Jackie Chan in Fists of Fire/Admiral Jackie/Strategy

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JCFoF Admiral Win.png


General Strategy

Admiral Jackie uses his incredibly fast dashes mixed with fast, long range light normals to dominate in neutral against most characters. By gaining frame advantage from his 2LP and 2LK, he can dash in to loop his offense or go for a tick throw, one of the most rewarding throws in the game. Opponents are likely to backdash frequently to avoid Admiral's pressure, which eventually limits their movement and makes it much easier to assert his offense. After landing a ranged hit, Admiral can hitconfirm into 2HK; even if this move is blocked, many characters don't have a strong punish at max range due to the move's crouching recovery. However, 2HK is quite punishable on whiff, so always try to make sure it connects.

Admiral's 6HK overhead has great range and hops over lows/throws later in its animation, but is fairly reactable and can lead to him getting hit out of the air. It leads to combos on hit or plus frames on block, so it is still worth using occasionally.

Whenever you get a close range hitconfirm opportunity, try to combo into 623K. This allows a followup juggle into 2LK > 5LP > cl.5HK, setting up a left/right/throw mixup that is likely to stun for the win. If the range is too far or the confirm is too difficult, 41236P (Dragon Palm) is still a good ender for damage and corner carry. When inputting Dragon Palm, it is a good idea to input it with LP+HP; this ensures that Super will come out if you build enough meter on the final hit.

Admiral does fairly good chip damage with Dragon Palm or Super, so remember this if the opponent is low on health (with the exception of Dragonball Jackie, who can make it whiff). Any blocked normal will lead to an inescapable chip death. Admiral can also run away fairly effectively due to his speed and safe normals, so winning by time-out is a viable strategy. If there are only a couple seconds left, 2HK xx Super will run out the clock while the opponent is locked in blockstun.

When using OTG 2HK against the opponent, try to get a feel for your opponent's mashing speed when they are knocked down. It is dangerous to whiff an OTG 2HK, so only use them if you know they will hit. 41236P has relatively short knockdown time and long recovery, so it can be hard to follow up midscreen. In the corner, a fast masher can usually escape after 2 sweeps, so it is usually best to stop there. Sacrificing a little damage is worth maintaining pressure and screen position. Charging meter is a respectable option in place of going for OTGs due to his great Super utility. However, never use Taunt (outside of a post-KO situation); it is so slow, that the opponent can usually wake up with a forward roll and punish it.

Dash Loop Infinite: -- 2LP, 2LK, cl.5LK can be looped into themselves with 4 frames of dashing between each one. The cl.5LK loop is easiest execution-wise, but it will drop if pushed out to far.5LK range. 2LP can loop for a long time even with imperfect dashes due to its long range.

Boss Version legality -- unless otherwise specified, Hyper Admiral Jackie is not tournament legal. The extra juggle is easily accessible by Admiral, and does massive damage when landed.

Anti-Airs
AA Description
623K
(Double Dutch)
Fast, invincible, works at many ranges
  • Against fullscreen jumps, can dash forward before using
  • High damage juggle after connecting
far.5LK Fast, good hitbox, followup juggle possible
  • Much weaker, only use if not enough time to input 623K
2HP Good hitbox vs. long range jumps
  • Difficult to juggle afterward due to far knockback
Reversals
Reversal Description
623K
(Double Dutch)
Invincibility lasts beyond startup
  • High damage juggles if it connects
  • Unsafe on block, but LK version can be hard to punish if it whiffs at mid-range
  • Not airborne until very late, so a long-ranged disjointed attack may beat it
Super Invincibility runs out before active
  • Difficult for most characters to punish on block



Admiral vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - At farther ranges, dash up 2LP can reach
  • Low risk to attempt this, since it will be a blockstring if Lau cancels into 236HP
    • If Lau cancels on the last possible frame, there will be a 1f blockstring gap

- If poorly spaced, Admiral can punish with 2HK xx 41236HP or Super

236LK
(LK Dragon Kick)
- Throw (if done at close range)

- Can be difficult to punish, and Lau can use an invincible DP or Super to beat a failed punish
- May be safer to backdash after blocking

236HK
(HK Dragon Kick)
- Full combo punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P
(Rising Dragon)
- Full combo punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super
(close range)
- Block, then dash up into full BnB combo
Super
(beyond 2HK range)
- It is possible to jump over the Super for a j.HK (or j.HP > j.HK) punish

- If uncertain about the distance, you can neutral jump into Air Fireball

  • This may be punishable if the Lau player is ready to dash under it
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x5
> 2HP xx 623K (Standing) 2LP x3
> 2HK xx 623K (Crouching) 2LP x4

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width

Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits),
Dash + 2HK > cl.5HP xx 623HK (stun)
  • Standing Only, 2f timing on Dash + 2LP after overhead
  • Dash + 2LP > 2HP can also work, but the timing is 1f
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP, but makes the dash conversion more difficult
2HP > 6HK, Dash + 2LP > 2HP > 6HK, 2HK xx Super (stun)
  • Standing Only
  • The Dash + 2LP requires 1f timing
  • Only for style points, as the previous combo stuns more easily
Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(juggle halfway through 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x2
(juggle halfway through 2nd dash)
  • 2LK > 5LP > cl.5HK
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Slight walk out of corner
  • 2HK > 2HP xx 623HK
    -Strict spacing, but very strong

