Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie

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< Jackie Chan in Fists of Fire
Revision as of 21:17, 11 May 2021 by Spabobin (talk | contribs) (fixed overhead on block)
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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

Standing Normals 5LP

Stand LP
5LP
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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

Far 5HP

Far Stand HP
Far 5HP
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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

2HP

Crouch HP
2HP
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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

2HK

Crouch HK
2HK
JCFoF Spiritual icon.png
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
9lp.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 - - - -- -
  • WHAT ARE THOSE

8HP

Jump HP
8HP
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
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
JCFoF Spiritual icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 - - - -- -
  • Good horizontal hitbox

8HK

Neutral Jump HK
8HK
JCFoF Spiritual icon.png
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/Throws

6LK/4LK

Forward LK / Back LK
6LK / 4LK
JCFoF Spiritual icon.png
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.

6HP

Forward HP
6HP
JCFoF Spiritual icon.png
Startup Active Recovery Guard Hit Adv Block Adv
9 (19) 7(3)9 27 High -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20*16 - - - -- -
  • 2 hits

6HK

Universal Overhead
6HK
JCFoF Spiritual icon.png
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

HP Throw

HP Throw
close 6LK/4LK
JCFoF Spiritual icon.png
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

41236P

Dragonball / Tiger Fist
41236P
JCFoF Spiritual icon.png
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

236K

Crush Kick
236K
JCFoF Spiritual icon.png
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
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

63214K

Frantic Kick
63214K
JCFoF Spiritual icon.png
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
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

Super

41236LP+HP

5 Animal Fist Flurry
41236LP+HP
JCFoF Spiritual icon.png
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 LK

Wakeup LK
LK
JCFoF Spiritual icon.png
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
HK
JCFoF Spiritual icon.png
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
  • Very short knockdown timer, so it is difficult to OTG afterward

Auto Combos

Normal Autocombo

Normal Autocombo
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
LP > LP > LP > LP
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

Special Autocombo
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
JCFoF Spiritual icon.png
LP > HP > HP > HK > HK > LK+HK
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
(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 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

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Throw Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

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Overhead Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

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OTG Options

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

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Miscellaneous Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

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Hyper Dragonball Jackie Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF |}


Matchups

Lau
JCFoF Lau icon.png

Important punishes:
2HK: _
Super: _

Strategy: Being careful with raw crush kicks because of lau dp
_

Yeung
JCFoF Yeung icon.png

Important punishes:
2HK: _
Super: _

Strategy:
_

Thorsten
JCFoF Thorsten icon.png

Important punishes:
46LK: _
Super: _

Strategy:
_

Drunk Jackie
JCFoF Drunk icon.png

Important punishes:
Far 5HK: _
236P: _

Strategy:
_

Dragonball Jackie
(Mirror)
JCFoF Spiritual icon.png

Important punishes:
6HP: _
41236P: _
Super: _

Strategy:
_

Admiral Jackie
JCFoF Admiral icon.png

Important punishes:
2HK: _
41236P: _
Super: _

Strategy:
_

Sam
JCFoF Sam icon.png

Important punishes:
236LP: _
236HP: _
214K: _
Super: _

Strategy:
_

Kim-Maree
JCFoF KimMaree icon.png

Important punishes:
2HK: _
6HK: _
236P: _

Strategy:
_

M. Lion
JCFoF MLion icon.png

Important punishes:
2HK: _

Strategy: Baiting out long lion bombs so you can dash up grab or tiger fist
_


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


External Links



General
FAQ
Controls
HUD
System (Basic)
System (Advanced)
Strategy
Glossary
Community
Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion