Jackie Chan in Fists of Fire/Admiral Jackie/Strategy

From Mizuumi Wiki
< Jackie Chan in Fists of Fire‎ | Admiral Jackie
Revision as of 23:38, 3 September 2021 by Spabobin (talk | contribs) (Created page with "==<big>'''Strategy & Matchups'''</big>== (click to expand) <!--NOTE: Punishes are listed for the OPPONENT'S attacks; punishes for THIS character's moves should be listed on th...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Strategy & Matchups

(click to expand)

General Strategy

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.

Anti-Airs

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.


Lau Matchup


Lau
JCFoF Lau icon.png

Important punishes
2HK: At farther ranges, dash up 2LP can still reach
-Low risk to attempt this, since it will be a blockstring if Lau cancels into 236HP (unless he cancels on the very last frame)
-If poorly spaced, Admiral can punish with 2HK xx 41236HP or Super. Not recommended to attempt 623K combo.

236LK (LK Dragon Kick): Throw (if done at close range)
-Note: it can be difficult to punish properly, and Lau can use DP or Super to beat a failed punish. May be safer to backdash after blocking.

236HK (HK Dragon Kick): Full combo punish
-If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P (Rising Dragon): Full combo punish
-Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super: Dash into full BnB combo from close range; not punishable if well spaced, like after a blockstring
-From midrange, it is possible to jump over the Super for a j.HK (or j.HP > j.HK) punish; there is no time to reposition before jumping
-If uncertain, you can neutral jump and evade the Super with an air fireball; don't do this too late or Lau may be able to dash under you


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 5 lights
vs Crouch: ... > 2HK xx 623K -- 4 lights
vs Stand: ... > 2HP xx 623K -- 3 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage


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 623K (not Super, as it will whiff right through Lau)
-It is -7 on block, and reversal 623HK is the most reliable punish against it.

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.
-Admiral's 6HK can hop over Lau's Wakeup HK, but must be done quite early
-Recovers crouching, so punishes involving 2HP or far 5HP won't work against it.


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HK xx 623HK (3 hits), dash 2HK > cl 5HP xx 623HK (stun)
-Note: After 6HK, 2LP > 2HP can also work without getting all 3 hits of 623HK, but this has 1f timing while the 2HK route has 2f timing
2) (vs. standing) 2HP > 6HK, dash 2LP > 2HK > 2HP xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
3) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, 2HK xx Super (stun)


Strategy
If you block anything, Lau will either safely cancel into a fireball, chain into overhead, or dash up into a tick throw. You can use Admiral's fast backdash to try to make 2HK or 6HK whiff and attempt a whiff punish. Lau's 2LK is a nearly uncontestable button in neutral, but Admiral's 6HK can hop over it if the Lau player isn't ready for it. However, Lau's own 6HK is much better at this due to its speed. Lau's biggest weakness in this matchup is his wide hurtbox, which allows Admiral to get easy confirms into Double Dutch loops. Because Lau's neutral tools are so safe, it is important to maximize every opportunity when you do land a hit, which means always confirming into 623K over 41236P when possible.



Yeung Matchup


Yeung
JCFoF Yeung icon.png

Important punishes
2HK: Not punishable if well spaced
-From closer ranges, 2HK or 2LP can punish (any chain into 2HK will be punishable like this)
-Note: Yeung's 2HK can be chained into a delayed Autocombo followup, which may interrupt punish attempts

6HK: Throw can punish on block or hit unless well spaced
-623K can punish on block at most ranges, and the reversal timing makes it easy
-If spaced at absolute max range, it can actually be plus on block, so don't attempt a punish

63214P (Crane Wings): LP version usually safe unless poorly spaced
-LP version can be punished on block with a tight dash up 2LP if cancelled from her max range 2LP
-HP version can usually be punished with a dash 2LP even if well spaced (chain into 2HK can whiff at absolute max range)

41236K (Swallow Kick): Dash up and punish with a 2LP or Throw combo to score a knockdown into the infinite

Super: The dash portion can easily be stuffed with 2LP, 2HK, or 623K as she approaches
-At close range, be sure to duck the initial flip kick, then punish with 2LP or 623K
-If the dash-in portion is blocked, Yeung is safe