Dash out of corner

  • 2HK > cl.5HP (1 hit) xx 623HK
    -Safer route, no risk of DP whiffing


Walk out of corner
  • cl.5LK > 2HP > cl.5HK
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
(juggle near the end)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x1
(juggle near the end)
  • 2LK > 5LP > cl.5HK
    -From farther range DP, may need an extra microdash before 2LK
623K - Corner Knockdown 623K - Corner Reset
1/2 Dash out of corner
  • 2HK > 2HP xx 623HK
    -Strict spacing, high damage

Dash out of corner

  • 2HK > cl.5HP (1 hit) xx 623HK
    -Safer route, less damage


Dash out of corner
  • cl.5LK > 2HP > cl.5HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block; reversal 623HK is most reliable punish
  • 4f gap between 2 hits, can interrupt with 623K
    • Super will whiff through Lau, don't attempt it
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so don't use 2HP or far.5HP in punish
  • 6HK can hop over Lau's Getup HK, but must be done quite early
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2

Strategy

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 6f vs. standing or crouching
2LK: 5f vs. standing or crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each 2LP, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Sinistar vs. Spabobin - Friends of Fire 6 - 32:30 to 39:43
Spabobin vs. Sinistar - Quarantined Rapport 4 - 1:42:50 to 1:50:40
Funkdoc vs. Sinistar - Friends of Fire 5 - 1:03:47 to 1:12:15
Funkdoc vs. Sinistar 11-09-2021 - 0:00 to 8:00, 9:54 to 15:14
Sinistar vs. Spabobin 09-11-2021 - 0:00 to 16:11
Sinistar vs. Funkdoc 08-26-2021 - 8:54 to 50:12
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:04
Sinistar vs. VickiViperZabel 05-21-2021 - 0:00 to 56:46


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Not punishable if well spaced

- From closer ranges, 2HK or 2LP can punish

  • Any chain into Yeung's 2HK will be punishable like this
  • Yeung's 2HK can chain into a delayed Autocombo, interrupting punish attempts
6HK - Throw can punish on block or hit unless well spaced

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

63214P
(Crane Wings)
- LP version is usually safe unless poorly spaced
  • If cancelled from max range 2LP, the LP version can be punished on block with a tight dash up 2LP

- HP version can usually be punished with a dash 2LP even if well spaced

  • If attempting this punish, a chain into 2HK might be too far to connect
41236K
(Swallow Kick)
- Dash up and punish with 2LP or Throw combo to score a knockdown into the OTG infinite
Super - The dash portion can easily be stuffed with 2LP, 2HK, or 623K as she approaches

- At close range, be sure to duck the initial flip kick, then punish with immediate 2LP or 623K
- If the dash-in portion is blocked, Yeung is safe

Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits),
Dash + 2HK > cl.5HP xx 623HK (stun)
  • Standing Only
  • If too close to the corner, final hit of 623HK will whiff
2LP x5 > 2HP > 2HK xx 41236LP,
juggle 2LK > 2HP xx 623HK (stun)
  • Near Corner only; Admiral will face wrong direction if too deep in corner
2LP x2 > 2HK xx Super,
juggle cl.5LK > cl.5HP xx 623HK (stun)
  • Corner Only; can also start with 6HK instead of 2LP x2
  • More light normals will push back to make juggle more consistent
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
  • Standing Only (2HP > 6HK can't combo vs. crouch)
  • Can also start with 2LP > 2HP, but the followup becomes more difficult
2HP > 6HK, Dash + 2LP > 2HP > 6HK, 2HK xx Super (stun)
  • Standing Only; only for style points, as the previous combo stuns more easily
  • The Dash + 2LP requires frame perfect timing
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x5
> 2HP xx 623K (Standing) 2LP x2
> 2HK xx 623K (Crouching) 2LP x4
> 2HP xx 623K (Crouching) 2LP x1
  • Only useful as a punish route unless you are doing a longer confirm into 41236P

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width
-Yeung is the only character that can be hit crouching by 2HP, and only during crouching hitstun

Juggle Notes
Throw - Midscreen Knockdown Throw - Corner Knockdown
Forward Dash x2 (full dashes)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Use HK DP for more corner carry
    -This will always take you far enough for the Corner OTG Infinite
Dash out of corner
(Always use knockdown into OTG infinite)
  • 2HK > cl.5HP (1 hit) xx 623LK
    -Always use LK DP to connect all hits
    -If some hits whiff, you can still easily dash out of the corner for the juggle
623K - Midscreen Knockdown 623K - Corner Knockdown
Forward Dash x1
  • 2HK > cl.5HP (1 hit) xx 623HK
    -If starting from point blank, wait until Yeung almost lands, and only do a partial forward dash
    -There is a very lenient juggle timing as Yeung bounces


Dash out of corner before juggle
  • 2HK > cl.5HP (1 hit) xx 623LK
    -Always use LK DP to connect all hits
    -If some hits whiff, you can still easily dash out of the corner for the juggle

Note: If for some reason you want to use a reset instead of a knockdown, 2HP does NOT work in corner juggles -- stick to 2LK > 5LP > cl.5HK

Yeung OTG Infinite
Combo
2HK > whiff 2HP, 2LK > cl.5HP xx 623LK, walk out of corner and repeat
  • Corner Only, can use cl.5HK in place of 2LK
    • Technically works midscreen, but the 2HK spacing is near pixel-perfect
2HK xx whiff 41236LP, 2LK > cl.5HP xx 623LK
  • Midscreen only, switch to the Corner Infinite afterwards
  • 2HK must hit near max range to get the proper spacing
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, so don't start with 2HP or far.5HP in punish
    • You can chain into these due to her extended hurtbox during hitstun
Getup HK
(block)
Must be blocked low
  • -7 on block, but you must be very close for anything to punish

