Jackie Chan in Fists of Fire/Glossary

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Important Terminology

Auto-Combo: another name for normal string/special string - the two unique chain combos every character has

  • cl.: close - a proximity attack that only activates from close range. Applies to standing normals and throws
  • cr.: crouch - an attack that is done while crouching (i.e. cr.LP/2LP)
  • Crossup: an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
  • High: an attack that connects against standing opponents, but whiffs against crouching opponents
  • Hitbox: the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
  • Hurtbox: the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it
  • Infinite: a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites
  • Instant Overhead: an jump attack that can hit a crouching opponent on the way up. An unreactable mixup but very unsafe in Fists of Fire if it doesn't KO the opponent
  • Low: an attack that must be blocked crouching
  • Mid: an attack that connects on standing and crouching opponents, and can be blocked in either direction
  • Normal: a basic attack performed with only a button press
  • OTG: "on the ground" - an attack the hits an opponent that has been knocked down
  • Overhead: an attack that must be blocked while standing
  • st.: standing - an attack done while standing
  • Special: an attack that requires a special input and a button press to perform
  • Super: a powerful attack that consumes your entire meter gauge. Performed with a special input and two simultaneous buttons
  • Hong Kong Showdown: When both players charge meter at the same time.
  • Dashloop: An infinite that uses the same move that has dashing in it to overcome pushback.

Numpad Notation

Numpad notation is a common way to describe a move's input. Because it is universal across languages, it is the preferred style for most fighting games. Each input direction corresponds to a keyboard numpad position and assumes you are on the P1 side (facing right). So for example, 236 is a quarter circle forward input beginning with Down, and 2LP is a crouching light punch.

Numpad.jpg

  • 5 = Neutral
  • 6.png = 6 = Forward
  • 3.png = 3 = Crouching Forward
  • 2.png = 2 = Neutral Crouching
  • 1.png = 1 = Crouch Blocking/Guarding
  • 4.png = 4 = Backward
  • 7.png = 7 = Jump Backward
  • 8.png = 8 = Neutral Jump
  • 9.png = 9 = Jump Forward




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