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 5 lights
vs Crouch: ... > 2HK xx 623K -- 4 lights
vs Stand: ... > 2HP xx 623K -- 2 lights -- (if Yeung is crouching, 1 light > 2HP > 2HK xx 623K)
-2HP will connect vs. crouching Yeung during chains due to her extended hurtbox, greatly increasing damage.
Corner Juggle: cl 5LK > 2HP > cl 5HK does not work, as Yeung is juggled too high (use OTG infinite instead of reset)


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
-Mashing 2LP on Yeung's wakeup will stuff Wakeup LK, but loses to Wakeup HK
-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 you must be close for anything to reach
-Yeung recovers crouching, so don't start whiff punishes with 2HP or far 5HP (can chain into them due to Yeung's unique crouching hurtbox).


Yeung OTG Infinite
Corner: 2HK > whiff 2HP, 2LK > cl 5HP xx 623LK, walk out of corner and repeat
Midscreen: 2HK xx whiff 41236LP, 2LK > cl 5HP xx 623LK (switch to corner infinite)
-2HK should be done near max range so Admiral is properly positioned for 2LK


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HK xx 623HK (3 hits), dash 2HK > cl 5HP xx 623HK (stun)
-If too close to the corner, final hit of 623HK will whiff; just use OTG infinite here instead
2) (near corner) 2LP x5 > 2HP > 2HK xx 41236LP, juggle 2LK > 2HP xx 623HK (stun)
-Very inconsistent based on position relative to the corner, not worth attempting
3) (corner) [2LP x2 or 6HK] > 2HK xx Super, juggle cl 5LK > cl 5HP xx 623HK (stun)
-Also inconsistent due to juggle awkwardness, but adding more light normals can make it work
4) (vs. standing) 2HP > 6HK, dash 2LP > 2HK > 2HP xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
5) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, 2HK xx Super (stun)


Throw Reset -- dash x2 (let full dash animations play out), 2LK > 5LP > cl 5HK
-But it's better to combo into 2HK > cl 5HP xx 623HK and use OTG Infinite -- you will always be fully in the corner after a throw combo


Strategy
The goal against Yeung is to get any knockdown and OTG loop to victory. The midscreen version of the Yeung OTG infinite is much more difficult than the corner version, but important to learn because you don't want to give Yeung more chances to win neutral. Blocking any of her grounded long-range attacks allows Admiral to dash in to gain some ground, but at most ranges her moves are pretty safe. The big thing to look out for is her 236LP, the jumping pole strike that hits overhead. This move is plus on block and does good damage, so it's important to switch to a stand block whenever you see Yeung hop into the air. If Admiral dashes from close enough, he can DP this move on reaction, but a DP from too far out will lose cleanly. If Yeung attempts a blockstring like 2LK x2 xx 236LP, Admiral can forward dash under the attack and punish when she lands.

Be aware that Yeung also has a low-hitting slide that begins an autocombo, so constant high blocking isn't enough to avoid her mixups.

If the opponent is using Shadow Yeung, you have to be much more conservative in your approach to avoid getting hit by a TOD yourself. Her most consistent TODs start from 2LK against standing characters.



Thorsten Matchup


Thorsten
JCFoF Thorsten icon.png

Important punishes
46LK (LK Jackknife Storm): Reversal 623HK, dash to opposite side, 2LK > 5LP > cl 5HK (sets up backturned low/throw mixup)
-It is possible to start a punish with 2LK/2LP, but much harder and not much more rewarding
-Throw can also punish 46LK, but is harder to time and does essentially the same damage

46HK (HK Jackknife Storm): Full combo punish on block
-Might fly over your head if you crouch block, making the punish harder

28K (Gatling Kick): Punish with a full combo upon landing
-Only has 3f of landing recovery, making the punish much harder.
-On top of this, 2LK doesn't hit low enough to meaty Thorsten's landing. Punishing with raw 623K or a throw is easier
-2HK > 2HP xx 623K is an optimal punish if close enough; the many active frames of 2HK will hit Thorsten grounded, but this can be harder to use if 28LK was whiffed at range

16P (Slash Sword): Dash up 2LP into a combo, on block or hit
-On a ranged meaty connect (where the explosion hits, but his hand doesn't hit you on the way down), it becomes much harder to punish
-In this scenario, LP version is safe and HP version is an extremely tight dash 2LP punish