Strategy

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

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

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 5f vs. standing, 6f vs. crouching
2LK: 5f vs. standing, 4f vs. crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each LP, the infinite will drop after 5/6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs. RCF 02-13-2022 - 1:11:48 to 1:17:30


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- Reversal 623HK, dash to opposite side, 2LK > 5LP > cl.5HK
  • Sets up backturned low/throw mixup

- It is possible to start a punish with 2LK/2LP, but much harder for little extra reward
- Throw can also punish

  • Only worthwhile if you can back throw him into the corner
46HK
(HK Jackknife Storm)
- Punishable with a full BnB combo

- Might fly over your head if you are crouching

28K
(Gatling Kick)
- Punish with a full combo upon landing
  • Only has 3f of landing recovery, making the punish much harder
  • Additionally, 2LK doesn't hit low enough to meaty Thorsten's landing

- Punishing with raw 623K or Throw is easier
- 2HK > 2HP xx 623K is an optimal punish if close enough

  • The active frames of 2HK will hit Thorsten grounded
  • Hard to do if 28LK was whiffed at mid range
16P
(Slash Sword)
- Dash up 2LP into a combo, on block or hit
  • Much harder to punish a ranged meaty connect (explosion hits, but his hand doesn't hit on the way down)
  • In this scenario, LP version is safe and HP version is an extremely tight dash 2LP punish
Teleport - Predict a direction, then dash and 2HK as Thorsten reappears
  • Admiral's short backdash makes it somewhat difficult to punish HP teleport even as a prediction
Super - Block, then dash up and punish with an optimal combo
  • Thorsten will put himself close to the corner, making your punish easier

- If chip or time are a concern, 623K will beat the Super from close-mid range

  • 2LP will stuff it from farther ranges
Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HP > 6HK,
Microdash + 2HK xx Super (stun)
  • Standing Only
  • Dash + 2LP has a 4f window
  • Microdash before 2HK timing:
    • 2-3f if Dash + 2LP was input during the first 2 frames
    • 1-3f if Dash + 2LP was input during the last 2 frames
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x2
> 2HP xx 623K (Standing) 2LP x4
  • 2nd hit of 623K whiffs if you use more than 2 lights
  • In this case, use 623LK + Microdash 2HK to pick up juggle
> 2HK xx 623K (Crouching) 2LP x4 (midscreen)
2LP x3 (corner)
  • 2nd hit of 623K whiffs if you use more than 2 lights
  • In this case, use 623LK + Microdash 2HK to pick up juggle

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width
-Confirming 623K is much easier vs. Thorsten if you remember these standing/crouching confirm details

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(juggle early in 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623LK
    -If far.5HP comes out, juggle will drop
    -Use 623LK for safety just in case

Dash x1

  • 2HK xx 623K
    -Omitting 5HP is easier, but less damage


Forward Dash x2
(juggle halfway through 2nd dash)
  • cl.5LK > cl.5HP > cl.5HK
    -Can't cross under Thorsten midscreen
    -Still gives meaty/throw mixup
  • cl.5LK > 2LP > 2HP xx whiff 41236P
    -LP Palm stays on same side
    -HP Palm switches sides, but no frame advantage


Throw - Corner Knockdown Throw - Corner Reset
Slight walk out of corner
  • 2HK > 2HP xx 623HK
    -Precise spacing, high damage

Dash out of corner

  • 2HK > cl.5HP xx 623HK
    -Easier juggle, but less damage


Very slight walk out of corner, delay juggle
  • cl.5LK > 2HP > cl.5HK
    -Strict spacing, but reliable with practice

Walk out of corner

  • cl.5LK > 2LP > cl.5HK
    -Much easier to time the walk
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
  • 2HK > cl.5HP (1 hit) xx 623K
    -From longer confirms, 623K only hits once
    -Use 623LK, microdash into immediate 2HK in this case
Forward Dash x1
(juggle at very end of dash)
  • cl.5LK > cl.5HP > cl.5HK
    -Can't cross under Thorsten midscreen
    -Still gives meaty/throw mixup
  • cl.5LK > 2LP > 2HP xx whiff 41236P
    -LP Palm stays on same side
    -HP Palm switches sides, but no frame advantage


623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
  • 2HK > 2HP xx 623HK
    -Strict spacing, high damage
  • 2HK > cl.5HP > 623HK
    -Easier juggle spacing, less damage


Half dash out of corner
  • cl.5LK > 2HP > cl.5HK
    -Strict spacing, higher damage
    -Spacing is reliable with practice

Dash out of corner

  • cl.5LK > 2LP > cl.5HK
    -Easier spacing, less damage
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with Dash + 2LP > 2HP > 2HK xx 41236HP (omit 2HP if unsure)
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button

Strategy

It is very difficult to confirm into 623K against Thorsten, as different routes are required depending on stand/crouch and range. The key is to confirm 3-4 light normals into 2HP vs. standing, and 2HK vs. crouching. Always go into LK DP, since it will allow a juggle even though the move partially whiffs. If this is too difficult, it is fine to stick to Dragon Palm confirms, but these are significantly less rewarding and it's very unlikely you will be able to land a stun.

