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.
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) Priority: above 236K and 63214K ; Input Buffer: 18f window to press P after 41236 input
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) Priority: above 63214K, below 41236P; Input Buffer: 14f window to press K after 236 input -Note: The diagonal down+forward input is required, unlike most 236 move inputs in Fists of Fire
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) Priority: below 41236P and 236K; Input Buffer: 18f window to press K after 63214 input
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 Input Buffer: 18f window to press LP+HP after 41236 input
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
Chip Damage: ~3%
16 hits; damage only applies on first and last hits
The last hit will always be at minimum scaling (50%), so the high base damage doesn't reflect its actual strength
Switches sides; can only juggle afterward if started while backed into corner -Combos into super make juggle harder, and no juggle vs. M. Lion
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
Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
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: No punish, unless VERY poorly spaced
236LK (LK Dragon Kick): 63214K Command Throw if used from close range
-Can be buffered as a reversal; nothing will come out if the throw doesn't punish
236HK (HK Dragon Kick): TOD combo punish (see below)
-If you can survive the chip damage, stand block or Lau can fly over you
623P (Rising Dragon): Full TOD combo punish (see below)
-Be aware that 623LP can whiff quickly and be hard to punish from farther ranges
Super: block from close range, then dash up for TOD punish (see below)
-From around sweep range, 236HK can reach for a punish
-From just beyond Lau's 2HK range, it is possible to jump over the Super for a j.HK (or j.HK > j.HP) punish; there is no time to reposition before jumping
TOD Combos (punish or close range hitconfirm vs. standing):
1) 5LP>HP>HP>HK, 5LP>HP>HP>HK, 2LK xx 236HK (stun)
2) 5LP>HP>HP>HK, 2LK xx 41236HP, 2HK > 2HP xx 236HK (stun) (must reach corner for juggle)
Wakeup Attacks:
Both wakeup attacks can be baited with a backdash, then whiff punished.
vs. Wakeup LK: the first hit must be stand blocked
-There is a 4f gap between the 2 hits that can be interrupted with Super or 63214K Command Throw
-It is -7 on block, but the pushback makes his Double Autocombo loop whiff, as well as anything more than 2LK xx Tiger Fist. Two light normals into 236HK or Super can still punish.
vs. Wakeup HK: despite the sweep animation, this does not hit low. The 2 hits are a true blockstring, and are safe at -2 on block.
-Dragonball Jackie's 6HK and 236K can hop over Lau's Wakeup HK
-Recovers crouching, so dash up cl 5HK will not work in punishes against it (and 236K will whiff a hit).
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: No punish unless used at an absurdly close range
6HK: 63214K Command Throw punishes on hit or block
-2LK combo starter can punish on block, but it is a 1f punish timing
63214P (Crane Wings): From around max 2LP cancel range, LP version on block can be punished with a tight dash 2LK or 236HK
-The 2nd hit of this 236HK usually whiffs, giving Yeung a small punish if she is aware
-At farther ranges, LP version can't be punished
-HP version can be punished on hit or block near max range with dash up 2LP into Tiger Fist or Super
41236K (Swallow Kick): Dash up 2LK into a full combo
Super: After the flip, 2LP can interrupt and lead to a knockdown; can be tricky to time at further ranges
-From mid range, 6HP or 236HK will stuff it consistently after the freeze, but is unrewarding
-If the dash-in portion is blocked, the Super is completely safe
Wakeup Attacks:
Both wakeup attacks can be baited with a backdash, then whiff punished. Wakeup LK has much faster recovery but also moves forward for an easier punish.
vs. Wakeup LK: must be stand blocked
-From very close range, Wakeup LK will whiff over a crouching opponent; crouch blocking can potentially work against both wakeup options
-0 on block at worst, and potentially advantageous from farther ranges
-Yeung can pick up juggles from this anywhere, so it is best to assume she will use Wakeup LK instead of HK
vs. Wakeup HK: must be blocked low
-Punishable at -7 on block, but can be too far away for anything to reach
-Yeung recovers crouching, so dashing into cl 5HK or 5LP Special Autocombo won't work in whiff punishes.