Teleport: Predict a direction, then dash and 2HK as Thorsten reappears
-Admiral's short backdash makes it somewhat difficult to punish HP teleport even as a prediction

Super: Block, then dash up and punish with an optimal combo
-Thorsten will put himself close to the corner, making your punish easier
-If chip or time are a concern, 623K will beat the Super clean if he is relatively close; 2LP will stuff it from farther ranges


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 2 lights
vs Crouch: ... > 2HK xx 623K -- 4* lights
vs Stand: ... > 2HP xx 623K -- 4* lights
-*Note: Using more than 2 lights causes the 2nd hit of 623K to whiff. To juggle, you must use 623LK and microdash 2HK immediately upon landing.
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage; the spacing is strict for the 2HP > cl 5HK to both connect


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HP > 6HK, microdash 2HK xx Super (stun)


Strategy
It is very difficult to confirm into 623K against Thorsten, as anything more than 2 lights will cause the confirm to drop if he is standing. If he is crouching, you can confirm into 623LK after 3-4 hits, but the juggle afterward is weaker than usual. Thorsten is also a difficult character to stun, so going for midscreen resets is a little less effective against him.

It is crucial to not let Thorsten get an early life lead, as it's really hard to chase down his runaway teleport game. His 2LK is hard to contest in neutral, and his 2HK is safe and very damaging. Thorsten shouldn't be using raw LK Scissor Kick in this matchup, but be sure to punish him hard with a reversal DP combo if he does, since the reversal timing makes it an easy punish. If Thorsten has super, all of Admiral's ranged options (2HK, 41236P, Super) become easily punishable into massive damage, so don't even try it without a confirm or a guaranteed chip kill. This is one matchup where taunting after a knockdown might be the optimal play.



Drunk Jackie Matchup


Drunk Jackie
JCFoF Drunk icon.png

Important punishes
Far 5HK: Throw or reversal 623K can be used to punish a poorly spaced Butt attack if it connects approximately before the apex of his hop
-2LP is great for preemptively stuffing an approaching far 5HK

Light Normal > 6HK Chain: 623K will interrupt the gap in this chain (Super also works, but is less rewarding)

236P (Jug Throw): Admiral can dash forward as a prediction, then throw or 623K upon seeing a jug was thrown
-6HK is too slow to reliably hop over a jug on reaction, but if done early as a prediction it can evade the blast at close range

Blockstring into 236P Jug Throw: Dash through the jug, then punish with a 2LP combo starter after letting the dash fully complete its animation
-2LP shifts Admiral's hurtbox forward slightly, making it unlikely to get hit by the blast; chaining into 2HP allows more consistent 623K combos than using 2HK
-Reversal 623K can hit Drunk Jackie, but Admiral stays grounded and will take huge counterhit damage afterward

63214P (Drunk Dragon): Dash up 2LP > 2HP xx 623K punish
-Works on hit or block, but has a strict 2f timing against the HP version on hit

236K (Tricky Kick): Punish with a full combo on block
-2HP > 6HK punish starter will always be in range

28P (JackieCopter): Full BnB combo; make sure to wait until he fully lands
-Can be hard to use 2HP combo starter due to his awkward landing hurtbox

Super: Full BnB Combo punish
-Only has 10 landing recovery frames, so be ready with the proper timing (2HP can be difficult to use, just like against 28P)
-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


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 2 lights
vs Crouch: ... > 2HK xx 623K -- 2 lights
vs Stand: ... > 2HP xx 623K -- 4 lights -- very important for punishes
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage; the spacing is strict for 2HP > cl 5HK to both connect


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HP xx 623HK, dash 2HK > cl 5HP xx 623HK (stun)
2) (near corner, standing) 2LP x4 > 2HK > 2HP xx 623HK, dash out of corner, 2HK > cl 5HP (1 hits) xx 623HK (stun)
3) (vs. standing) 2HP > 6HK, dash 2LP > 2HK > 2HP xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
4) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, dash 2LP > 2HK xx Super (stun)


Strategy
The Drunk Infinite is extremely easy on Admiral, so getting hit while standing is a guaranteed death sentence. Drunk also has an easy TOD from overhead, so getting hit crouching is just as bad if you are less than half screen from the corner. Admiral's confirms into DP are very difficult unless you have optimal dash loops, as more than 2 chained light normals pushes Drunk Jackie too far away to combo. Admiral can't really do anything to counter Jug Throw at long ranges, but if he's already standing at the range where Jug connects, he always has the threat of dash up throw. Dash up DP can also work, but it doesn't always become airborne fast enough to dodge the splash damage.

