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

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JCFoF Spiritual ArcadePortrait.png

You're getting better!


Intro

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
  • 236K grants safe chip damage and hops over most low pokes
  • Can play at a very fast pace that overwhelms defenders
  • Command Throw gives extra throw range, punishes moves that are usually safe
  • Corner allows for good damage and strong resets
  • Hurtbox shrinks when crouch blocking, causing some moves to drop hits on block
    (i.e. Admiral 41236P and Super)
  • Many buttons have limited combo potential and mediocre hurtboxes
  • No combo from 6HK overhead (unless perfectly timed as meaty)
  • Difficult execution on his most damaging combos
  • Lack of midscreen juggles weakens his reset potential
  • Mediocre anti-air options in some matchups


Character Stats

238 (Above Average) // Average 5f+58f (Floaty) // Average 56 (C) 24.9% / second // 7f 17.7% // 48f Fastest // Fastest 4.8 (A) 20f // 158 (Very Far) N: 32f // F: 49f // B: 32f


Hitstun, Blockstun, & Juggle Hurtboxes

26 -- Light/High Standing 27 -- Heavy/High Standing 32 -- Crouching
JCFoF Spiritual Hitstun 26.png
JCFoF Spiritual Hitstun 27.png
JCFoF Spiritual Hitstun 32.png
29 -- Light/Mid Standing 30 -- Heavy/Mid Standing Juggle State
JCFoF Spiritual Hitstun 29.png
JCFoF Spiritual Hitstun 30.png
JCFoF Spiritual Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Spiritual Blockstun Stand.png
JCFoF Spiritual Blockstun Crouch.png
JCFoF Spiritual OTG.png


Frame Data Info (click to expand)
Startup 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.


Normals


Standing Normals

Stand LP -- (Standing Hitstun Reeling: High/26) 5LP

5LP
JCFoF Spiritual 5LP.png
Template:AttackDataN-JCFoF


Close Stand HP -- (Standing Hitstun Reeling: High+High+High/27+27+27) cl.5HP

cl.5HP
JCFoF Spiritual Close 5HP 1.png
JCFoF Spiritual Close 5HP 2.png
JCFoF Spiritual Close 5HP 3.png
Template:AttackDataN-JCFoF


Far Stand HP -- (Standing Hitstun Reeling: High/27) far.5HP

far.5HP
JCFoF Spiritual Far 5HP.png
Template:AttackDataN-JCFoF


Close Stand LK -- (Standing Hitstun Reeling: High/26) cl.5LK

cl.5LK
JCFoF Spiritual Close 5LK.png
Template:AttackDataN-JCFoF


Far Stand LK -- (Standing Hitstun Reeling: High/26) far.5LK

far.5LK
JCFoF Spiritual Far 5LK.png
Template:AttackDataN-JCFoF


Close Stand HK -- (Standing Hitstun Reeling: High/27) cl.5HK

cl.5HK
JCFoF Spiritual Close 5HK.png
Template:AttackDataN-JCFoF


Far Stand HK -- (Standing Hitstun Reeling: High+Mid/27+30) far.5HK

far.5HK
JCFoF Spiritual Far 5HK 1.png
JCFoF Spiritual Far 5HK 2.png
Template:AttackDataN-JCFoF


Crouching Normals

Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP

2LP
JCFoF Spiritual 2LP.png
Template:AttackDataN-JCFoF


Crouch HP -- (Standing Hitstun Reeling: Mid+Mid/30+30) 2HP

2HP
JCFoF Spiritual 2HP 1.png
JCFoF Spiritual 2HP 2.png
Template:AttackDataN-JCFoF


Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK

2LK
JCFoF Spiritual 2LK.png
Template:AttackDataN-JCFoF


Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK

2HK
JCFoF Spiritual 2HK.png
Template:AttackDataN-JCFoF


Air Normals

Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP

8LP
JCFoF Spiritual 8LP.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


Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP

8HP
JCFoF Spiritual 8HP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Spike, Squish -
  • --


