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
Special Autocombo can grant TOD loops on some standing characters
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
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
5LP
5LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
3
8
High
+8
+6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
6
512
96
Y
-
High
Start of Normal Autocombo (LP>LP>LP>LP)
Start of Special Autocombo (LP>HP>HP>HK>HK>LK+HK)
Close Stand HP
cl.5HP
cl.5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
3(3)2(4)2
23
High / High / High
+1
-2
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10*8*6
512x2*1024
160*128*96
Y (1st Hit)
-
High / High / High
3 hits
Proximity range: ≤ 68
Far Stand HP
far.5HP
far.5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
2
23
High
+1
-2
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
20
1280
320
N
-
High
Proximity range: ≥ 69
Close Stand LK
cl.5LK
cl.5LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
3
11
High
+5
+3
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
512
128
N
-
High
Proximity range: ≤ 65
Far Stand LK
far.5LK
far.5LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
3
8
High
+8
+6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
512
128
N
-
High
Proximity range: ≥ 66
Close Stand HK
cl.5HK
cl.5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
2
23
High
+1
-2
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
1792
448
N
-
High
High damage, useful for some corner juggles
Proximity range: ≤ 77
Far Stand HK
far.5HK
far.5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4 (14)
3(7)3
14
High / Mid
+9
+6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16*12
1024x2
256*192
N
KD0 (2nd hit)
High / Mid
1st hit is fast anti-air, but a little hard to use
On the ground, 1st hit has so little range it can't hit most characters even if they are standing at the closest far.5HK range
Proximity range: ≥ 78
Crouching Normals
Crouch LP
2LP
2LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
2
13
Mid
+4
+2
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
512
160
Y
-
Mid
Longer range and more damage than 2LK
Mostly used in strings before a special cancel; slow startup and recovery make it risky as a raw poke
Crouch HP
2HP
2HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
2(5)2
23
Mid / Mid
+1
-2
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12*8
1024*512
192*128
Y (1st Hit)
-
Mid / Mid
2 hits
1st hit has a decent anti-air hitbox, but very few active frames compared to most AA normals
Crouch LK
2LK
2LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
3
8
Low
+8
+6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
4
512
64
Y
OTG, Self-chain
Mid
Main combo starter and pressure tool
Frame advantage when chained into whiffed 5LP: +4/+2
Crouch HK
2HK
2HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
2
17
Low
+7
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
1536
384
N
OTG
Mid
Very unusual 2HK with frame advantage; can be linked from, but has a lot of pushback
Since most people will instinctively try to punish a blocked 2HK, it can be used as an effective frame trap
Blocked 2HK into immediate 236K will go over most defensive crouching light normals that the opponent is likely to use
Air Normals
Jump LP
8LP
8LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
-
Overhead
-
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
768
144
-
-
Mid
WHAT ARE THOSE
Jump HP
8HP
8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
-
Overhead
-
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
1024
384
-
Spike, Squish
Mid
--
Diagonal Jump LK
9LK
9LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
-
Overhead
-
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
512
160
-
Crossup
High
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
512
160
-
-
High
--
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
1024
448
-
-
High
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
1024x2
256x2
-
Spike
High / Mid
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
512
128
-
Airborne 2-9f
High
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
1024x2
320*256
-
-
High / High
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
1536
384
-
Airborne 8-29f, Squish
Mid
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
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
-
-
Throw
KD
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
36
0
576
-
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)
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
2304
256*0x4*768
-
-
-
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 (stun on final hit only).
This means comboing into Tiger Fist 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
2304
256*0x4*768
-
-
-
Farther travel distance, making it strictly better for combos.
6 Hits, but damage is only applied on the first and last hit (stun on final hit only).
This means comboing into Tiger Fist 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)
Priority: above 236K and 63214K
Crush Kick (Axe Kick)
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
1280x2
240*320
-
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
The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire
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
1536x2
288*384
-
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)
Some characters can punish the HK version if not well spaced, so use carefully
The diagonal down + forward input is required, unlike most 236 move inputs in Fists of Fire
Priority: above 63214K, below 41236P
Frantic Kick (Command Grab)
63214K
63214K
LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
-
-
Throw
KD
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
35
0
560
-
-
-
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
0
560
-
-
-
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)
Priority: below 41236P and 236K
Super
Five Animal Fist Fury
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
3584
256*0x14*1664
-
Invincible 1-8f
-
19f super flash
Chip Damage: ~3%
16 hits; damage only applies on first and last hits (stun on final hit only)
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
Comboing normals into super makes the juggle harder due to a farther distance from opponent; no juggle possible 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
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
3
25
High
KD
-5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
1536
384
-
Invincible 1-3f
-
Whiffs on crouchers, making it fairly weak as a wakeup tool
Can juggle afterward near the corner (or midscreen vs Sam/Yeung)--see Combo section
Getup HK
Getup HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
8
2(13)2
23
Low / Low
KD
-2 (-17)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16*16
1024*2048
256x2
-
Invincible 1-7f
-
2 hits; 2nd hit can whiff at some ranges
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
43
3
23
Overhead
[-48]
[-44]
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * (6 each)
1536
-
-
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
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
-
-
-
-
KD
-
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
18
0
288
-
-
-
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
> 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
768
96
N
-
-
Doesn't combo; same animation as 6LK
> 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
768*1024
96*128
N
-
-
2 hits, same animation as 6HP
> 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
1536
192
N
-
-
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
> 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
768x2 * 512
96x2 * 128
N
-
-
3 hits, same animation as cl.5HP
> 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
1280
160
N
-
-
Same animation as first hit of 2HP
> 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
1024
128
N
-
-
Same animation as 2HK, but rotating the opposite direction; OTG
> 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
1024
128
N
-
-
Same animation as cl.5HK
> 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
2048
256
N
-
-
Same animation as 8LK; on block, bounces far away and has no landing recovery once grounded.
Airborne 10-35f
Hurtboxes/Hitstun
26 -- Light/High Standing
27 -- Heavy/High Standing
32 -- Crouching
29 -- Light/Mid Standing
30 -- Heavy/Mid Standing
Juggle State
Standing Blockstun
Crouching Blockstun
OTG State
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