Jackie Chan in Fists of Fire/Drunken Fist Jackie

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Hahahaha!

Intro

JP Name: 酔拳ジャッキー

Also known as "Drunk Jackie" or "Zui Quan Jackie" in reference to his drunken boxing fighting style. This version of Jackie Chan is based on his portrayal of Wong Fei-Hung in 1994's Drunken Master II (The Legend of Drunken Master in North America), a sequel to his 1978 film Drunken Master. In the film, Wong fights to stop a British smuggling operation attempting to steal precious Chinese artifacts.

Drunk Jackie is one of the strongest character in the game no matter where he is on the screen. From range, he can zone with Jug Throw, doing chip damage or massively punishing whiffed counterpokes. From mid-range, his buttons can convert to an infinite combo, making it risky for opponents to dash in. And up close, he has a monstrous overhead/low game that will lead to an almost certain KO if he opens the opponent up.


Strengths Weaknesses
  • Easy access to infinites on all standing characters except himself
  • Easy access to TOD combos on all crouching characters except Thorsten/M. Lion
  • Far.5LK and Jug Throw are amazing zoning tools
  • Fast dash and strong low normals makes it hard to escape his pressure
  • Overhead is fast with extreme frame advantage and high damage potential
    • On block, he can dash in to continue the same pressure
  • In the corner, has access to powerful air resets
  • Has a mostly-unreactable crossup special move to surprise midscreen opponents
  • Very strong chip-out moves (Jug Throw, Drunk Dragon)
  • Punishes on mid-range crouching attacks are usually weak
    • Dash + Far LK is often the only option
  • The game's input system causes his unsafe Drunk Dragon special to come out frequently if you're not careful
  • Throw has no followup anywhere on the screen
  • If JackieCopter doesn't reach the corner, has no followup juggles
  • Super is a mediocre reversal option


Character Stats


General Stats
Base Defense Stun Defense Throw Range
238 (Above Average) 10240 (Average) 61 (B)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 59f 51f


Meter Data
Charge Rate Charge Recovery
26.7% /sec 5f
Taunt Meter Drain Taunt Duration
26.1% 71f


Movement Data
Weight Prejump Frames Jump Frames
Average 6f 58f (Floaty)
Backdash Duration Backdash Distance Back Walkspeed
16f (Fast) 135 (Average) Fast
Forward Dash Speed Forward Walkspeed
5.2 (S) Above Average



Frame Data Info (click to expand)
Startup The number of frames it takes for a move to become active.
If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.
If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
Active The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.
Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.
--Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)
--Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames
For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
Attacks with more active frames are more effective as pokes and anti-airs.
Recovery The number of frames that a character cannot act after startup and active frames have passed.
For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
Guard The way a move must be guarded against.
High = Can be blocked standing, whiffs against crouching.
Mid = Can be blocked both standing and crouching.
Low = Must be blocked crouching.
Overhead = Must be blocked standing
Throw = Cannot be blocked
Hit Adv The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
--Example: A move listed as +4 on Hit may link into a move with 4f Startup.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range.
KD means the attack knocks down if it hits.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Block Adv The frame advantage of an attack on block.
This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details)
0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
Throws cannot be blocked, so the column is left empty in this case.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Damage Base Damage of the attack, not accounting for scaling or opponent's defense value.
Damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical damage, it will be listed as A x B to save space
--Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage
See Basic System page for details on damage scaling and defense.
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800.
Stun damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical stun, it will be listed as A x B to save space
--Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun
See Basic System page for details on stun.
Knockdown Timer KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules).
The higher a character's KD Timer value, the longer it takes to wake up after a knockdown.
See "Damage" for more information on how to read the values.
See Advanced System page for details on KD Timer.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
Attribute Self = Light normal that can be rapidly chained into itself on hit, block, or whiff.
By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
  • (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)

No-Chain = Normal attack that cannot be chained into another normal
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.
Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.
Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames
Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.
KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up
Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)

Hitstun Type Against standing opponents, attacks can inflict two types of reeling animations.
They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks.
The hitstun reeling animation can affect combo routes due to different hurtbox widths.
Crouching opponents always have the same reeling animation regardless of attack.