It is crucial to not let Thorsten get an early life lead, as it's really hard to chase down his runaway teleport game. His 2LK is hard to contest in neutral, and his 2HK is safe and very damaging. Thorsten shouldn't be using raw LK Scissor Kick in this matchup, but be sure to punish him hard with a reversal 623K if he does. If Thorsten has super, all of Admiral's ranged options (2HK, 41236P, Super) become easily punishable into massive damage, so don't even try it without a confirm or a guaranteed chip kill.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 5f vs. standing, 6f vs. crouching
2LK: 4f vs. standing or crouching
cl.5LK: 2f standing, 1f crouching (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each LP, the infinite will drop after 5/6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs RCF 02-13-2022 - 1:17:40 to 1:30:14
Spabobin vs RCF 10-23-2021 - 1:42:38 to 1:59:14


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - Throw or reversal 623K can be used to punish a poorly spaced Butt attack if it connects approximately before the apex of his hop

- 2LP is great for preemptively stuffing an approaching far.5HK

Light Normal > 6HK chain - 623K will interrupt the gap in this chain

- Super also works, but is less rewarding

236P
(Jug Throw)
- Admiral can dash forward as a prediction, then Throw or 623K upon seeing a jug was thrown

- 6HK is too slow to reliably hop over a jug on reaction, but if done early as a prediction it can evade the blast at close range

Blockstring into
236P Jug Throw
- Dash through the jug, then punish with a 2LP combo starter after letting the dash fully resolve
  • 2LP shifts Admiral's hurtbox forward slightly, making it unlikely to get hit by the blast
  • Chaining this into 2HP allows consistent 623K confirms

- Reversal 623K can hit Drunk Jackie, but Admiral stays grounded and will take huge counterhit damage afterward

621P
(Drunk Dragon)
- Dash up 2LP > 2HP xx 623K punish
  • Works on hit or block, but has a strict 2f timing against the HP version on hit
236K
(Tricky Kick)
- Punish with a full combo on block
  • 2HP > 6HK punish starter will always be in range
28P
(JackieCopter)
- Full BnB combo when he fully lands
  • Can be hard to use 2HP combo starter due to his awkward landing hurtbox
Super - Full BnB Combo punish
  • Only has 10 landing recovery frames, so be ready with the proper timing

- 2HP can be difficult to use, just like against 28P
- The proximity guard of Super can prevent you from walking to position yourself for a punish

  • Dash away from Jackie, then walk/dash forward as he descends
Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 2HK xx HP Dragon Palm while his far.5HP whiffs
  • You can also just mash reversal 623K in case the link drops, but this can be baited
  • Always option select a punish in case the infinite drops
Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HP xx 623HK,
Dash + juggle 2HK > cl.5HP xx 623HK (stun)
  • Standing Only
2LP x4 > 2HK > 2HP xx 623HK, dash out of corner,
juggle 2HK > cl.5HP xx 623HK (stun)
  • Standing Only; must start near the corner
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP
    • Makes the Dash + 2LP conversion more difficult
2HP > 6HK, Dash + 2LP > 2HP > 6HK,
Dash + 2LP > 2HK xx Super (stun)
  • Standing Only
  • Between the 2 sets of Dash + 2LPs, there is only 1f of leniency
    • This means at least one of the dashes must be frame perfect
  • Only for style points, as the previous combo stuns more easily
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x2
> 2HP xx 623K (Standing) 2LP x4
  • Always use 623HK after 4 lights or it will partially drop
  • Very important punish route against Drunk
> 2HK xx 623K (Crouching) 2LP x2

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width
-In standing punish combos, always use 2HK > 2HP due to Drunk's recessed foot hurtbox

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(juggle at end of 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x2
(juggle at end of 2nd dash)
  • 2LK > 5LP > cl.5HK
    -Hit 2LK near its max range to avoid turnaround bug
    -Can be difficult to cross under reset because Drunk gets launched farther away
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Dash out of corner
  • 2HK > cl.5HP (1 hit) xx 623HK
Walk out of corner
  • cl.5LK > 5LP > cl.5HK
    -Juggles with 2HP are incredibly hard to space vs. Drunk
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Juggle when Drunk hits the ground
Forward Dash x1
-Delaying the dash helps with timing
  • 2LK > 5LP > cl.5HK
    -Hit 2LK at max range to avoid turnaround bug
    -From farther range DP, dash then walk slightly before 2LK
623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
  • 2HK > cl.5HP (1 hit) xx 623HK
    -2HK > 2HP xx 623K juggle is possible, but very strict
Dash out of corner
  • 2LK > 5LP > cl.5HK
    -It is possible to use 2HP instead of 5LP, but very difficult


Note: Drunk Jackie is juggled farther away than most characters, and has an awkward hurtbox when he falls. It is important to practice against him specifically.

Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, Throw or 623K for strong punish
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • 2HK xx Dragon Palm/Super is an easy punish
  • Dash + 2LP > 2HP xx 623K is a more damaging punish
  • Admiral's fast + short backdash is great for this kind of punish
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • 2HK xx Dragon Palm or Super works well
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Too much pushback for any useful punish

Strategy

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

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

If Drunk Jackie is repeatedly dashing forward with advantageous light normals, 623LK will blow through his offense and lead to a potential stun situation. Just be wary of overusing this, as a blocked DP generally leads to an guaranteed loss. Admiral has to similarly use his 2LP and 2LK to pressure Drunk from mid range, but unfortunately it is very difficult to convert from afar. Admiral's 2HK is the only button he can chain into that won't whiff on crouchers, but Drunk can stand to make this button whiff unless the chain was started from close range. Attempting to chain into 2HP can work if the Drunk Jackie player always stand blocks, but this is inherently a risky move.

