Intro
Also known as Baguazhang Jackie or Project A Jackie. In Project A, Jackie Chan plays "Dragon Ma", a sergeant in the late-1800s Hong Kong Marine Police who takes on both pirates and a corrupt government officials trying to sabotage his efforts.
Admiral is an incredibly strong character who is nearly impossible to approach due to his ground and air fireballs. His projectiles are slow enough that he can often dash in behind them and get his offense started. Once close, Admiral's 2LK can chain with almost no pushback. Since it's a low, the opponent will be hit if they attempt to backdash, which gives him an opening to dash in for a throw or more 2LK pressure. He has other strong pokes at mid-range, as well as beefy stun combos if he gets a point blank punish. As if all this wasn't enough, his air normals have great hitboxes and he can get ambiguous crossups against characters who are paying too much attention to the ground.
Admiral Jackie is one of only two characters with an invincible special move with his 623K. While this move is hard to use in combos due to its limited range, it does enough damage and stun to dissuade many opponents from continuing their block pressure. It is also a great anti-air, forcing opponents to play a ground game while he can take to the air as much as he wants. He does not have a Desperation attack, but he hardly needs one with all the tools at his disposal.
As a boss character, Admiral Jackie is not selectable without using cheats. He becomes a selectable opponent after defeating all six of the main characters in Arcade mode.
Strengths |
Weaknesses
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- Great dash speed, both forward and back
- Strong jump arc and air normals like j.HP and j.HK
- Extremely fast, chainable light normals
- Invincible reversal/Anti-Air that is hard to punish
- Air and Ground Fireballs great for controlling space
- TOD stun combos if he starts from close range
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- 623K is very inconsistent in hitconfirm combos
- Many strong buttons whiff fully or partially on crouching opponents
- 2HK is unsafe against most characters
- Ground Fireball can be ducked by everyone, so it's not a chip threat like Lau's fireball
- Somewhat tall while crouching, so he can't duck under as many attacks as the other Jackies
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Character Stats
Prejump Frames: 2
Jump Frames: 46
Backdash Frames: 14 (all invincible)
Frame Data Info (click to expand)
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Damage
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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
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Stun
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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
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Guard
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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.
- Note: In Kung Fu Master, crouching hurtboxes vary significantly between characters, and between offensive crouch/crouch block. For high attacks, specific details about how the move interacts with crouchers will be noted in the description.
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Startup
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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).
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Active
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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.
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Recovery
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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).
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Hit Adv
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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)
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Block Adv
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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.
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Special Cancel
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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.
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Attribute
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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)
- (slow) means the self-chain must be delayed until the move's recovery (all active frames must pass, including residual active frames that occur after hitstop/blockstop)
No-Chain = Normal attack that cannot be chained into another normal Airborne = Attack puts the user in the air, making them immune to throws, and hits will cause an air reset. 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. Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
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Hitstun Type
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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.
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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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Startup
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Active
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Recovery
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Damage
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Stun
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3
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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High
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Y
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Self-chain
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- Whiffs on all crouching/crouch blocking characters
- Hitstun Type: High
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Far Stand LP
far.5LP
far.5LP
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Mid
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Y
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Self-chain
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- The short range combined with the long proximity activation distance makes this impractical to use against most characters
- Hitstun Type: Mid
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Close Stand HP
cl.5HP
cl.5HP
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Startup
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Active
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Recovery
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Damage
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Stun
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3 (10)
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4(3)8
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13
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+3
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-3 (-10)
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High / High
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Y (1st hit)
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-
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- Whiffs on crouching Lau/Sam/Yeung/Dragonball/Drunk
- 1st hit whiffs on crouching Admiral
- Whiffs on crouch blocking Lau/Thorsten/Dragonball/Drunk
- 1st hit whiffs on crouch blocking Admiral
- 2nd hit whiffs on crouch blocking Yeung (making it -10 on block)
- Hitstun Type: High/High
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Far Stand HP
far.5HP
far.5HP
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Startup
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Active
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Recovery
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Damage
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Stun
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6
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8
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16
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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0
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-6
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High
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Y
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-
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- Whiffs on crouching Lau/Sam/Yeung/Dragonball/Drunk
- Whiffs on crouch blocking Lau/Yeung/Thorsten/Dragonball/Drunk
- Hitstun Type: High
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Close Stand LK
cl.5LK
cl.5LK
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Startup
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Active
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Recovery
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Damage
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Stun
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2
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Mid