Diagonal Jump LK -- (Standing Hitstun Reeling: High/26) 9LK

9LK
JCFoF Spiritual 9LK.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)


Neutral Jump LK -- (Standing Hitstun Reeling: High/26) 8LK

8LK
JCFoF Spiritual 8LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 - - - - -
  • --


Diagonal Jump HK -- (Standing Hitstun Reeling: High/26) 9HK

9HK
JCFoF Spiritual 9HK.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


Neutral Jump HK -- (Standing Hitstun Reeling: High+Mid/26+29) 8HK

8HK
JCFoF Spiritual 8HK 1.png
JCFoF Spiritual 8HK 2.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

Sobat Kick -- (Standing Hitstun Reeling: High/26) 6LK/4LK

6LK / 4LK
JCFoF Spiritual 6LK.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 - - - 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 -- (Standing Hitstun Reeling: High+High/27+27) 6HP

6HP
JCFoF Spiritual 6HP 1.png
JCFoF Spiritual 6HP 2.png
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 -- (Standing Hitstun Reeling: Mid/29) 6HK

6HK
JCFoF Spiritual 6HK.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 - - - 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 6HP/4HP
JCFoF Spiritual Throw.png
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
JCFoF Spiritual 41236P 1.png
JCFoF Spiritual 41236P 2.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
  • 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
JCFoF Spiritual 236K 1.png
JCFoF Spiritual 236K 2.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 - - - 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
JCFoF Spiritual 63214K 1.png
JCFoF Spiritual 63214K 2.png
JCFoF Spiritual 63214K 3.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
  • 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 41236LP+HP

41236LP+HP
JCFoF Spiritual Super 1.png
JCFoF Spiritual Super 2.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
  • 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

Getup Attack Detailed Info (click to expand)
  • Getup 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, Getup LK takes priority.
  • The Getup 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 Getup 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 Getup Attacks.
  • After inputting a Getup 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 Getup Attack window is active, as you may get an unexpected special move way after it was input.


Getup LK Getup LK

JCFoF Spiritual GetupLK.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


Getup HK Getup HK

JCFoF Spiritual GetupHK 1.png
JCFoF Spiritual GetupHK 2.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
  • 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
JCFoF Spiritual PursuitA.png
Startup Active Recovery Guard Hit Adv Block Adv
43 3 23 Overhead [-48] [-44]
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)
  • Auto-tracks to the opponent's position at the time the Pursuit Attack is input
  • If the opponent recovers from knockdown before the Pursuit Attack connects:
    -[Frame Advantage] on standing/crouching opponents (bounces very far away)


Pursuit Counter Pursuit Counter

Any 2 Buttons
JCFoF Spiritual PursuitC 1.png
JCFoF Spiritual PursuitC 2.png
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
  • Dragonball Jackie will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Dragonball Jackie wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can juggle afterward from anywhere on screen

Auto Combos


Normal Autocombo - LP > LP > LP > LP

JCFoF Spiritual AutoN 2.png
JCFoF Spiritual AutoN 3 Both.png
JCFoF Spiritual AutoN 4.png
(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

JCFoF Spiritual AutoS 2 All.png
JCFoF Spiritual AutoS 3.png
JCFoF Spiritual AutoS 4.png
JCFoF Spiritual AutoS 5.png
JCFoF Spiritual AutoS 6.png
(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



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

Character Poses

Taunt Win Time Loss/Draw
JCFoF Spiritual Taunt.png
JCFoF Spiritual Win.png
JCFoF Spiritual LossTime.png
Charge Perfect Loss (KO)
JCFoF Spiritual Charge.png
JCFoF Spiritual Perfect.png
JCFoF Spiritual LossKO.png

Stages

JCFoF SpiritualStage1L.png JCFoF SpiritualStage1R.png
JCFoF SpiritualStage2L.png JCFoF SpiritualStage2R.png
JCFoF SpiritualStage3L.png JCFoF SpiritualStage3R.png


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