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 6f vs. standing, 7f vs. crouching
2LK: 4f vs. standing, 5f vs. crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each LP, the infinite will drop after 6/7 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Funkdoc vs. Spabobin - Vortex Gallery - 3:05:02 to 3:10:29, 3:13:36 to 3:19:57
Spabobin vs. Funkdoc - SOFA #50 - 2:09:04 to 2:14:03
Funkdoc vs. Spabobin - Friends of Fire 5 - 1:32:17 to 1:40:09
Funkdoc vs. Spabobin 09-18-2021 - 0:00 to 10:09; 12:33 to 17:28
Funkdoc vs. Spabobin 08-12-2021 - 0:00 to 24:15; 25:27 to 1:06:26
Funkdoc vs. Spabobin 07-15-2021 - 24:14 to 26:41


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Duck the 2nd hit, then whiff punish with 2HK xx 41236HP
236HK
(HK Crush Kick)
- 623K punishes at most ranges on block (whiffs at max range)
  • Be careful, as it can be hard to distinguish from the safe LK version
41236P
(Tiger Fist)
- 2HK punishes with a lenient 6f timing window
  • Dash + 2LP works, but is not much more rewarding

- If you stand block, a frame perfect Dash + 2LP > 2HP xx 623K can punish

  • Impractical in real matches
Super - Same as Tiger Fist

- 623K can beat a raw Super clean (delay slightly if point blank)

  • If activated from long range, wait until he gets closer
  • 2HP or 2HK can also contest raw Super from mid-long range
Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HP xx 623HK,
Dash + juggle 2HK > cl.5HP xx 623HK (stun)
  • Standing Only
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP, but makes the dash conversion more difficult
2HP > 6HK, Dash + 2LP > 2HP > 6HK,
Microdash + 2HK xx Super (stun)
  • Standing Only
  • The Dash + 2LP has frame perfect timing
  • The Microdash + 2HK has a 2f timing window
  • Only for style points, as the previous combo stuns more easily
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x3
  • Last hit of DP whiffs if you use more than 2 lights
> 2HP xx 623K (Standing) 2LP x3
  • Last hit of DP whiffs if you use more than 2 lights
> 2HK xx 623K (Crouching) 2LP x2

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Dash x2
(juggle at end of 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
Dash x2
(juggle at end of 2nd dash)
  • 2LK > 5LP > cl.5HK
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Walk out of corner
  • 2HK > 2HP xx 623HK
    -Final hit of DP whiffs, but 2HP does more damage

Dash out of corner

  • 2HK > cl.5HP (1 hit) xx 623HK
    -DP fully connects, but cl.5HP does less damage
    -DB Jackie's bouncing hurtbox can be hard to hit, making this route harder


Walk out of corner
  • cl.5LK > 2HP > cl.5HK
623K - Midscreen Knockdown 623K - Midscreen Reset
Delayed Forward Dash x1
(dashing immediately makes juggle harder to time)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Time 2HK after DB Jackie hits the ground
Forward Dash x1
  • 2LK > 5LP > cl.5HK
    -2LK has very lenient timing after the dash
623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Can also use 2HK > 2HP, for minimal extra damage
    -There is a long window where 2HK whiffs on bouncing DB Jackie
    -Try to time it very early or late in the juggle
Walk or Dash out of corner
  • cl.5LK > 2HP > cl.5HK
    -Easy timing for both walking and dashing out of corner
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, a quick Dash + 2LP confirm can punish
    • Admiral's short backdash and fast forward dash make this more consistent than most other characters
Getup LK
(block)
-5 on stand block
  • 623K can punish, but it's better to duck under it
Getup HK
(whiff)
2 hits, easy to dash in and punish after the 2nd one
  • Punish with a simple crouching confirm into Dragon Palm/Super
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Punish with 2HK xx Dragon Palm/Super if this happens

Strategy

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

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

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

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 5f vs. standing, 4f vs. crouching
2LK: 3f vs. standing, 4f vs. crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each LP, the infinite will drop after 5/4 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 1:59:23 to 2:14:40
Sinistar vs. Funkdoc 08-26-2021 - 0:00 to 8:47


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral Jackie Matchup (Mirror)

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Can punish with your own 2HK except at max range
  • If opponent chains 2HK into whiffed 2HP, much harder to punish
  • Because of this, it is recommended to stay crouch blocked (to avoid 2HP), then Microdash + 2LP to start pressure
  • If Admiral cancels this into 41236P, it will beat your punish attempt (but this is a very unsafe tactic)
41236P
(Dragon Palm)
- Dash + 2LP > 2HP > 2HK xx 623K
  • Omit 2HP if you aren't confident in the timing or spacing

- Dash + 623HK is also very consistent, and you don't have to worry about pushback from starting the combo too early
- For an even easier punish, just mash 2HK xx 41236P or Super

623K
(Double Dutch)
- Full combo punish

- Stand blocking the HK version can prevent it from going over your head
- 623LK whiffs quickly in neutral, so you may punish too late if you weren't ready

Super - Stand block, Microdash + 2LP or 2HK, combo into 41236HP or Super
  • 2HK: dash 4-6f
  • 2LP: dash 7-9f, chain into 2HK for a confirm

- Can also dash 9-10f into 623HK, but this is very risky
- A point blank raw Super (i.e. wakeup Super) has less pushback, making punishes easier

Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HP xx 623HK,
Dash + juggle 2HK > cl.5HP xx 623HK (stun)
  • Standing Only
  • Dash + 2LP has 1f timing
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP, but makes the dash conversion more difficult
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x3
> 2HP xx 623K (Standing) 2LP x2
> 2HK xx 623K (Crouching) 2LP x3