Admiral and Drunk both have excellent long ranged light normals to force frame advantage. In general, Drunk's far 5LK is better than any of Admiral's buttons, but it is possible to thread the needle and land your own buttons to start pressure, forcing Drunk to backdash himself to the corner. Admiral's overhead, while much slower than Drunk's, also has some utility, as Drunk Jackie often relies on low-hitting normals to start his offensive sequences. And the advantage of using an airborne move like 6HK is that if Drunk Jackie was buffering pokes into JackieCopter, he will be punishable as the juggle drops partway through.

If Drunk Jackie is repeatedly dashing forward with advantageous light normals, 623LK will blow through his offense and lead to a potential stun situation. Just be wary of overusing this, as a blocked DP generally leads to an guaranteed loss.

When juggling Drunk near the corner (after throw or DP), stay near the max range of your light normals when juggling, or he will be on the wrong side. If you put yourself fully in the corner, dash out to that range before the juggle.



Dragonball Jackie Matchup


Dragonball Jackie
JCFoF Spiritual icon.png

Important punishes
6HP: Duck the 2nd hit, then whiff punish with 2HK xx 41236HP

236HK (HK Crush Kick): 623K punishes at most ranges on block
-Be careful, as it can be hard to distinguish from LK version which is safe; punish also whiffs at max range

41236P (Tiger Fist): 2HK punishes with a lenient 6f timing window
-Dash up 2LP works, but is generally not much more rewarding
-If you stand block, dash up 2LP > 2HP xx 623K can work with a 1f timing window (impractical in real matches)

Super: Same as Tiger Fist
-623K can beat a raw Super clean (delay slightly if point blank); if activated from long range, wait until he gets closer
-2HP or 2HK can also contest a Super from mid to long range


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 3 lights
vs Crouch: ... > 2HK xx 623K -- 2 lights
vs Stand: ... > 2HP xx 623K -- 3 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HP xx 623HK, dash 2HK > cl 5HP xx 623HK (stun)
2) (vs. standing) 2HP > 6HK, dash 2LP > 2HP > 2HK xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
3) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, microdash 2HK xx Super (stun)


Strategy
It can be difficult to hitconfirm into 623K against Dragonball because you have to verify whether he is standing or crouching. Crouching DB Jackie is much harder to confirm against.

Don't try using Super to chip out Dragonball Jackie, because the 2nd hit whiffs against his crouch block. He can interrupt after blocking one hit. This also happens with 41236P, which normally does significant chip damage on the second hit.

Be ready to punish Tiger Fist and Super with a dash up combo; 2LP > 2HK xx 41236HP is safe and reliable, but he can get more. Use your fast backdash to make Crush Kick whiff in neutral. It is possible to whiff punish it with a quick forward dash if you make it whiff this way.

Admiral's buttons are generally faster and stronger, so Dragonball Jackie will likely have to take more risks to win. If you block his 2HK, remember that he is +4 on block so he can potentially frame trap you afterward.



Admiral Jackie Matchup (Mirror)


Admiral Jackie
(Mirror)
JCFoF Admiral icon.png

Important punishes
2HK: Can punish with your own 2HK except at max range
-Admiral can also cancel 2HK into a whiffed 2HP, which makes it much easier to space it safely
-Because of this, it is recommended to stay crouch blocked (to avoid 2HP) then microdash 2LP to start pressure
-If Admiral cancels this into 41236P, it will beat your punish attempt (but this is a very unsafe tactic)

41236P (Dragon Palm): Dash up 2LP > 2HP > 2HK xx 623K (omit 2HP if you aren't confident in the timing or spacing)
-Dash up 623HK is also very consistent, and you don't have to worry about pushback from starting the combo too early
-For an even easier punish, just mash 2HK xx 41236P/Super