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Y
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-
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- Not a standing low, despite the animation appearing to be one
- Hitstun Type: Mid
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Far Stand LK
far.5LK
far.5LK
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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5
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5
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+6
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+2
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High
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N
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-
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- Very short range with far proximity activation range makes this button useless on the ground
- It can serve as an anti-air, but because there are no extra juggles afterward it is incredibly unrewarding compared to 623K
- Whiffs on all crouching/crouch blocking characters
- Hitstun Type: High
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Close Stand HK
cl.5HK
cl.5HK
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Startup
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Active
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Recovery
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Damage
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Stun
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3 (5)
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2*8
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18
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-2 (-4)
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-8 (-10)
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Mid / High
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N
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-
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- 2nd hit whiffs on all crouching/crouch blocking characters
- (-4/-10 when this occurs)
- Very strong as a punish starter, chained into 2HP xx special
- Hitstun Type: Mid/High
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Far Stand HK
far.5HK
far.5HK
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Startup
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Active
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Recovery
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Damage
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Stun
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4 (6)
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2*8
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19
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-3 (-5)
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-9 (-11)
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Mid / High
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N
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-
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- 2 hits; 1st hit has relatively short range due to its far proximity activation range
- 2nd hit whiffs on
- crouch: everyone but Thorsten/M. Lion (-5 when this occurs)
- crouch block: everyone but Sam/M. Lion/Admiral (-11 when this occurs)
- Hitstun Type: Mid/High
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Crouching Normals
Crouch LP
2LP
2LP
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Mid
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Y
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Self-Chain
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- Great range for a confirmable light poke, especially useful after chained 2LKs
- Hitstun Type: Mid
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Crouch HP
2HP
2HP
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Startup
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Active
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Recovery
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Damage
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Stun
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6
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8
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16
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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0
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-6
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High
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Y
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-
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- Excellent combo filler with high damage and stun output
- Serviceable anti-air from far ranges (if too close, will whiff under the opponent's jump)
- Whiffs on crouching Lau/Sam/Yeung/Dragonball/Drunk
- In combos, it will work vs. Yeung/Dragonball due to their raised hurtboxes during hitstun
- Conversely, it will whiff against crouching Kim in combos despite normally hitting
- Whiffs on crouch blocking Lau/Yeung/Thorsten/Dragonball/Drunk
- At point blank range, can whiff through crouching Thorsten/Kim/M. Lion/Admiral and crouch blocking Sam/M. Lion/Admiral
- Hitstun Type: Mid
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Crouch LK
2LK
2LK
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Startup
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Active
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Recovery
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Damage
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Stun
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2
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Low
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Y
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Self-Chain
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- Admiral's best confirm tool, similar to Lau 2LP but hits low
- Because it has 2f startup, it can be rapidly chained with almost no pushback, resulting in one-touch stun combos
- Hitstun Type: Mid
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Crouch HK
2HK
2HK
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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8
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22
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-12
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Low
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N
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-
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- Great range sweep, but can't be cancelled for safety
- Because Admiral moves forward during the animation, it can be used effectively for whiff punishes
- This also makes it harder to space safely, however
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Air Normals
Jump LP
8LP
8LP
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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until ground
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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- Hitstun Type: Mid
- Instant Overhead:
- 1f timing vs. crouch blocking Yeung, Sam, Kim-Maree, M. Lion
- 1f timing vs. crouching Thorsten, Kim-Maree, M. Lion
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Jump HP
8HP
8HP
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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10
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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- Good downward reach but poor horizontal range, used as a close-range jumpin
- Hitstun Type: Mid
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Jump LK
8LK
8LK
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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until ground
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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- Hitbox is somewhat useful as an air-to-air, but otherwise not very good due to its unusual angle
- Hitstun Type: Mid
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Jump HK
8HK
8HK
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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8
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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Crossup
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- Good horizontal range and high-priority hitbox makes it a very strong jumpin, especially mixed with Air Fireball
- Hitstun Type: Mid
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Throws
HK Throw
HK Throw
close 6HK/4HK
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Startup
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Active
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Recovery
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Damage
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Stun
|
1
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-
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-
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?