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(juggle halfway through 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -If you dash too far, 2HK will juggle the wrong direction
Forward Dash x2
(juggle halfway through 2nd dash)
  • 2LK > 5LP > cl.5HK
    -Juggle 2LK near max range, or he will face wrong direction
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Dash out of corner
  • 2HK > cl.5HP (1 hit) xx 623HK
Walk out of corner
  • cl.5LK > cl.5HP > cl.5HK
    -Can't use 2HP in corner resets
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
(slight delay can help avoid turnaround bug)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -After point blank DP, only use a partial dash to avoid turnaround bug
Forward Dash x1
  • 2LK > 5LP > cl.5HK
    -Juggle 2LK near max range to avoid facing wrong direction
    -HK DP travels farther than LK -- affects dash distance
623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
(Don't stop the dash early, or turnaround bug will happen)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -If you juggle too early, will face wrong direction
Dash out of corner
(Don't stop the dash early, or turnaround bug will happen)
  • cl. 5LK > cl.5HP (1 hit) > cl.5HK
    -If you juggle too early, will face wrong direction

Note: Admiral Jackie has an awkward corner juggle hurtbox that often causes normals to come out in the wrong direction. It is important to practice against him specifically.

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Dash close for a full combo into 623K
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Generally safe; 2LP or 623K may punish at point blank range
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Dash close for a full combo into 623K
  • 6HK will beat it cleanly if used early enough
Getup HK
(block)
-11, must be blocked low
  • Punishable by 2HK xx Dragon Palm/Super

Strategy

The Admiral mirror is usually a frantic scramble due to the character's fast dash, fast light normals, and rewarding throw. Individual playstyles vary significantly so it's important to learn how the opponent tends to react to various scenarios. For example, many Admiral players will throw out Dragon Palm in neutral to interrupt an advance, and use 623LK as a reversal any time they feel slightly threatened. Against this kind of player, it's important to cut your offense short occasionally to bait the attacks, and to be ready with an optimal punish. Other Admiral players focus more on the Dash + 2LP gameplan, with throws mixed in. This is a much more stable playstyle and there is no easy answer to deal with it, especially since a well timed dash loop makes backdashing extremely difficult. The more "random" playstyle can actually counter this fairly effectively, especially in short sets where the opponent may not adjust in time.

2HK in neutral is generally not advised due to how strong Admiral's whiff punishes are; it's much better to chain into it from near max 2LP range instead, and then chain into 2HP if the sequence is blocked. Pay attention to whether the opponent knows 2HK's punishable range - they might whiff their own 2HK in response, which can be easily whiff punished if you are looking for it. 6HK Overhead is hard to use effectively in this matchup, as it loses cleanly to 2LP and allows the opposing Admiral to dash up into another juggle, but if used sparingly (chained into, or timed on the opponent's wakeup), it can work.

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 5f vs. standing, 6f vs. crouching
2LK: 3f vs. standing, 4f vs. crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each LP, the infinite will drop after 5/6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs. VickiViperZabel - 0:00 to 7:26


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- After blocking, hold up forward and use the following stun combo:

j.HP > j.HK, Dash + 2LP > 2HP > 2HK xx 623HK, dash 2HK > cl.5HP xx 623K (stun)

  • Don't wait too long to hit the j.HP or Sam might recover
  • j.HP reaches farther down than j.HK, making it better for punishing
236P whiffed
(Thousand Spears)
- Wait just out of range, then 2HK into 41236HP or Super
  • It is possible to dash up for a stronger punish, but difficult to react quickly enough
214K
(Divekick)
- Dash up 2LP combo
  • Timing is more strict the lower the divekick connects
  • Somewhat difficult to convert into 623K
  • 2LP > 2HP > 2HK xx 41236HP/Super is a good punish route

- From close-mid range, can backdash on reaction and punish the whiff with a full combo

Super - Punish with a full combo when he lands
  • The 5th and 6th hits are overheads, so block these high
  • If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK/2LP combo starter
    • These hits whiff on crouchers
Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits)
Dash + juggle 2HK > cl.5HP xx 623HK (stun)
  • Standing Only
2LP x5 > 2HP > 2HK xx 41236LP,
juggle 2LK > 2HP xx 623HK (stun)
  • Standing, corner only
2LP x2 > 2HK xx Super,
juggle cl.5LK > cl.5HP xx 623HK (stun)
  • Standing, corner only
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP, but makes the dash conversion more difficult
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x3
> 2HP xx 623K (Standing) 2LP x3
> 2HK xx 623K (Crouching) 2LP x3

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width
-41236P and Super both whiff their 2nd hit vs. crouching Sam, seriously affecting Admiral's hitconfirm possibilities
-Always try to confirm into 623K, or end confirms with 2HK > whiff 2HP (or reset into Dash + Throw)

