Jackie Chan in Fists of Fire/Admiral Jackie/Strategy
Strategy & Matchups
(click to expand)
Use Admiral's dashes frequently and unpredictably to keep the opponent on their toes while keeping yourself out of harms way. It is very difficult for anyone to react to Admiral's dash up throw when it is mixed with his advantageous light normals, so opponents are likely to backdash frequently. A cornered opponent is much easier to deal with, so let them back up if they want. 6HK can also be used sparingly from mid-range as it allows a combo on hit and enough frame advantage on block to force a dash-in mixup. While it may be tempting to throw out 2HK in neutral, this should be used infrequently as it can be whiff punished on reaction with a dash into full combo.
Whenever possible, try to hitconfirm into 623K. This allows a followup juggle into 2LK > 5LP > cl 5HK, setting up a left/right/throw mixup that is likely to stun for the win. 6HK can also be used after an air reset, but its slow startup makes it the least likely option to succeed. If 623K is not an option, Dragon Palm (41236P) is still a good ender for corner carry. When inputting Dragon Palm, it is a good idea to input it with both LP and HP so that Super will come out if you built meter on the final hit.
Admiral does fairly good chip damage with Dragon Palm or Super, so remember this if the opponent is low on health. Any blocked normal will lead to an inescapable chip death. Admiral can also run away fairly effectively due to his speed and safe normals, so winning by time-out is a viable strategy. If there are only a couple seconds left, 2HK xx Super will run out the clock while the opponent is locked in blockstun.
Try to get a feel for your opponent's mashing speed when they are knocked down. It is dangerous to whiff an OTG 2HK, so only use them if you know they will hit. It is better to sacrifice a little damage in order to maintain pressure and screen position. Charging meter is a respectable option in place of going for OTGs. Taunt is fairly risky (outside of post-mortem) due to its incredibly long animation, as an opponent mashing quickly and waking up with forward roll can likely punish you for it.
623K should always be your anti-air of choice. It is fast, invincible, and can easily be done from a dash which makes even fullscreen jumps dangerous. Afterward, you can perform the "Double Dutch Loop" by juggling 2HK > cl 5HP xx 623K for more damage, or opt for a dangerous reset with 2LK > 5LP > cl 5HK. The reset is likely to lead to a stun if it connects, so it is recommended unless the damage from the Double Dutch Loop will kill.
If you have trouble with the 623K input, Far 5LK is also a serviceable AA, though much less rewarding. 2HP and Far 5HK can work too, but their hurtboxes extend far enough that some high-priority jump normals can beat them clean. Admiral's dash is fast enough that he can often dash under an opponent and juggle with whatever he wants.