Also commonly known as "Dragonball Jackie" (due to his iconic attack animation) or "Five Animal Fists Jackie" (referring to the martial arts style he uses). In the movie Spiritual Kung Fu, Yi-Lang (Jackie Chan's character) learns the Five Style Fists fighting style from the ghosts of five previous masters. After a thief stole a book about a deadly style of Kung Fu from his temple's library, Yi-Lang uses this new technique to defend his school.
Dragonball Jackie has an unorthodox moveset. His juggles are very limited outside the corner, and his confirms generally only use light normals. He has a 2HK with 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 extra throw range and a useful punish against safe-ish moves
Buttons have good hitboxes
Good damage and resets in the corner
Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block (i.e. Admiral 41236P and Super)
Limited combo potential off his best buttons
No combo from overhead (unless perfectly timed as meaty)
Very difficult execution on his highest damage options
Lack of juggles midscreen makes his reset potential very weak
The number of frames it takes for a move to become active. If this value is lower than the opponent'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. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 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. Attacks with more active frames are more effective as pokes and anti-airs.
Recovery
The number of frames that a character cannot act after startup and active frames 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).
Guard
The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked both standing and crouching. Low = Must be blocked crouching. Overhead = Must be blocked standing Throw = Cannot be blocked
Hit Adv
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. KD means the attack knocks down if it hits. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Block Adv
The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 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. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. 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 with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
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 --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense.
Stun
Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun See Basic System page for details on stun.
Knockdown Timer
KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules). The higher a character's KD Timer value, the longer it takes to wake up after a knockdown. See "Damage" for more information on how to read the values. See Advanced System page for details on KD Timer.
Special Cancel
The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
Attribute
Self = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
(slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
Hitstun Type
Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
Normals
Standing Normals
Stand LP
5LP
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 Stand HP
Close 5HP
Cl 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)
-
3 hits
Proximity range: ≤ 68
Far Stand HP
Far 5HP
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
-
-
-
-
-
Proximity range: ≥ 69
Close Stand LK
Close 5LK
Cl 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
-
-
-
-
-
Proximity range: ≤ 65
Far Stand LK
Far 5LK
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
-
-
-
-
-
Proximity range: ≥ 66
Close Stand HK
Close 5HK
Cl 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
-
-
-
-
-
High damage, useful for some corner juggles
Proximity range: ≤ 77
Far Stand HK
Far 5HK
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
-
-
-
KD0 (2nd hit)
-
1st hit is fast anti-air, but a little hard to use
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
Proximity range: ≥ 78
Crouching Normals
Crouch LP
2LP
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
-
-
-
Special Cancel
-
Longer range and more damage than 2LK
Mostly used in strings before a special cancel; slow startup and recovery make it risky as a raw poke
Crouch HP
2HP
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
Crouch LK
2LK
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, Special Cancel
-
Main combo starter and pressure tool
Frame advantage when chained into whiffed 5LP: +4/+2
Crouch HK
2HK
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
Blocked 2HK into immediate 236K will go over most defensive crouching light normals that the opponent is likely to use
Air Normals
Jump LP
8LP
8LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
-
-
-
-
-
WHAT ARE THOSE
Jump HP
8HP
8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
-
-
-
Spike, Squish
-
--
Diagonal Jump LK
9LK
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)
Neutral Jump LK
8LK
8LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
-
-
--
Diagonal Jump HK
9HK
9HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
-
-
Good horizontal hitbox
Neutral Jump HK
8HK
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
-
2 hits
Command Normals
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
-
-
-
Airborne 2-9f
-
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.
Early airborne frames means it can potentially be used to counter throws
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
-
-
-
-
-
2 hits, long range but risky poke
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
-
-
-
Airborne 8-29f, Squish
-
Hops over low attacks and throws
Unique property of being much stronger on block than on hit
Can only combo if done as a perfectly timed meaty, but on block he gets strong pressure
Throws
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
-
-
-
Backturn
-
Can juggle afterward near the corner; opponent will be backturned so they can't backdash out of the reset
Range: 56
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
Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)
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
Against airborne opponents, will do the initial hit of damage but no full animation (opponent bounces away with almost no hitstun)
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
-
-
-
KD0 (2nd hit), Airborne 3-12f
-
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
-
-
-
KD0 (2nd hit), Airborne 4-17f
-
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
Range: 64 (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
Range: 64 (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/Knockdown
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
Pursuit Attack
Pursuit Attack
8LP or 8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * (6 each)
-
-
-
OTG, Mashable
-
Only usable on a knocked down opponent
First hit does 14 damage, all mashed followups do 6 damage each
Damage scales as though it is part of a combo (rather than OTG scaling)
Pursuit Counter
Pursuit Counter
Any 2 Buttons
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
18
-
-
-
-
-
2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
Countering does not prevent Dragonball Jackie from taking damage first
Can juggle afterward from anywhere on screen
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
-
-
-
-
-
Same animation as cl 5HK
(LP > HP > HP > HK > HK) > LK+HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
20
9
6 + 23 land (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.