|
0
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-
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Throw
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-
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-
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|
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Special Moves
Double Dutch (Uppercut)
Note: Active frames are listed as "xx" because they can't be easily measured without a hitbox viewer. For now, "Recovery" includes all active + recovery frames
623K
623K
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LK
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Startup
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Active
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Recovery
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Damage
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Stun
|
4
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xx
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28 + 5 land
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?
|
?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-14
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Mid
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-
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Invincible 1-4f
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- 3 hits, but the number of hits that actually connect can vary by range and stand/crouch
- 3 hits vs. Yeung, Kim, M. Lion, Dragonball, Admiral, and standing Thorsten
- 2 hits vs. Lau, Sam, Drunk, and crouching Thorsten
- Whiffs on crouch blocking Thorsten
- If 2nd hit whiffs on crouch blocking Lau/Yeung/Dragonball/Drunk, it is -15 on block
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HK
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Startup
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Active
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Recovery
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Damage
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Stun
|
4
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xx
|
36 + 7 land
|
?
|
?
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Hit Adv
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Block Adv
|
Guard
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Special Cancel
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Attribute
|
HKD
|
-24
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Mid
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-
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Invincible 1-4f
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- 3 hits, but the number of hits that actually connect can vary by range and stand/crouch
- 3 hits vs. Yeung, Kim, M. Lion, and standing Thorsten
- 2 hits vs. Lau, Sam, Drunk, Dragonball, Admiral
- 1 hit vs. crouching Thorsten
- Whiffs on crouch blocking Thorsten
- If 2nd hit whiffs on crouch blocking Lau/Yeung/Dragonball/Drunk, it is -25 on block
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Priority: above 236P
Fire Dragon (Ground Fireball)
236P
236P
|
LP
|
Startup
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Active
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Recovery
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Damage
|
Stun
|
8
|
[52]
|
34
|
?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
-17 ~ +66
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-16 ~ +42
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High
|
-
|
-
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- Whiffs on all crouching/crouch blocking characters, and can also whiff from very close range
- Travels slowly, around 1/2 screen
- Frame advantage changes dramatically based on distance, closer = worse
- [52] = number of frames the projectile is active, separate from Admiral's recovery
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HP
|
Startup
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Active
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Recovery
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Damage
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Stun
|
8
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[52]
|
40
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?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
-23 ~ +60
|
-22 ~ +36
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High
|
-
|
-
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- Whiffs on all crouching/crouch blocking characters, and can also whiff from very close range
- Travels more quickly, fullscreen
- Frame advantage changes dramatically based on distance, closer = worse
- [52] = number of frames the projectile is active, separate from Admiral's recovery
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Priority: below 623K
Air Fire Dragon (Air Fireball)
j.4123P
j.4123P
|
LP
|
Startup
|
Active
|
Recovery
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Damage
|
Stun
|
6
|
until ground
|
0 land
|
?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
+89 ~ -10
|
+65 ~ -8
|
Mid
|
-
|
-
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- Travels more slowly, very little mid-air delay
- Frame advantage varies massively based on height and the angle of approach
- Because Admiral falls faster than the fireball, he can get better frame advantage by using it higher in the air
- However, this makes it more likely to hit the opponent higher up, which is less advantageous
- On hit, the game slows down dramatically, making it hard to follow up with anything
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HP
|
Startup
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Active
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Recovery
|
Damage
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Stun
|
8
|
until ground
|
0 land
|
?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
+55 ~ -18
|
+31 ~ -15
|
Mid
|
-
|
-
|
- Travels more quickly, longer mid-air delay
- Frame advantage varies massively based on height and the angle of approach
- Because Admiral falls faster than the fireball, he can get better frame advantage by using it higher in the air
- However, this makes it more likely to hit the opponent higher up, which is less advantageous
- On hit, the game slows down dramatically, making it hard to follow up with anything
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Combos
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Strategy
-
Anti-Airs
Reversals
Matchup Notes
Lau
Yeung
Sam
Thorsten
Kim-Maree
M. Lion
Dragonball Jackie
Drunk Jackie
Admiral Jackie
External Links
General (Fists of Fire)
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Playable Characters
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Boss Characters
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