Jackie Chan in Fists of Fire/Glossary
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Important Terminology
- Autocombo: 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 (i.e. cl 5HP = close stand HP)
- cr.: crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
- Crossup: an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
- DP: "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
- 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
- Hong Kong Showdown: When both players charge meter at the same time.
- 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
- 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
- st.: standing - an attack done while standing (denoted with 5 in numpad notation)
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.
- 5 = Neutral
- = 6 = Forward
- = 3 = Crouching Forward
- = 2 = Neutral Crouching
- = 1 = Crouch Blocking/Guarding
- = 4 = Backward
- = 7 = Jump Backward
- = 8 = Neutral Jump
- = 9 = Jump Forward