Normals


Standing Normals

5LP
JCFoF Drunk 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 4 9 High +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
  • Start of Special Autocombo (LP>HK>HP>LK>LP>HP)
  • Has a lot of forward movement; may pass through certain attacks
cl.5HP
JCFoF Drunk Close 5HP 1.png
JCFoF Drunk Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 (11) 4*9 22 High / Mid -5 -8
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*16 768*1024 192*256 Y (1st Hit) KD0 High / Mid
  • 2 hits
  • Proximity range: ≤ 89
far.5HP
JCFoF Drunk Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
9 9 22 High -5 -8
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 N - High
  • Long range high poke that can confirm into the Butt Infinite
  • Proximity range: ≥ 90
cl.5LK
JCFoF Drunk Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 5 6 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 Y OTG, Self-chain Mid
  • Standing low attack; can be used repeatedly for a dash loop infinite
  • Better than 2LK as an OTG due to its higher damage, but inconsistent against some characters
  • Frame advantage when chained into whiffed 5LP: +0/-2
  • Proximity range: ≤ 76
far.5LK
JCFoF Drunk Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 4 7 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - Mid
  • Amazing poke in neutral that shuts down a lot of crouching normals
  • OTG vs M. Lion
  • Frame advantage when chained into whiffed 5LP: +0/-2
  • Proximity range: ≥ 77
cl.5HK
JCFoF Drunk Close 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 10 13 High +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1536 480 N - High
  • Very short range makes it nearly useless outside of juggles
  • Proximity range: ≤ 73
far.5HK
JCFoF Drunk Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
9 17 17 Mid -8 to +8 -10 to +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1536 480 N No-Chain, Airborne 9-24f Mid
  • Hops over low attacks
  • Great approach tool that also allows for an infinite against many standing characters (see Combos section)
  • Proximity range: ≥ 74


Crouching Normals

2LP
JCFoF Drunk 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 5 6 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4 512 64 Y OTG, Self-chain Mid
  • Good hitconfirm normal, has the exact same range as 2LK
  • Hurtbox sticks out much farther than 2LK, making it generally worse in neutral (but better at avoiding Drunk Jugs or Lion Bombs)
  • Hitbox is slightly higher than 2LK, which may rarely cause a more favorable interaction
  • High chance of input overlap with 621P unless you input with 3LP
  • Frame advantage when chained into whiffed 5LP: +0/-2
2HP
JCFoF Drunk 2HP.png
Startup Active Recovery Guard Hit Adv Block Adv
7 9 18 Mid -1 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 Y - Mid
  • Great anti-air
  • Useful in juggles, and as the longest range crouching normal against most characters
  • 24f window to confirm into specials/super on hit (16f cancel window on block). 2HP is mostly safe if not blocked point blank, so this can be used as a reliable hitconfirm on its own.
  • If cancelling into 28HP, this window is only 22f (a later cancel will not combo).
2LK
JCFoF Drunk 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 5 6 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4 512 64 Y OTG, Self-chain Mid
  • Great hitconfirm normal, nearly identical to 2LP but with less chance of input overlap
  • Hurtbox doesn't extend forward at all, making it preferable over 2LP in neutral
  • Frame advantage when chained into whiffed 5LP: +0/-2
2HK
JCFoF Drunk 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 9 18 Low -1 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1280 480 Y - Mid
  • Good neutral button to buffer into Super or 28HP
  • Higher damage than 2HP, so it is optimal to use in confirms if it will reach
  • OTG vs M. Lion
  • 24f window to confirm into specials/super on hit (16f cancel window on block). 2HK is mostly safe if not blocked point blank, so this can be used as a reliable hitconfirm on its own.
  • If cancelling into 28HP, this window is only 22f (a later cancel will not combo).


Air Normals

j.LP
JCFoF Drunk 9LP.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - Crossup Mid
  • Most reliable crossup jumpin, acts like a body splash
nj.LP
JCFoF Drunk 8LP 1.png
JCFoF Drunk 8LP 2.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 2(4) 3*2(5) (loops) - High - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 each 512 each 160 each - No-Chain High
  • Very strange move, animated like another JackieCopter. Doesn't hit crouching opponents.
  • Basically only used as an air-to-air, but there are way better options to deal with jumps
  • Active frames will repeat as listed, only stopping once Jackie reaches the ground
  • Opponent will be turned backwards during hitstun if this hits them on the ground
  • Has a niche use as Hyper Drunk Jackie vs. M. Lion in stun juggles, as it can hit many times
j.HP
JCFoF Drunk 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
8 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 1024 512 - Spike, Squish Mid
  • Despite animation, not a great jumpin because the hurtbox nearly reaches the hitbox
j.LK
JCFoF Drunk 8LK.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 512 192 - Crossup (very small) Mid
  • The crossup potential is so bad that it's hard to recreate it
j.HK
JCFoF Drunk 8HK 1.png
JCFoF Drunk 8HK 2.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 2*9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
18*14 1536*512 288*224 - - High / High
  • 2 hits
  • Instant overhead if performed within first 3 airborne frames
  • Great hitbox, but low damage unless you can connect both hits


