Jackie Chan in Fists of Fire/Admiral Jackie/Combos: Difference between revisions
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* Inputting with 41236+LP+HP will ensure the most optimal ender, in case Super meter is built during the final hit of the combo | * Inputting with 41236+LP+HP will ensure the most optimal ender, in case Super meter is built during the final hit of the combo | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=3m5oHCJj4nA||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=3m5oHCJj4nA||center}} | ||
|}} | |}} | ||
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* If Sam is standing, the 2HP may connect and combo into 41236P if fewer 2LPs are used | * If Sam is standing, the 2HP may connect and combo into 41236P if fewer 2LPs are used | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=P8pxTI7Aa9g||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=P8pxTI7Aa9g||center}} | ||
|}} | |}} | ||
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* See table below for details on hitconfirming into 623K | * See table below for details on hitconfirming into 623K | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=VlGv5fdE6ZA||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=VlGv5fdE6ZA||center}} | ||
|}} | |}} | ||
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* [Corner Reset] -- stronger, works on everyone except Admiral/Yeung (and strict spacing vs. Drunk Jackie & Thorsten) | * [Corner Reset] -- stronger, works on everyone except Admiral/Yeung (and strict spacing vs. Drunk Jackie & Thorsten) | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=PgsT3PvKKQQ||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=PgsT3PvKKQQ||center}} | ||
|}} | |}} | ||
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* Can use this route for damage and a meaty/throw mixup instead; use more 2LKs against M. Lion | * Can use this route for damage and a meaty/throw mixup instead; use more 2LKs against M. Lion | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=F6WxFQ0HJ-Q||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=F6WxFQ0HJ-Q||center}} | ||
|}} | |}} | ||
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* Can also be done vs. M. Lion, but 41236HP is even more unsafe | * Can also be done vs. M. Lion, but 41236HP is even more unsafe | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=_rYq3ICJjFQ||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=_rYq3ICJjFQ||center}} | ||
|}} | |}} | ||
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* Works from forward or back throw; ends in knockdown + OTGs for damage | * Works from forward or back throw; ends in knockdown + OTGs for damage | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=ZMawz6Xhx0A||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=ZMawz6Xhx0A||center}} | ||
|}} | |}} | ||
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* vs. '''Thorsten, M. Lion''': can't cross under midscreen, so use the next combo instead | * vs. '''Thorsten, M. Lion''': can't cross under midscreen, so use the next combo instead | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=qT9x_FRQLlk||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=qT9x_FRQLlk||center}} | ||
|}} | |}} | ||
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* In the corner, works on everyone for a little extra damage | * In the corner, works on everyone for a little extra damage | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=0laK_dwTzpw||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=0laK_dwTzpw||center}} | ||
|}} | |}} | ||
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* [2HP] only connects if the 6HK hits opponent '''standing''' (which is not uncommon, since it can be used to beat defensive throw attempts) | * [2HP] only connects if the 6HK hits opponent '''standing''' (which is not uncommon, since it can be used to beat defensive throw attempts) | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=yroK44Agx5g||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=yroK44Agx5g||center}} | ||
|}} | |}} | ||
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* Against Thorsten, either take the knockdown or adjust the reset as usual | * Against Thorsten, either take the knockdown or adjust the reset as usual | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=vT-q7BIQHP4||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=vT-q7BIQHP4||center}} | ||
|}} | |}} | ||
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* Whiff LP version to keep same side, HP version to switch sides | * Whiff LP version to keep same side, HP version to switch sides | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=fM17cY94Oo0||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=fM17cY94Oo0||center}} | ||
|}} | |}} | ||