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2 (full dashes)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x2 (full dashes)
  • cl.5LK > cl.5HP > cl.5HK
    -Higher damage than the usual reset route
    -Sam is juggled high enough to still cross under
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Walk out of corner
  • 2HK > 2HP xx 623HK
Walk out of corner
  • cl.5LK > 2HP > cl.5HK
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
(After HK DP, stop dash partway through)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x1
(After HK DP, stop dash partway through)
  • cl.5LK > cl.5HP > cl.5HK
    -Higher damage than the usual reset route
    -Sam is juggled high enough to still cross under
623K - Corner Knockdown 623K - Corner Reset
Half Dash out of corner
  • 2HK > 2HP xx 623HK
    -Don't dash too far, or DP will whiff
    -Can use cl.5HP for easier juggle, but this can turn into far.5HP if you dash too far
Walk/Dash out of corner
  • cl.5LK > 2HP > cl.5HK
    -Fairly lenient timing with either option
    -If you dash out, don't dash too far or cl.5HK whiffs
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 2LP or 623K can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Recovery is fast, so backdashing makes it hard to punish afterward
  • The last 7 recovery frames are standing, so 2HP can be added to punishes
  • 6HK can hop over if done early, but is prone to trades
Getup HK
(block)
-12 on block, hits low
  • 2HK can punish at any range, and Dash + 2LP starter can work from closer
  • The last 7 recovery frames are standing, so 2HP can be added to close range chains

Strategy

It's important to run a safer, midrange gameplan against Sam due to his TOD options against standing Admiral. Sam has extreme difficulty contesting Admiral's 2LP in neutral, as it outranges his buttons and stuffs his Rekka approach. Out of desperation, Sam players may try to catch your extended jab hurtbox with Thousand Spear due to its vacuum effect, although this won't lead to any big damage unless you backed yourself into a corner. Random divekicks are also a possibility, so be sure to stop hitting buttons once you see Sam take to the air.

Remember that comboing into Super or 41236P won't work against crouching Sam. Instead, ending a combo with 2HK > whiffed 2HP will give you decent damage and allow you to return back to neutral. Since you'll be crouching yourself, it's very low risk to attempt this due to Sam's weak anti-crouching options.

If Sam manages to push you into the corner, it's actually not that threatening for Admiral. Sam can't get a very substantial juggle after a corner throw due to Admiral's buggy juggle hurtbox, so holding down back carries minimal risk unless you are at low health. You should also keep in mind that Sam has an overhead, though it's so slow and reactable that most Sam players don't even bother.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 5f vs. standing or crouching
2LK: 5f vs. standing, 3f vs. crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each 2LP, the infinite will drop after 5 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Not punishable at most ranges

- Dash + 2LP is a good option, but stay out of her command throw range

6HK - Throw can punish on hit with 1f timing (may not work at farther ranges)

- On block, 623K or Throw are easy reversal punishes
- Plinking 2LK~2LP can give a stronger combo starter, but is risky and harder to time

236P
(Running Lariat)
- Crouch until Kim reaches you, then start a full 2LP combo
28P
(I Want You!)
- Dash up into a full combo
Touch of Death Combos
Combo
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
  • Standing Only
  • Can also start with 2LP > 2HP, but makes the dash conversion more difficult
2HP > 6HK, Dash + 2LP > 2HP > 6HK,
Microdash + 2HK xx Super (stun)
  • Standing Only
  • Dash + 2LP needs frame perfect timing
  • Microdash + 2HK must be done within the first 3 dash frames
  • Only for style points as the previous combo stuns more easily
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x2
> 2HP xx 623K (Standing) 2LP x2
> 2HK xx 623K (Crouching) 2LP x2

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width
-Since the confirms are so difficult and it's risky to get near Kim, it's not usually worth attempting these

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(Juggle halfway through 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x2
(Juggle halfway through 2nd dash)
  • 2LK > cl.5HP > cl.5HK
    -Can't crossunder after a midscreen reset
    -Getting close to Kim is dangerous, so this should rarely be used
    -Can stun with 2LK > 2LP x3 > 2HK xx Super
Throw - Corner Knockdown Throw - Corner Reset
Walk out of corner
  • 2HK > 2HP xx 623HK
    -Easy to time, and generally the highest damage
    -Last hit of DP usually whiffs in the corner
Walk out of corner
  • cl.5LK > 2HP > cl.5HK
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
(Half dash after HK DP, full dash after LK DP)
  • 2HK > cl.5HP (1 hit) xx 623HK
Forward Dash x1
  • cl.5LK > cl.5HP > cl.5HK
    -Can't crossunder after midscreen reset
    -Getting close to Kim is dangerous, so this should rarely be used
623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
  • 2HK > 2HP xx 623K
    -Only works after LK DP
Dash out of corner
  • cl.5LK > 2HP > cl.5HK
    -Only works after LK DP
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2LP x2 > 2HK xx Dragon Palm if you manage to make her whiff nearby
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup

Strategy

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

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 6f vs. standing or crouching
2LK: 4f vs. standing or crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each 2LP, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Admiral vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Dash up 2LP can punish near max range on block

- Duck the hit, then whiff punish with 2HK xx 41236P

2HK - 2HK or Dash + 2LP if not well spaced
  • Safe from max range
646LP
(LP Lion Crusher)
- Full punish on block, or on hit if they didn't mash for knockdown
  • Take advantage of Lion's wide hurtbox and standing recovery to get a beefy punish
646HP
(HP Lion Crusher)
- Generally safe unless done from a very bad position
  • If Lion corners himself or uses it from fullscreen, dash up into point blank combo
Normal xx 236LP
(Lion Bomb)
- An immediate dash can get past the bomb even from a max range cancel

- Throw is a safe option, but you can get a full optimized point blank combo since he will be standing

Teleport - Pick a direction, then Dash + 2LP or 2HK
  • Much more reactable than Thorsten's teleport
  • Admiral's dash speed makes it hard for Lion to get out of punish range
Super - 41236HP during the Super freeze can knock him out of the transformation