Command Normals

6HK
JCFoF Drunk 6HK.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
19 6 8 Overhead +12 +9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - KD0, Airborne 6-23f Mid
  • Hops over throws and low attacks
  • Leads to a TOD combo vs most characters, depending on screen position
  • Hits OTG vs M. Lion

Throws

HP Throw
JCFoF Drunk Throw 1.png
JCFoF Drunk Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
36 0 576 - - -
  • No followup juggles
  • Range: 61

Special Moves


Drunk Dragon Spinning Tail 621P

621P
JCFoF Drunk 621P 1.png
JCFoF Drunk 621P 2.png
JCFoF Drunk 621P 3.png
JCFoF Drunk 621P 4.png
Input Priority:
above 236P, 236K, and 28P
Input Priority:
above 236P, 236K, and 28P
LP Startup Active Recovery Guard Hit Adv Block Adv
10 36* 29 Mid -11 -14
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
(6x5)*16 512x5*1024 96x5*256 - OTG (last hit) -
  • Unsafe on both hit and block.
  • Can be hard to punish due to pushback on some characters.
  • The LP version is useless outside a couple specific punishes, since the HP version combos from the same routes, does more damage, and is safer
  • Active Frame distribution: 6(3) 6(3) 6(2) 6(2) 4(4) 8
    -- 50 frames start to finish, 36 actual active frames
HP Startup Active Recovery Guard Hit Adv Block Adv
14 42* 34 Mid -9 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
(8x5)*24 512x5*1536 128x5*384 - OTG (last hit) -
  • Unsafe on both hit and block, but does a ton of damage and chip.
  • Can be hard to punish due to pushback on some characters.
  • Very useful in post-stun combos, as it will almost always do enough damage to KO the opponent without worrying about corner juggles
  • The range lets it punish some moves, but should only be used like this if it will KO to avoid Drunk Jackie being punished himself
  • Active Frame distribution: 6(5) 7(4) 7(3) 6(3) 7(4) 9
    -- 61 frames start to finish, 42 actual active frames


Jug Throw 236P

236P
JCFoF Drunk 236LP.png
JCFoF Drunk 236HP.png
Input Priority:
above 28P and 236K, below 621P
Input Priority:
above 28P and 236K, below 621P
LP Startup Active Recovery Guard Hit Adv Block Adv
30 9 16 Mid +2 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 4096 512 - OTG -
  • Great zoning tool, does massive damage on counterhit
  • 54f total animation
  • If you are hit out of startup with a light normal and the jug trades, you can dash up to convert into a combo
  • LP version is harder to dash through, making it the safer option. Useful even if it's not in range, as it will hit an opponent that tries to dash in on reaction, and is safe if the opponent stays out of its range.
HP Startup Active Recovery Guard Hit Adv Block Adv
39 9 11 Mid +12 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
40 5120 640 - OTG -
  • Great zoning tool, does massive damage on counterhit
  • 58f total animation
  • HP version is much more risky as the opponent can easily dash through it; use sparingly


