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. 2LK2LP [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
2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK
54%
Anywhere
Everyone but Drunk Jackie
Lion's only real standard hitconfirm; 2LP > 5LP chains more slowly than usual
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
Juggle timing window (in Frames): Midscreen 646LP into 2LK/5LK > cl.5HP > cl.5HK
Opponent's Character
2LK Juggle
5LK Juggle
Notes
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
Stand/[Crouch] Throw,
dash 5LK > cl.5HP > cl.5HK
46% [~42%]
Near corner
Yeung, Dragonball Jackie
If you can't quite get point blank for the juggle, omit the cl.5HP
Opponents fall very slowly, giving plenty of time for a juggle
vs. Lau, Admiral, Sam, Kim, M. Lion: 2LK > 2LP > cl.5HK is much more consistent -If attempting the optimal juggle, delay your dash and juggle as late as possible
Must end in the corner for the final juggle to connect
Midscreen, it is technically possible to add a 2LP > cl.5HK juggle, but requires frame perfect timing -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