623K (Double Dutch): Full BnB combo punish
-Stand blocking the HK version can prevent it from going over your head

Super: Stand block, then microdash 2LP or 2HK, combo into 41236HP or Super
-2HK: dash 4-6f
-2LP: dash 7-9f; can cancel into 2HK for a confirm
-Can also dash 9-10f into 623HK, but this is very risky
-A point blank raw Super has less pushback, making punishes easier


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 3 lights
vs Crouch: ... > 2HK xx 623K -- 3 lights
vs Stand: ... > 2HP xx 623K -- 2 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK does not work, as the turnaround bug prevents you from getting close enough for cl 5HK to connect


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HP xx 623HK, dash 2HK > cl 5HP xx 623HK (stun)
-The dash 2LP after 6HK has 1f timing for this combo to work properly
2) (vs. standing) 2HP > 6HK, dash 2LP > 2HP > 2HK xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult


Strategy
When juggling Admiral near the corner (after throw or DP), stay near the max range of your light normals when juggling, or he will be on the wrong side. If you put yourself fully in the corner, dash out to that range before the juggle.



Sam Matchup


Sam
JCFoF Sam icon.png

Important punishes
236P (Thousand Spears) (Blocked): After blocking, hold up forward and use the following stun combo:
-9HP > 9HK, dash 2LP > 2HP > 2HK xx 623HK, dash 2HK > cl 5HP xx 623K (stun)
-Don't wait too long to hit the jump HP or Sam might recover; jump HK won't work against a close range blocked 236LP

236P (Thousand Spears) (Whiffed): Wait just out of range, then 2HK xx 41236HP or Super
-It is possible to dash up for a stronger punish, but difficult to react quickly enough

214K (Divekick): Dash up 2LP works (becomes more strict the lower the divekick connects)
-It can be difficult to convert into 623K, so 2LP > 2HP > 2HK xx 41236HP/Super is a good punish route
-From close-mid range, can backdash on reaction and punish the whiff with a full combo

Super: Punish with a 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/2LP combo starter (these hits whiff on crouchers)


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 3 lights
vs Crouch: ... > 2HK xx 623K -- 3 lights
vs Stand: ... > 2HP xx 623K -- 3 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage
Important: 41236P and Super both whiff their 2nd hit vs. crouching Sam. Always try to confirm into 623K, or end confirms with 2HK > whiff 2HP (or reset into dash + throw).


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HK xx 623HK (3 hits), dash 2HK > cl 5HP xx 623HK (stun)
2) (corner, standing) 2LP x5 > 2HP > 2HK xx 41236LP, juggle 2LK > 2HP xx 623HK (stun)
3) (corner, standing) 2LP x2 > 2HK xx Super, juggle cl 5LK > cl 5HP xx 623HK (stun)
4) (vs. standing) 2HP > 6HK, dash 2LP > 2HK > 2HP xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
5) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, 2HK xx Super (stun)


Throw Reset -- dash x2, use 2LK > 2LP > cl 5HK
-using 5LP will make the 5HK whiff; no need to wavedash, let both dashes fully play out


Strategy
_



Kim-Maree Matchup


Kim-Maree
JCFoF KimMaree icon.png

Important punishes
2HK: Not punishable at most ranges; dash 2LP is a good option, but stay out of her command throw range

6HK: Throw can punish on hit or block with 1f timing (and may not work at farther ranges)
-623K is an easy reversal punish on block
-Plinking 2LK~2LP can give a stronger combo starter, but is harder to time and could get you thrown

236P (Running Lariat): Crouch until Kim reaches you, then start a full 2LP combo

28P (I Want You!): Dash up into a full combo


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 2 lights
vs Crouch: ... > 2HK xx 623K -- 2 lights
vs Stand: ... > 2HP xx 623K -- 2 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash 2LP > 2HP > 2HK xx Super (stun)
-Can also start with 2LP > 2HP, but makes the dash conversion more difficult
2) (vs. standing, style points only) 2HP > 6HK, dash 2LP > 2HP > 6HK, microdash 2HK xx Super (stun)


Strategy
Hitconfirming into DP is difficult against Kim whether she is standing or crouching, but that's okay because you can just use your vastly superior movement and normals to keep her at bay. There is very little she can do if you just poke with lights hitconfirmed into Dragon Palm, and backdash any time she makes an advance. Just be sure to stay crouched frequently in case she does a random Running Lariat, and be ready to punish one that whiffs past you. Kim is likely to try to jump to force her way in, so always be ready for a quick dash up 623K as well. Playing for the time-out victory is a great option because Kim's options to chase Admiral are awful.