- Once transformed, it is very difficult for Admiral to hit Chibi-Lion

  • Try to maintain max range 2LP distance so you can react to Drone call

- 41236P can hit an airborne Chibi-Lion if he calls drones

  • Unlikely to work if Chibi-Lion does short hop + Drone call
Touch of Death Combos
Combo
2HP > 6HK, Dash + cl.5LK > 2LP > 2HP > 2HK xx 623HK,
Dash + 2HK > 2HP xx 623LK (3 hits) (stun)
  • Standing Only
  • Dash + cl.5LK requires frame perfect timing
    • Impossible if you add any hits before the first 2HP
  • The spacing required makes this very impractical
    • To juggle 2HP into 3 hit 623LK, you must end up almost in the corner, but not fully
2HP > 6HK, Dash + 2LP > 2HP > 6HK,
Microdash + 2HK xx Super (stun)
  • Standing Only
  • Dash + 2LP has 2f timing
  • Microdash + 2HK timing:
    • 2-3f if Dash + 2LP was hit on the first frame
    • 1-3f if Dash + 2LP was hit on the second frame
Max Hitconfirm into 623K
Opponent Longest Possible Confirm
> 2HK xx 623K (Standing) 2LP x7
> 2HP xx 623K (Standing) 2LP x4
> 2HK > 2HP xx 623K (Standing) 2LP x4
> 2HK xx 623K (Crouching) 2LP x4

-Assumes point blank start + fastest possible chain timing
-2LK and 2LP are interchangeable
-2HK and 2HP cause different hitstun reeling animations which can affect the opponent's hurtbox width

Juggle Notes
Throw - Midscreen Knockdown Throw - Midscreen Reset
Forward Dash x2
(juggle early in 2nd dash)
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Get right on top of M. Lion before using 2HK
    -Otherwise, far.5HP will come out, dropping the juggle
    -Use LK DP in case this happens (safer)
Forward Dash x2
(juggle halfway through 2nd dash)
  • 2LK > cl.5HP > cl.5HK
    -Can't crossunder after midscreen reset
    -Still useful to apply meaty/throw pressure
Throw - Corner Knockdown Throw - Corner Reset
No walk/dash necessary
  • 2HK > 2HP xx 623HK
    -Last hit of DP whiffs in corner
No walk/dash necessary
  • cl.5LK > 2HP > cl.5HK
    -Due to M. Lion's weight, you have less frame advantage
    -Pushing a mixup is dangerous, since he can mash his long-range crouch throw<br
623K - Midscreen Knockdown 623K - Midscreen Reset
Forward Dash x1
  • 2HK > cl.5HP (1 hit) xx 623HK
    -Get right on top of M. Lion before using 2HK
    -Otherwise, far.5HP will come out, dropping the juggle
    -Use LK DP in case this happens (safer)
Forward Dash x1
  • cl.5LK > cl.5HP > cl.5HK
    -Can't crossunder after midscreen reset
    -Still useful to apply meaty/throw pressure
623K - Corner Knockdown 623K - Corner Reset
Dash out of corner
(much easier timing after LK DP)
  • 2HK > 2HP xx 623HK
    -Lenient spacing, but 2HK juggle is hard after HK DP
    -Can start with 2LK instead for easier juggle (low damage)
    -Can also just stay cornered, but gives up screen positioning
Dash out of corner
  • cl.5LK > 2HP > cl.5HK
    -Due to M. Lion's weight, you have less frame advantage
    -Pushing a mixup is dangerous, since he can mash his long-range crouch throw
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards j.HK can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
    • In extremely rare corner circumstances, 2LP could reach for a punish
Getup HK
(whiff)
Can backdash to bait, then Dash + 2LP combo starter
  • Recovers crouching, so don't use 2HP in combo
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)

Strategy

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

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

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

vs. Chibi Lion:
If you're within 2/3 screen of Lion, it's usually possible to dash in and punish the Super transformation on reaction if used in neutral. Juggling with 2LP as Chibi-Lion falls is the most reliable counter, followed by a dash into 623K juggle to cause a knockdown. Admiral's only attacks that connect on crouching Chibi-Lion are 2LK, cl.5LK, and 2HK. None of these moves can combo into specials or Super even if they hit. Air Dragon Shot can also hit him, but Chibi-Lion can simply call Drones and then Self-Destruct to destroy the incoming fireball so this is a bad idea. If time is running out, this is essentially a guaranteed timer scam for Chibi-Lion. Otherwise, Admiral's best option is simply to sit near max 2LP range, maintaining this position for the entire transformation. If Chibi-Lion becomes airborne at all, quickly hit 2LP then dash up for a knockdown juggle. It's important not to stay too close, as Lion can throw you immediately when the transformation ends. If he does get a successful Drone Assist called, remember that they hit overhead. It's best to try to backdash to avoid the chip damage too, if possible.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LP: 7f vs. standing or crouching
2LK: 5f vs. standing or crouching
cl.5LK: 2f (due to proximity range)

  • This is the total number of dash frames that Admiral can miss before he is pushed out of range for any additional hits.
  • For example, if Admiral dashes for 3f between each 2LP, the infinite will drop after 7 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 53:27 to 1:19:28
Spabobin vs. RCF 04-04-2022 - 1:43:54 to 2:00:20
Spabobin vs. RCF - Vortex Gallery - 1:58:30 to 2:04:59
Spabobin vs. RCF - Kuma's Kumite - 46:31 to 49:42
Spabobin vs. RCF 02-13-2022 - 1:02:14 to 1:11:37


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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