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
Frame Data Info (click to expand)
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 -Ex: 4*5x3*8 = 4 damage + 3 hits of 5 damage each + 8 damage See System page for details on damage scaling and defense.
|
Guard |
The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked standing or crouching. Low = Must be blocked crouching. Throw = Cannot be blocked
|
Startup |
The number of frames it takes for a move to become active. If this value is lower than another move'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 overhead 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. -Ex1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) -Ex2: 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.
|
Recovery |
The number of frames in which a character cannot act after startup and recovery 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/Block Adv |
The frame advantage of an attack on hit/block. 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. KD means the attack knocks down if it hits. 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 listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
|
Attribute |
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Rapid Fire = Light normal that can be rapidly chained into itself on hit, block, or whiff Special Cancel = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed No-Cancel = Normal attack that cannot be chained into another normal Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this. Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent KD0 = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Spike = Air normal with KD0 property, will slam airborne opponent to the ground. Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
|
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
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
Sobat Kick
6LK/4LK
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.
|
|
One-Two Punch
6HP
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
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Overhead
6HK
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
Tiger Fist (Dragonball)
41236P
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
|
|
Crush Kick (Axe Kick)
236K
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)
|
|
Frantic Kick (Command Grab)
63214K
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
Five Animal Fist Fury
41236LP+HP
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 Attack Detailed Info (click to expand)
- Wakeup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Wakeup LK takes priority.
- The Wakeup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Wakeup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Wakeup Attacks.
- After inputting a Wakeup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Wakeup Attack window is active, as you may get an unexpected special move way after it was input.
Wakeup LK
Wakeup 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
|
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
- Can hit OTG off a traded knockdown
- Very short knockdown timer, so it is difficult to land 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; OTG
|
(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 |
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 |
Important punishes:
2HK: _
Super: _
Strategy:
_
|
Thorsten Matchup
Thorsten |
Important punishes:
46LK: _
Super: _
Strategy:
_
|
Drunk Jackie Matchup
Drunk Jackie |
Important punishes:
Far 5HK: _
236P: _
Strategy:
_
|
Dragonball Jackie Matchup (Mirror)
Dragonball Jackie (Mirror) |
Important punishes:
6HP: _
41236P: _
Super: _
Strategy:
_
|
Admiral Jackie Matchup
Admiral Jackie |
Important punishes:
2HK: _
41236P: _
Super: _
Strategy:
_
|
Sam Matchup
Sam |
Important punishes:
236LP: _
236HP: _
214K: _
Super: _
Strategy:
_
|
Kim-Maree Matchup
Kim-Maree |
Important punishes:
2HK: _
6HK: _
236P: _
Strategy:
_
|
Mysterious Lion Matchup
M. Lion |
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