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* Even in the corner it is possible for the opponent to mash out after two sweeps, but with good timing you can land three | * Even in the corner it is possible for the opponent to mash out after two sweeps, but with good timing you can land three | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=zIetDWbvjuA||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=zIetDWbvjuA||center}} | ||
|}} | |}} | ||
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* OTG Corner infinite on Yeung. Can also replace 2LK with cl.5LK, or with another 2HK (stricter timing). Use whatever is easiest since it's an infinite anyway. | * OTG Corner infinite on Yeung. Can also replace 2LK with cl.5LK, or with another 2HK (stricter timing). Use whatever is easiest since it's an infinite anyway. | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=-yvu0WHSEZE||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=-yvu0WHSEZE||center}} | ||
|}} | |}} | ||
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* After one rep, Yeung should be in the corner for the standard infinite. | * After one rep, Yeung should be in the corner for the standard infinite. | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=hA_1DV56eWU||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=hA_1DV56eWU||center}} | ||
|}} | |}} | ||
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* After one rep, Yeung should be in the corner for the standard infinite. | * After one rep, Yeung should be in the corner for the standard infinite. | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=RIe8ykFX9II||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=RIe8ykFX9II||center}} | ||
|}} | |}} | ||
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* Especially useful after rolling out of the corner on wakeup. | * Especially useful after rolling out of the corner on wakeup. | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=KCo_JtoI5Sw||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=KCo_JtoI5Sw||center}} | ||
|}} | |}} | ||
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* Dash must leave you close enough for 623HK to connect all 3 hits | * Dash must leave you close enough for 623HK to connect all 3 hits | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=dTwf6oge_kw||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=dTwf6oge_kw||center}} | ||
|}} | |}} | ||
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* Because 2HP does more stun than 2HK, only 2 hits of the first 623HK must connect | * Because 2HP does more stun than 2HK, only 2 hits of the first 623HK must connect | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=OLuxBtsMxnc||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=OLuxBtsMxnc||center}} | ||
|}} | |}} | ||
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* M. Lion's hurtbox makes this impossible to use as a punish against Lion Bomb's recovery | * M. Lion's hurtbox makes this impossible to use as a punish against Lion Bomb's recovery | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=LnCIkrDIyiA||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=LnCIkrDIyiA||center}} | ||
|}} | |}} | ||
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* vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | * vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=HbVmXOSgrJY||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=HbVmXOSgrJY||center}} | ||
|}} | |}} | ||
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* vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | * vs. '''M. Lion''': you can use 2LP x2 starter, then link 2HK > 2HP with no dash | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=aguZF_FCMzY||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=aguZF_FCMzY||center}} | ||
|}} | |}} | ||
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* vs. '''Drunk Jackie''': must end with dash 2LP > 2HK; 1-2f timing window | * vs. '''Drunk Jackie''': must end with dash 2LP > 2HK; 1-2f timing window | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=e6RuqOW3JLs||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=e6RuqOW3JLs||center}} | ||
|}} | |}} | ||
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* Must use '''LP''' Dragon Palm ('''HP''' version has too much recovery) | * Must use '''LP''' Dragon Palm ('''HP''' version has too much recovery) | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=N0k9ZLpubl0||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=N0k9ZLpubl0||center}} | ||
|}} | |}} | ||
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* Can also replace 2LPs with '''6HK'''<br>-Not very useful, because Sam must be hit standing and any knockdown kills Yeung | * Can also replace 2LPs with '''6HK'''<br>-Not very useful, because Sam must be hit standing and any knockdown kills Yeung | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=tNrvLKbU5Q4||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=tNrvLKbU5Q4||center}} | ||
