Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie/KFM
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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's normals are mostly unremarkable; his standing normals tend to whiff on crouching opponents, so he mostly uses 2LK to start his confirms, chaining into 2LP and ending with Crush Kick on block or Tiger Fist on hit. Crush Kick is a very safe move for dealing chip damage, and also deals significant stun; it can hop over many low pokes, forcing the opponent to change their neutral options. Tiger Fist, while unsafe on block, does great damage in combos and can occasionally be thrown out randomly to catch an extended attack hurtbox. Notably, he has no invincible reversals, and no Desperation attack when at low health.
As a boss character, Dragonball Jackie is not selectable without using cheats. He becomes a selectable opponent after defeating two of the six main characters in Arcade mode.
Strengths | Weaknesses |
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Character Stats
Prejump Frames: 3
Jump Frames: 46
Backdash Frames: 18 (all invincible)
Frame Data Info (click to expand) | |
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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 |
Stun | Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. 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 |
Guard | The way a move must be guarded against. Throw = Cannot be blocked Overhead = Must be blocked standing Low = Must be blocked crouching. Mid = Can be blocked both standing and crouching. High = Can be blocked standing, whiffs against crouching.
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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 High attack 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). |
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. 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. HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning) SKD = Soft Knockdown (opponent rises shortly after landing) |
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. |
Special Cancel | The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled. |
Attribute | Self-chain = 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, and after hitstop/blockstop if it connects)
No-Chain = Normal attack that cannot be chained into another normal |
Hitstun Type | This property is noted in the move description when applicable. 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. |
Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.
Normals
Standing Normals
Close Stand LP cl.5LP
cl.5LP
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Far Stand LP far.5LP
far.5LP
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Close Stand HP cl.5HP
cl.5HP
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Far Stand HP far.5HP
far.5HP
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Close Stand LK cl.5LK
cl.5LK
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Far Stand LK far.5LK
far.5LK
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Close Stand HK cl.5HK
cl.5HK
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Far Stand HK far.5HK
far.5HK
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Crouching Normals
Crouch LP 2LP
2LP
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Crouch HP 2HP
2HP
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Crouch LK 2LK
2LK
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Crouch HK 2HK
2HK
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Air Normals
Jump LP 8LP
8LP
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Jump HP 8HP
8HP
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Diagonal Jump LK 9LK
9LK
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Neutral Jump LK 8LK
8LK
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Diagonal Jump HK 9HK
9HK
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Neutral Jump HK 8HK
8HK
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Command Normals
Sobat Kick 6LK/4LK
6LK/4LK
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One-Two Punch 6HP/4HP
6HP/4HP
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Throws
HP Throw
HP Throw
close 6HP/4HP
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Special Moves
Tiger Fist (Dragonball)
41236P
41236P
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Priority: above 236K
Crush Kick (Axe Kick) 236K
236K
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Priority: below 41236P
Combos
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Strategy
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Anti-Airs
- x - x
Reversals
- x - x
Matchup Notes
Lau
Yeung
Sam
Thorsten
Kim-Maree
M. Lion
Dragonball Jackie
Drunk Jackie
Admiral Jackie
External Links