Jackie Chan in Fists of Fire/Admiral Jackie/Strategy
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.
AA | Description |
---|---|
623K (Double Dutch) |
Fast, invincible, works at many ranges
|
far.5LK | Fast, good hitbox, followup juggle possible
|
2HP | Good hitbox vs. long range jumps
|
Reversal | Description |
---|---|
623K (Double Dutch) |
Invincibility lasts beyond startup
|
Super | Invincibility runs out before active
|
Admiral vs. Lau Matchup
Opponent's Move | Punish |
---|---|
2HK | - At farther ranges, dash up 2LP can reach
- 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 |
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
|
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
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits), Dash + 2HK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, 2HK xx Super (stun)
|
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (juggle halfway through 2nd dash)
|
Forward Dash x2 (juggle halfway through 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Slight walk out of corner
Dash out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1 (juggle near the end)
|
Forward Dash x1 (juggle near the end)
|
623K - Corner Knockdown | 623K - Corner Reset |
1/2 Dash out of corner
Dash out of corner
|
Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Only 1st hit is overhead, so you can stand block for a short time then crouch
|
Getup HK (whiff) |
2 hits; bait with backdash, whiff punish
|
Getup HK (block) |
Both hits are mid (despite sweep animation)
|
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
Opponent's Move | Punish |
---|---|
2HK | - Not punishable if well spaced
- From closer ranges, 2HK or 2LP can punish
|
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 |
63214P (Crane Wings) |
- LP version is usually safe unless poorly spaced
- HP version can usually be punished with a dash 2LP even if well spaced
|
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 |
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits), Dash + 2HK > cl.5HP xx 623HK (stun)
|
2LP x5 > 2HP > 2HK xx 41236LP, juggle 2LK > 2HP xx 623HK (stun)
|
2LP x2 > 2HK xx Super, juggle cl.5LK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, 2HK xx Super (stun)
|
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
|
-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
Throw - Midscreen Knockdown | Throw - Corner Knockdown |
Forward Dash x2 (full dashes)
|
Dash out of corner (Always use knockdown into OTG infinite)
|
623K - Midscreen Knockdown | 623K - Corner Knockdown |
Forward Dash x1
|
Dash out of corner before 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
Combo |
---|
2HK > whiff 2HP, 2LK > cl.5HP xx 623LK, walk out of corner and repeat
|
2HK xx whiff 41236LP, 2LK > cl.5HP xx 623LK
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Hits overhead, 0 on block (no punish)
|
Getup HK (whiff) |
Bait with backdash, whiff punish
|
Getup HK (block) |
Must be blocked low
|
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
Opponent's Move | Punish |
---|---|
46LK (LK Jackknife Storm) |
- Reversal 623HK, dash to opposite side, 2LK > 5LP > cl.5HK
- It is possible to start a punish with 2LK/2LP, but much harder for little extra reward
|
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
- Punishing with raw 623K or Throw is easier
|
16P (Slash Sword) |
- Dash up 2LP into a combo, on block or hit
|
Teleport | - Predict a direction, then dash and 2HK as Thorsten reappears
|
Super | - Block, then dash up and punish with an optimal combo
- If chip or time are a concern, 623K will beat the Super from close-mid range
|
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, Microdash + 2HK xx Super (stun)
|
Opponent | Longest Possible Confirm |
---|---|
> 2HK xx 623K (Standing) | 2LP x2 |
> 2HP xx 623K (Standing) | 2LP x4
|
> 2HK xx 623K (Crouching) | 2LP x4 (midscreen) 2LP x3 (corner)
|
-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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (juggle early in 2nd dash)
Dash x1
|
Forward Dash x2 (juggle halfway through 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Slight walk out of corner
Dash out of corner
|
Very slight walk out of corner, delay juggle
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1
|
Forward Dash x1 (juggle at very end of dash)
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner
|
Half dash out of corner
Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
1st hit is an overhead; safe on block if both hits connect
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
2 low hits, true blockstring, safe on block
|
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
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
- 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
|
236K (Tricky Kick) |
- Punish with a full combo on block
|
28P (JackieCopter) |
- Full BnB combo when he fully lands
|
Super | - Full BnB Combo punish
- 2HP can be difficult to use, just like against 28P
|
Dropped Butt Infinite (whiffs far.5HP) |
- Hold down back, 2HK xx HP Dragon Palm while his far.5HP whiffs
|
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HP xx 623HK, Dash + juggle 2HK > cl.5HP xx 623HK (stun)
|
2LP x4 > 2HK > 2HP xx 623HK, dash out of corner, juggle 2HK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, Dash + 2LP > 2HK xx Super (stun)
|
Opponent | Longest Possible Confirm |
---|---|
> 2HK xx 623K (Standing) | 2LP x2 |
> 2HP xx 623K (Standing) | 2LP x4
|
> 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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (juggle at end of 2nd dash)
|
Forward Dash x2 (juggle at end of 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Dash out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1
|
Forward Dash x1 -Delaying the dash helps with timing
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner
|
Dash out of corner
|
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.