JackieCopter (Rising Tackle) 28P

28P
JCFoF Drunk 28P 1.png
JCFoF Drunk 28P 2.png
JCFoF Drunk 28P 3.png
Input Priority:
below 621P and 236P
(236K: can't overlap)
Input Priority:
below 621P and 236P
(236K: can't overlap)
LP Startup Active Recovery Guard Hit Adv Block Adv
11 (16) 19* 16 + 15 land Mid KD -19 (-34)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20*(4x4)*16 1280*512x4*1024 320*64x4*256 - Airborne 6-74f -
  • Main combo ender vs. Thorsten and M. Lion, as it allows juggles against them
  • Tends to drop at farther ranges vs crouching characters
  • (refers to data vs crouching opponent); opponent hurtbox and stand/crouch affects number of hits
  • Turnaround animation during midscreen recovery prevents walking/dashing for 9f; input dash with 3+6 to crouch cancel this animation and get an earlier dash
  • Active Frame distribution: 1(4) 2(5) 2*2(5) 2(5) 2*2(5) 2(5) 2*2 -- 48 frames start to finish, 19 actual active frames
  • First active frame hits directly above Jackie and generally won't juggle if it connects vs airborne
HP Startup Active Recovery Guard Hit Adv Block Adv
14 (19) 42* 22 + 16 land Mid KD -20 (-27)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24*(4x8)*16 1536*512x8*1024 384*64x4*256 - Airborne 6-116f -
  • Main combo ender, starts juggles if it reaches the corner
  • More consistent in combos vs crouching characters, but only combos from heavy normals
  • (refers to data vs crouching opponent); opponent hurtbox and stand/crouch affects number of hits
  • Turnaround animation during midscreen recovery prevents dashing for 9f; input dash with 3+6 to crouch cancel this animation and get an earlier dash
  • Active Frame distribution: 2(3) 3(4) 2*3(4) 3(4) 2*3(4) 3(4) 2*3(4) 3(4) 2*3(4) 3(4) 2*3 -- 81 frames start to finish, 42 actual active frames
  • First 2 active frames hit directly above Jackie and generally won't juggle if it connects vs airborne


Tricky Kick 236K

236K
JCFoF Drunk 236K 1.png
JCFoF Drunk 236K 2.png
Input Priority:
below 621P and 236P
(28P: can't overlap)
Input Priority:
below 621P and 236P
(28P: can't overlap)
LK Startup Active Recovery Guard Hit Adv Block Adv
15 8 28 Mid KD -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 - Crossup, Low profile -
  • If used from close enough range, will hit as a crossup; LK version travels a shorter distance
  • Can't crossup on fully cornered opponent; cancelling into 236K from a normal will usually cause enough pushback to prevent the crossup as well
  • Partial low profile 1-6f, full low profile 7-13f
HK Startup Active Recovery Guard Hit Adv Block Adv
20 8 35 Mid KD -20
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 2048 512 - Crossup, Low profile -
  • If used from close enough range, will hit as a crossup; HK version travels a greater distance
  • Can't crossup on fully cornered opponent; cancelling into 236K from a normal will usually cause enough pushback to prevent the crossup as well
  • Partial low profile 1-7f, full low profile 8-18f


Super


Drunken Barrage 63214LP+HP

621LP+HP
JCFoF Drunk Super 1.png
JCFoF Drunk Super 2.png
JCFoF Drunk Super 3.png
Startup Active Recovery Guard Hit Adv Block Adv
0+9 43* 47 + 10 land Mid KD -102 (-121)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6x15 512 96x15 - Invincible 1-6f, airborne 50-176f -
  • 20f super flash; will lose to most attacks post-flash
  • Chip Damage: ~9% vs stand block (8 hits), ~7% vs crouch block (6 hits)
  • Active Frame distribution: [2(5)]x4 2(4) 3(9) [2(5) 4(5)]x4 2(5) 4 -- 121 frames start to finish, 43 actual active frames
  • Puts himself in a backturned state at end of recovery (9f, can't walk/dash while turning)
  • (Data vs crouching opponent)--will whiff some hits vs crouch blocking opponent; forces stand on hit
  • Has a suction effect once it connects; will always do 15 hits assuming first hit connects
    -There are 16 sets of active frames, but one will always whiff
  • All stun damage is done on the final hit

Wakeup/Knockdown

Getup Attack Detailed Info (click to expand)
  • Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
  • The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
  • During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
  • The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
  • For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
  • After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.