|}} | |}} | ||
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* cl.5LK does more damage and is easier to execute, making it the best option<br>-However, its proximity range means that '''far.5LK''' will whiff if you don't dash far enough | * cl.5LK does more damage and is easier to execute, making it the best option<br>-However, its proximity range means that '''far.5LK''' will whiff if you don't dash far enough | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=6zqz8PZ2B6Y||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=6zqz8PZ2B6Y||center}} | ||
|}} | |}} | ||
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* If starting from raw 623K, Admiral can stun everyone except Thorsten and M. Lion (as long as DP hits don't whiff). | * If starting from raw 623K, Admiral can stun everyone except Thorsten and M. Lion (as long as DP hits don't whiff). | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=1PJn-_uKQCw||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=1PJn-_uKQCw||center}} | ||
|}} | |}} | ||
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* M. Lion requires 2 crouching lights > 2HK before the first 623K to stun. | * M. Lion requires 2 crouching lights > 2HK before the first 623K to stun. | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=3F9UG4t6FcI||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=3F9UG4t6FcI||center}} | ||
|}} | |}} | ||
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* Reset is recommended unless the knockdown will kill, due to the high likelihood of stun afterward | * Reset is recommended unless the knockdown will kill, due to the high likelihood of stun afterward | ||
| video={{#ev:youtube|https://www.youtube.com/watch?v=WGXGtjxGagU||center}} | | video={{#ev:youtube|https://www.youtube.com/watch?v=WGXGtjxGagU||center}} | ||
|}} | |}} | ||
Revision as of 05:54, 2 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
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
37-46% |
Anywhere |
Everyone but |
|
| ||||
|
24% |
Anywhere |
Sam |
|
| ||||
|
59% |
Anywhere |
Universal* |
|
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|
49% |
Anywhere |
Universal* |
|
| ||||
|
53% |
Anywhere |
Thorsten, M. Lion |
|
| ||||
|
50% |
Anywhere |
Thorsten |
|
|
Opponent's Character | > 2HK xx 623K (Stand) | > 2HK xx 623K (Crouch) | > 2HP xx 623K (Stand) |
---|---|---|---|
Kim-Maree | 2 | 2 | 2 |
Drunk Jackie | 2 | 2 | 4 |
Thorsten | 2 | 4(1) | 4(1) |
Dragonball Jackie | 3 | 2 | 3 |
Admiral Jackie | 3 | 3 | 2 |
Sam | 3 | 3 | 3 |
Lau | 5 | 4 | 3 |
Yeung | 5 | 4 | 2 / 1(2) |
M. Lion | 7 | 4 | 4 |
Notes:
These all assume the light normals are chained as quickly as possible. Slower chains result in more pushback.
1: Against Thorsten, using more than 2 light normals will cause a hit of 623K to whiff. Juggle is only possible after 623LK with an immediate microdash 2HK or a 2LK > 5LP > cl.5HK reset.
-Counterintuitively, if crouching Thorsten is backed into the corner, only 3 lights are possible instead of 4.
2: Against crouching Yeung, only 1 light normal is possible before 2HP > 2HK xx 623K
Throw Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
49% |
Anywhere |
Universal |
|
| ||||
|
39% |
Anywhere |
Universal* |
|
| ||||
|
42% |
Anywhere |
Thorsten, M. Lion |
|
|
Overhead Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
43-54% |
Anywhere |
Universal |
|
| ||||
|
55% |
Anywhere |
Universal |
|
|
OTG Options
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
~9% |
Midscreen |
Universal |
|
| ||||
|
~13% |
Corner |
Universal |
|
| ||||
|
100% |
Corner |
Yeung |
|
| ||||
|
100% |
Midscreen |
Yeung |
|
| ||||
|
100% |
Midscreen |
Yeung |
|
|
Miscellaneous Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
37% |
Near Corner |
Universal |
|
| ||||
|
100% |
Anywhere |
Lau, Yeung, Sam (Standing) |
|
| ||||
|
100% |
Anywhere |
Drunk, Admiral, Dragonball Jackie (Standing) |
|
| ||||
|
100% |
Midscreen to Corner |
M. Lion (Standing) |
|
| ||||
|
65% |
Anywhere |
Universal* |
|
| ||||
|
100% |
Anywhere |
Universal* |
|
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|
100% |
Anywhere |
Everyone but Admiral Jackie (Standing) |
|
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|
100% |
Corner |
Sam (Standing), |
|
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|
100% |
Corner |
Sam (Standing), |
|
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|
100% |
Anywhere |
Universal |
|
|
Hyper Admiral Jackie Combos
Notation | Damage | Location | Characters | Notes |
---|---|---|---|---|
|
100% |
Anywhere |
Universal* |
|
| ||||
|
100% |
Anywhere |
Universal* |
|
| ||||
|
60% |
Anywhere |
Universal |
|
|