Mysterious Lion Matchup


M. Lion
JCFoF MLion icon.png

Important punishes
6HP: Dash up 2LP can punish near max range on block
-Duck the hit, then whiff punish with 2HK xx 41236P

2HK: 2HK or dash 2LP if not well spaced (unpunishable from max range)

646LP (LP Lion Crusher): Full punish on block, or on hit if they didn't mash for knockdown
-Take advantage of Lion's wide hurtbox and standing recovery to get a beefy punish

646HP (HP Lion Crusher): Generally safe unless done from a very bad position
-If Lion corners himself or uses from fullscreen, dash up into point blank combo

Normal xx 236LP (Lion Bomb): An immediate dash can get past the bomb even from a max range cancel
-Throw is a safe option, but you can get a full optimized point blank combo since he will be standing

Teleport: Pick a direction, then dash 2LP or 2HK
-Much more reactable than Thorsten's teleport; Admiral's dash speed makes it hard for Lion to get out of punish range

Super: 41236HP during the Super freeze can knock him out of the transformation
-Once transformed, it is very difficult for Admiral to hit Chibi-Lion; should just wait out the duration if possible
-41236P can hit an airborne Chibi-Lion if he calls drones, but this generally doesn't work if he jumps and does this low to the ground


Hitconfirm Notes -- Assumes fastest possible chains, starting from point blank
vs Stand: ... > 2HK xx 623K -- 7 lights
vs Crouch: ... > 2HK xx 623K -- 4 lights
vs Stand: ... > 2HP xx 623K -- 4 lights
Corner Juggle: cl 5LK > 2HP > cl 5HK works for stronger damage
Note: After 623K in the corner, you can dash out before juggling to maintain your corner positioning.


Wakeup Attacks
_


TOD Combos
1) (vs. standing) 2HP > 6HK, dash cl 5LK > 2LP > 2HP > 2HK xx 623HK, dash 2HK > 2HP xx 623LK (3 hits) (stun)
-The dash cl 5LK requires frame perfect timing to connect; this is impossible if you add any hits before 2HP
-The spacing required makes this very impractical; to get 2HP into all 3 hits of 623LK, you must end up almost in the corner, but not fully against it
2) (vs. standing) 2HP > 6HK, dash 2LP > 2HP > 6HK, microdash 2HK xx Super (stun)


Strategy
Lion's Psycho Crusher will easily punish moves that can normally be made pseudo-safe due to pushback. Blocked 2HK, 41236P, and Super are all punishable regardless of range, so you have to rely on a more solid neutral. While it can be tempting to try to jump over bombs, this will rarely work. The best option against bombs is to dash forward and use throw or chained 2LPs once you're safely past the bomb. If you don't see the bomb startup animation, then quickly halt your dash with a crouch block to avoid getting hit yourself. This also works when Lion does a blockstring into bomb due to the large frame gap between hits.

If you're not confident that you are at a range where forward dash will work, backdashing out of the bomb's explosive radius is much better than blocking because it prevents M. Lion from gaining massive frame advantage and chip. It is also possible to jump back and throw an air fireball to stay above the bomb and prevent Lion from following it in, but this isn't very helpful to the overall goal of getting close to Lion.

Lion's wide hurtbox makes hitconfirms easy against him. You can chain tons of light normals, making it hard for him to guess when you might stagger your pressure and dash up into a throw/strike mixup. Also remember that your Close 5LK will hit OTG against Lion, which allows you to dash up and get a full OTG sequence of 5LK, 5LK, 2HK even midscreen against fast mashers.

If M. Lion uses his Super, it can become a little awkward to deal with the Mini-Lion. You can't combo into any specials against him, so it's usually best to just stay away until the transformation runs out. It is possible to react to a drone assist call with Dragon Palm, but only if he does it from the ground (since he does a little jump first). If he does an instant jump into drone assist, there's nothing that will effectively punish him.