Yeung OTG Infinite: (Hyper Dragonball Jackie only)
OTG 2LK, 2HK > 2HP xx 236LK, neutral jump, delayed 8LP > 8HP, land, immediate OTG 2LK (repeat)
-If knockdown is from Command Throw, Tiger Fist, or Super: walk out of corner after the land + 2LK
-Can start a bit outside the corner by using a forward jump on the first rep
-The jump LP must be done as late as possible, or he won't land fast enough to OTG
Strategy:
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Thorsten Matchup
Thorsten
Important punishes: 46LK (LK Jackknife Storm): 63214K Command Throw is an easy punish at any spacing, and can lead to a juggle if near the corner
-2LK or 5LP can also start a punish, but these require a 1f timing that can't be made easier with plinking
46HK (HK Jackknife Storm): Full combo punishable; Thorsten may fly over your head if you crouch block
28K (Gatling Kick): Punishable with a full combo, but difficult because there are only 3 landing frames
-Note that 28LK whiffs extremely quickly, so be careful if he whiffs at midrange
16P (Slash Sword): 41236HP will punish even at max range, is generally optimal on its own due to the way scaling affects this move
Teleport: Predict a direction to dash, then 2LP xx Tiger Fist
-Difficult to time since 2LP only has 2 active frames
Super: Block, then dash up for an punish after he lands
-Super only has 13 landing frames, so time the punish as soon as he hits the ground
-2LP buffered during the freeze can interrupt a raw Super at most ranges
-Hyper Dragonball Jackie can almost always get a stun combo starting with 2LK x4 > 2LP, since Thorsten will end up near the corner
Wakeup Attacks:
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Strategy:
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Drunk Jackie Matchup
Drunk Jackie
Important punishes: Far 5HK: 63214K Command Throw can punish unless very well spaced, and is safe to attempt as nothing will come out on whiff if used as a reversal
Light Normal > 6HK Chain: Super will punish the gap on hit or block
236P (Jug Throw): 236HK has great horizontal movement and can reliably punish the jug throw on reaction from a surprising distance
-Note: if used too early from mid-far ranges, you may recover into the jug explosion and take massive damage; time the 236HK later or begin with a forward dash
Blockstring into 236P Jug Throw: 236HK works just as well even in the small blockstring gap
63214P (Drunk Dragon): 236HK can punish both versions on block, and LP version on hit
-236LK can punish HP version on hit as well
-Dash up 2LK > 2LP can punish any version, but can be difficult to time due to awkward hitstun/blockstun
-Super can punish blocked LP Drunk Dragon (LP version is rarely used intentionally, but often happens as an execution error)
236K (Tricky Kick): Full combo punish
28P (JackieCopter): Full combo punish; be sure to wait until he fully lands
Super: Full combo punish
-Only has 10 landing recovery frames, so be careful about timing the punish; recommend starting with 2LK
-Note: The proximity guard of Super can prevent you from walking to position yourself for a punish; dash away from Jackie, then walk/dash forward as he descends
Wakeup Attacks:
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Strategy:
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Dragonball Jackie Matchup (Mirror)
Dragonball Jackie (Mirror)
Important punishes: 6HP: Duck the 2nd hit, then 2HK or 236K to whiff punish
236HK (HK Crush Kick): Almost never punishable in a realistic scenario
-Crouch blocking a point blank 236HK can lead to a 2LK xx 236HK punish
41236P (Tiger Fist): 236HK will punish consistently on block
-2LP xx 236HK works for more damage, but stricter timing
Super: Same punishes as Tiger Fist
-2HP during Super freeze can cleanly beat a Super at short-mid range (i.e. after blocking a Tiger Fist or Crush Kick); can cancel into HP Tiger Fist
-From point blank range, can use cl 5HK during Super freeze to trade favorably (but if you don't mash quickly enough, he can OTG to even up the damage)
Wakeup Attacks:
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Strategy:
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Admiral Jackie Matchup
Admiral Jackie
Important punishes: 2HK: 236LK will punish consistently
41236P (Dragon Palm): Crouch block to make the followup hit whiff, then punish with a full combo
-Microdash if using cl 5HK > 2HP starter, but don't accidentally stand into the move's active frames
-Can still dash up for a full punish after stand block, but timing is more strict
623K (Double Dutch): Punish with a full combo; you can stand block to prevent HK version from flying over your head
Super:Crouch block, then 236HK (easy reversal punish)
-Crouch block, then interrupt the whiffed 2nd hit with 2LK > 2LP xx 41236HP (stricter, but more rewarding)
-Dash up 63214K Command Throw is possible after crouch blocking, but very difficult (3f timing)
Wakeup Attacks:
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Strategy:
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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 (see Important Punishes section).
Sam Matchup
Sam
Important punishes: 236P (Thousand Spears) (Blocked): Hold up forward, punish with j.LK > j.HK, dash into point blank punish
-Note: j.HK > j.HP can work as a jump punish on 236HP or from a spaced-out 236LP, but won't work against a close range 236LP
236P (Thousand Spears) (Whiffed): 2HK or 236HK can whiff punish reliably after standing outside the whiffed hands range (low reward)
-With good reactions, you can dash up into a 2LK or 5LP combo starter, but be careful not to dash too early into the 236P or the full attack animation will connect
214K (Divekick): 236HK will consistently punish at all ranges
-From close-mid range, can backdash on reaction and punish the whiff with a full combo
Super: Punish with full combo when he lands
-Note: The 5th and 6th hits are overheads, so block these high
-If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter (these hits whiff on crouchers)
Wakeup Attacks:
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Strategy:
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Kim-Maree Matchup
Kim-Maree
Important punishes: 2HK: No punish (unless spaced absurdly close)
6HK: 63214K Command Throw can reliably punish on hit or block
-Can punish on block with perfectly timed 2LK, but not worth the risk
236P (Running Lariat): Crouch, then start a 2LK combo right as she gets near you
28P (I Want You!): Dash up and punish with a point blank combo
Wakeup Attacks:
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Strategy:
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Mysterious Lion Matchup
M. Lion
Important punishes: 6HP: 236HK can punish on block, but may whiff the 2nd hit making it unsafe
-Crouch under the 6HP and 236HK whiff punish for a more reliable option
2HK: Not punishable if well spaced, but 236LK can punish from closer ranges and is low-risk to attempt
646LP (LP Lion Crusher): Full combo punish (2LK starter for consistency)
646HP (HP Lion Crusher): Dash up 2LK combo can work at some ranges, but is generally unpunishable
-If Lion corners himself or uses 646HP from fullscreen, dash up into point blank BnB combo
Normal xx 236LP (Lion Bomb): Dash forward and punish with 2LK or Command Throw combo starter
-236HK can work from closer range bomb cancels, but is very risky because he can recover into the blast (allowing M. Lion to combo)
-Reversal Super can connect, but the explosion will hit Jackie out of the animation early
Teleport: Predict a direction, then dash up 2LP xx 41236HP
Super: 2LK, 2LP, Tiger Fist, and Super all work normally on Chibi-Lion, and can be used in a combo to end the transformation
-236K generally whiffs, but can spike an airborne Chibi-Lion to the ground if it hits low enough (like right after Super activation)
Wakeup Attacks:
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-Note: M. Lion's Wakeup LK has a very similar animation to his wakeup forward roll. Pay attention on his wakeup so you don't react to the wrong move.
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