Scenario | Punish |
---|---|
Neutral Getup LK (whiff) |
If you backdash, Drunk will recover near you for an easy punish
|
Neutral Getup LK (block) |
-10 on block, Throw or 623K for strong punish
|
Roll + Getup LK (whiff) |
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
|
Roll + Getup LK (block) |
-2 on block, completely safe |
Getup HK (whiff) |
Can backdash to make it whiff, but remember there are 2 hits
|
Getup HK (block) |
+1 on block, but -10 if 2nd hit whiffs at longer range
|
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
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)
|
41236P (Tiger Fist) |
- 2HK punishes with a lenient 6f timing window
- If you stand block, a frame perfect Dash + 2LP > 2HP xx 623K can punish
|
Super | - Same as Tiger Fist
- 623K can beat a raw Super clean (delay slightly if point blank)
|
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HP xx 623HK, Dash + juggle 2HK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, Microdash + 2HK xx Super (stun)
|
Opponent | Longest Possible Confirm |
---|---|
> 2HK xx 623K (Standing) | 2LP x3
|
> 2HP xx 623K (Standing) | 2LP x3
|
> 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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Dash x2 (juggle at end of 2nd dash)
|
Dash x2 (juggle at end of 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Walk out of corner
Dash out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Delayed Forward Dash x1 (dashing immediately makes juggle harder to time)
|
Forward Dash x1
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner
|
Walk or Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
2 hits, easy to dash in and punish after the 2nd one
|
Getup HK (block) |
-2 on block, both hits are low and a true blockstring
|
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)
Opponent's Move | Punish |
---|---|
2HK | - Can punish with your own 2HK except at max range
|
41236P (Dragon Palm) |
- Dash + 2LP > 2HP > 2HK xx 623K
- Dash + 623HK is also very consistent, and you don't have to worry about pushback from starting the combo too early |
623K (Double Dutch) |
- Full combo punish
- Stand blocking the HK version can prevent it from going over your head |
Super | - Stand block, Microdash + 2LP or 2HK, combo into 41236HP or Super
- Can also dash 9-10f into 623HK, but this is very risky |
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HP xx 623HK, Dash + juggle 2HK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
|
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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (juggle halfway through 2nd dash)
|
Forward Dash x2 (juggle halfway through 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Dash out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1 (slight delay can help avoid turnaround bug)
|
Forward Dash x1
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner (Don't stop the dash early, or turnaround bug will happen)
|
Dash out of corner (Don't stop the dash early, or turnaround bug will happen)
|
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.
Scenario | Punish |
---|---|
Getup LK (whiff) |
Long 30f recovery, so you can backdash to bait and punish
|
Getup LK (block) |
-7 on block; 2 hits, only 1st is overhead
|
Getup HK (whiff) |
Long 34f recovery, so you can backdash to bait and punish
|
Getup HK (block) |
-11, must be blocked low
|
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
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)
|
236P whiffed (Thousand Spears) |
- Wait just out of range, then 2HK into 41236HP or Super
|
214K (Divekick) |
- Dash up 2LP combo
- 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
|
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HK xx 623HK (3 hits) Dash + juggle 2HK > cl.5HP xx 623HK (stun)
|
2LP x5 > 2HP > 2HK xx 41236LP, juggle 2LK > 2HP xx 623HK (stun)
|
2LP x2 > 2HK xx Super, juggle cl.5LK > cl.5HP xx 623HK (stun)
|
2HP > 6HK, Dash + 2LP > 2HK > 2HP xx Super (stun)
|
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)
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (full dashes)
|
Forward Dash x2 (full dashes)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Walk out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1 (After HK DP, stop dash partway through)
|
Forward Dash x1 (After HK DP, stop dash partway through)
|
623K - Corner Knockdown | 623K - Corner Reset |
Half Dash out of corner
|
Walk/Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
Range is very short, so you can bait this without moving
|
Getup HK (block) |
-12 on block, hits low
|
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
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 |
236P (Running Lariat) |
- Crouch until Kim reaches you, then start a full 2LP combo |
28P (I Want You!) |
- Dash up into a full combo |
Combo |
---|
2HP > 6HK, Dash + 2LP > 2HP > 2HK xx Super (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, Microdash + 2HK xx Super (stun)
|
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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (Juggle halfway through 2nd dash)
|
Forward Dash x2 (Juggle halfway through 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
Walk out of corner
|
Walk out of corner
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1 (Half dash after HK DP, full dash after LK DP)
|
Forward Dash x1
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner
|
Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
You will get thrown if you stand (unless too far out of throw range)
|
Getup LK (block) |
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
|
Getup HK (whiff) |
The long animation and active frame window makes it hard to backdash this
|
Getup HK (block) |
+6 on block overhead, completely safe
|
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
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
|
646LP (LP Lion Crusher) |
- Full punish on block, or on hit if they didn't mash for knockdown
|
646HP (HP Lion Crusher) |
- Generally safe unless done from a very bad position
|
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
|
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
- 41236P can hit an airborne Chibi-Lion if he calls drones
|
Combo |
---|
2HP > 6HK, Dash + cl.5LK > 2LP > 2HP > 2HK xx 623HK, Dash + 2HK > 2HP xx 623LK (3 hits) (stun)
|
2HP > 6HK, Dash + 2LP > 2HP > 6HK, Microdash + 2HK xx Super (stun)
|
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
Throw - Midscreen Knockdown | Throw - Midscreen Reset |
Forward Dash x2 (juggle early in 2nd dash)
|
Forward Dash x2 (juggle halfway through 2nd dash)
|
Throw - Corner Knockdown | Throw - Corner Reset |
No walk/dash necessary
|
No walk/dash necessary
|
623K - Midscreen Knockdown | 623K - Midscreen Reset |
Forward Dash x1
|
Forward Dash x1
|
623K - Corner Knockdown | 623K - Corner Reset |
Dash out of corner (much easier timing after LK DP)
|
Dash out of corner
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Backdash to bait and punish
|
Getup LK (block) |
-6 on block, hits overhead
|
Getup HK (whiff) |
Can backdash to bait, then Dash + 2LP combo starter
|
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