Getup LK
JCFoF Drunk GetupLK Neutral.png
Neutral Rise
Neutral Rise
Startup Active Recovery Guard Hit Adv Block Adv
7 11 22 Overhead KD -10
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 - Invincible 1-6f, Airborne 1-16f -
  • Can juggle afterward (1 dash, strict timing)
  • Recovery starts in a crouching state, but the last 7 frames of recovery are standing
  • Can hit crossup if used at close range
Getup LK
JCFoF Drunk GetupLK Roll.png
Forward/Back Roll
Forward/Back Roll
Startup Active Recovery Guard Hit Adv Block Adv
7 2 26 Overhead KD -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 - Invincible 1-6f -
  • Can juggle afterward (1 dash, works vs. everyone)
Getup HK
JCFoF Drunk GetupHK 1.png
JCFoF Drunk GetupHK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2(9)2 22 Low / Mid KD +1 (-10)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 768x2 192x2 - Invincible 1-6f -
  • 2 hits; 2nd hit can whiff due to range making it unsafe
  • Can juggle afterward (2 dashes)
Pursuit Attack
8LP or 8HP
JCFoF Drunk PursuitA.png
Startup Active Recovery Guard Hit Adv Block Adv
47 2 21 Overhead [-46] [-42]
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 * (4 each) 768 - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 12 damage, all mashed followups do 4 damage each
  • Damage scales as though it is part of a combo (rather than OTG scaling)
  • Auto-tracks to the opponent's position at the time the Pursuit Attack is input
  • If the opponent recovers from knockdown before the Pursuit Attack connects:
    -[Frame Advantage] on standing/crouching opponents
Pursuit Counter
Any 2 Buttons
JCFoF Drunk PursuitC 1.png
JCFoF Drunk PursuitC 2.png
Startup Active Recovery Guard Hit Adv Block Adv
-- -- -- -- KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
18 0 288 - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • Drunk Jackie will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Drunk Jackie wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can juggle afterward from anywhere on screen

Auto Combos


Normal Autocombo - LP > LP > LP > LP > LP > LP

JCFoF Drunk AutoN 2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
15 3 11 Low +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • OTG, doesn't combo, same animation as cl.5LK but hops forward
  • Airborne 3-12f
JCFoF Drunk AutoN 3.png
> LP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
14 17 17 Mid -6 -10
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as far.5HK
  • Airborne 14-29f
JCFoF Drunk AutoN 4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
7 2 15 High +2 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as Getup HK (2nd hit); KD0
JCFoF Drunk AutoN 5.png
> LP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
12 2 29 Mid -5 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as cl.5HP
JCFoF Drunk AutoN 6.png
> LP

(6)
Startup Active Recovery Guard Hit Adv Block Adv
9 12 22 Mid -6 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1536 192 N - -
  • Same animation as neutral Getup LK; OTG vs M. Lion
  • Airborne 7-19f


Special Autocombo - LP > HK > HP > LK > LP > HP

JCFoF Drunk AutoS 2.png
> HK

(2)
Startup Active Recovery Guard Hit Adv Block Adv
12 17 17 Mid -8 -9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • If the initial 5LP whiffs, can pass through a crouching opponent. Same animation as far.5HK
  • Airborne 12-27f
JCFoF Drunk AutoS 3.png
> HP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
9 2 30 High -6 -9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as cl.5HK, but facing backwards
JCFoF Drunk AutoS 4.png
> LK

(4)
Startup Active Recovery Guard Hit Adv Block Adv
4 2 15 Mid +2 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as far.5LK; OTG vs M. Lion
JCFoF Drunk AutoS 5.png
> LP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
7 3 18 High -2 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as Getup HK (2nd hit)
JCFoF Drunk AutoS 6.png
> HP

(6)
Startup Active Recovery Guard Hit Adv Block Adv
9 2 32 High KD -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 2048 256 N - -
  • Same animation as far.5HP



Hurtboxes/Hitstun

Standing (L High) Standing (H High) Crouching
JCFoF Drunk Hitstun 26.png
JCFoF Drunk Hitstun 27.png
JCFoF Drunk Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF Drunk Hitstun 29.png
JCFoF Drunk Hitstun 30.png
JCFoF Drunk Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Drunk Blockstun Stand.png
JCFoF Drunk Blockstun Crouch.png
JCFoF Drunk OTG.png

"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32


Colors

Default Colors

LP/HP Yellow
LK/HK Purple

Boss Version Colors

Hyper Drunk Jackie P1 - Blueish White
Hyper Drunk Jackie P2 - Dark Blue

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF Drunk Taunt.png
JCFoF Drunk Win.png
JCFoF Drunk Draw.png
Charge Perfect Loss (KO)
JCFoF Drunk Charge.png
JCFoF Drunk Perfect.png
JCFoF Drunk LossKO.png


Stages

JCFoF DrunkStage1L.png JCFoF DrunkStage1R.png
JCFoF DrunkStage2L.png JCFoF DrunkStage2R.png
JCFoF DrunkStage3L.png JCFoF DrunkStage3R.png


External Links




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