Important punishes:
2HK: _
Strategy: Dash up command grab can punish the startup of a bomb, especially if Lion does the long range bomb. Tiger Fist can also be used as a read, but it is risky to throw out randomly due to Lion's easy reversal punish.
|
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
External Links