Airborne 10-35f
Combos and Resets
Combo Section Info (click to expand)
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. 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.
Dragonball Jackie has excellent movement like the other Jackie Chans, but lacks their ability to confirm into huge damage and resets in most situations. His heavy normals are not very combo friendly, leaving his main confirms to consist only of 2LK and 2LP. On top of that, he can't launch the opponent into a juggle state unless the opponent is cornered.
To make up for that, Dragonball has one of the game's most obnoxious neutral tools in his 236LK (Crush Kick). Crush Kick goes far, hops over lows, and is mostly safe on block (although the HK version is slightly punishable). It is also difficult to whiff punish if the opponent tries to avoid it with backdash. Many characters rely on their crouching buttons for neutral, and this move almost entirely negates that option. Dragonball Jackie's primary gameplan is to harass with this move, either raw or in blockstrings. Doing so will often allow you to open up the opponent with a dash into throw.
While it's tempting to throw out 41236P (Tiger Fist) in neutral, be aware that some characters can punish it severely, especially with Super stocked. If the opponent doesn't prove that they can punish it, however, the reward is quite strong compared to the risk. Dragonball Jackie is also one of only two characters with a command throw. This gives him additional throw range, as well as the ability to buffer a reversal command throw. Buffering a command throw lets him punish moves that are normally hard to punish, and if the throw doesn't connect, he won't whiff a button.
6HK overhead is not very combo friendly, but hops over low pokes and has great frame advantage on block, setting up good throw pressure. Chain into this button especially on cornered opponents to split their attention between the high/low and button/throw mixups.
As a side note, Dragonball Jackie is generally one of the characters whose boss version is legal. This doesn't do much for him outside the corner or after anti-airs, but it's still worth picking just in case those situations arise.
Anti-Airs: Dragonball Jackie's most consistent AA is 236K; the LK version hits a bit closer and the HK version hits far away. Both versions can whiff if the jump is near crossup range, in which case close 5HK or the first hit of 2HP can be used. 2HP has the advantage of cancelling into 236K for more damage, but the hitbox is mediocre and only has 2 active frames. 6LK/4LK have good AA hitboxes, but have only one active frame and can't chain into anything to increase the damage.
While this Jackie's anti-air game is a bit weak compared to the rest of the cast, his frantic ground movement should make it hard for the opponent to even attempt a jump in the first place.
Lau Matchup
Lau
Important punishes: 2HK: 41236HP 236LK: 63214K (Command Throw) (can be buffered for easy reversal timing) Super: block from close range, then dash up for a punish. Check the Miscellaneous Combos section for a TOD combo on Lau (not punishable at farther ranges)
Wakeup Attacks:
Neither of Lau's wakeup attacks hit low; only the first hit of Wakeup LK hits overhead, so a stand block will work against both. However, Lau could just not perform a wakeup attack, and do a reversal 2LK or 2HK instead. A blocked Wakeup LK is -7, which is punishable but may be somewhat difficult with pushback. There is a 4f gap between the hits, so Super or 63214K Command Throw can interrupt it. Wakeup HK is safe at -2 with no gap between hits. Both wakeup attacks have substantial recovery, and can be backdashed and punished after they whiff.
Strategy: Crush Kicks in neutral are good against Lau players that abuse sweep and 236HP. Lau might whiff light DP in anticipation of this, which can be hard to punish if you aren't ready. Dragonball Jackie has slightly better movement than Lau, which is important because Lau's hits are much more rewarding to land.
Absolutely NEVER throw out raw Tiger Fist (41236P) against Lau, as his reversal 236HK will punish it on block for huge damage. Whiffing the LP version in neutral is less risky, as the Lau may be anticipating the block, but even this could end badly if the Lau dashes forward to get in LP Tiger Fist range before blocking.
If you ever have an opportunity for a full, point blank punish, be sure to use the Lau-specific TOD starting with Special Autocombo. This is one of the rare matchups where Autocombos are actually useful, so don't let Lau get away with DPs and random Supers.
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:
_
Important Note:
Admiral's 41236P and Super will both whiff the 2nd hit if you crouch block. This means he can't use them to effectively chip you out. Make sure to interrupt with crouching combo if he uses Super on block, and to go for an optimal punish after his Dragon Palm whiffs.
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
LP/HP Red
LK/HK Teal
Boss Version Colors
Hyper Dragonball Jackie P1 - Purple
Hyper Dragonball Jackie P2 - Brown
Select Boss variant with Start+Button on character select screen