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
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Character Stats
General Stats
Base Defense
|
Stun Defense
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Throw Range
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238 (Above Average)
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10240 (Average)
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61 (B)
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Wakeup Data
Neutral Rise
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Forward Roll
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Backward Roll
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32f
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59f
|
51f
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Meter Data
Charge Rate
|
Charge Recovery
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26.7% /sec
|
5f
|
Taunt Meter Drain
|
Taunt Duration
|
26.1%
|
71f
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Movement Data
Weight
|
Prejump Frames
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Jump Frames
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Average
|
6f
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58f (Floaty)
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Backdash Duration
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Backdash Distance
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Back Walkspeed
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16f (Fast)
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135 (Average)
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Fast
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Forward Dash Speed
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Forward Walkspeed
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5.2 (S)
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Above Average
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Frame Data Info (click to expand)
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Startup
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The number of frames it takes for a move to become active. If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
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Active
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The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. Attacks with more active frames are more effective as pokes and anti-airs.
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Recovery
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The number of frames that a character cannot act after startup and active frames have passed. For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
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Guard
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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
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Hit Adv
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The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. 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.
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Block Adv
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The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
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Damage
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Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense.
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Stun
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Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. 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.
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Knockdown Timer
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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.
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Special Cancel
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The ability to cancel the animation of a normal attack into a special/super move. 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).
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Attribute
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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)
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Hitstun Type
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Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
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Normals
Standing Normals
5LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
|
4
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9
|
High
|
+6
|
+4
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Damage
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Stun
|
KD Timer
|
Special Cancel
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Attribute
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Hitstun Type
|
8
|
512
|
128
|
Y
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-
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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
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|
cl.5HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
|
7 (11)
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4*9
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22
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High / Mid
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-5
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-8
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Damage
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Stun
|
KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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12*16
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768*1024
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192*256
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Y (1st Hit)
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KD0
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High / Mid
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- 2 hits
- Proximity range: ≤ 89
|
|
far.5HP
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Startup
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Active
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Recovery
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Guard
|
Hit Adv
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Block Adv
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9
|
9
|
22
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High
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-5
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-8
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Damage
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Stun
|
KD Timer
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Special Cancel
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Attribute
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Hitstun Type
|
28
|
1024
|
448
|
N
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-
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High
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- Long range high poke that can confirm into the Butt Infinite
- Proximity range: ≥ 90
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cl.5LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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4
|
5
|
6
|
Low
|
+8
|
+6
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Damage
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Stun
|
KD Timer
|
Special Cancel
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Attribute
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Hitstun Type
|
10
|
512
|
160
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Y
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OTG, Self-chain
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Mid
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- 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
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|
far.5LK
|
Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
|
6
|
4
|
7
|
Mid
|
+8
|
+6
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Damage
|
Stun
|
KD Timer
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Special Cancel
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Attribute
|
Hitstun Type
|
10
|
512
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160
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N
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-
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Mid
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- 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
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|
cl.5HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
|
4
|
10
|
13
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High
|
+3
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0
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Damage
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Stun
|
KD Timer
|
Special Cancel
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Attribute
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Hitstun Type
|
30
|
1536
|
480
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N
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-
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High
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- Very short range makes it nearly useless outside of juggles
- Proximity range: ≤ 73
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|
far.5HK
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Startup
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Active
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Recovery
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Guard
|
Hit Adv
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Block Adv
|
9
|
17
|
17
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Mid
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-8 to +8
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-10 to +6
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Damage
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Stun
|
KD Timer
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Special Cancel
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Attribute
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Hitstun Type
|
30
|
1536
|
480
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N
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No-Chain, Airborne 9-24f
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Mid
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- Hops over low attacks
- Great approach tool that also allows for an infinite against many standing characters (see Combos section)
- Proximity range: ≥ 74
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Crouching Normals
2LP
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Startup
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Active
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Recovery
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Guard
|
Hit Adv
|
Block Adv
|
4
|
5
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6
|
Low
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+8
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+6
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Damage
|
Stun
|
KD Timer
|
Special Cancel
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Attribute
|
Hitstun Type
|
4
|
512
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64
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Y
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OTG, Self-chain
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Mid
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- 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
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2HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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7
|
9
|
18
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Mid
|
-1
|
-4
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Damage
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Stun
|
KD Timer
|
Special Cancel
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Attribute
|
Hitstun Type
|
24
|
1536
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384
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Y
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-
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Mid
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- 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).
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2LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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4
|
5
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6
|
Low
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+8
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+6
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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4
|
512
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64
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Y
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OTG, Self-chain
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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
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2HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
|
Block Adv
|
8
|
9
|
18
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Low
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-1
|
-4
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Damage
|
Stun
|
KD Timer
|
Special Cancel
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Attribute
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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).
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Air Normals
j.LP Diagonal Diagonal
|
Startup
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Active
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Recovery
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Guard
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Hit Adv
|
Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
|
Damage
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Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
-
|
Crossup
|
Mid
|
- Most reliable crossup jumpin, acts like a body splash
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|
nj.LP Neutral Neutral
|
Startup
|
Active
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Recovery
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Guard
|
Hit Adv
|
Block Adv
|
6
|
2(4) 3*2(5) (loops)
|
-
|
High
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10 each
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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 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 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 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 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
|
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 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 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 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 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
|
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 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 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
|
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
|
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
|
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
|
> 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
|
|
|
> 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
|
|
|
> 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
|
|
|
> 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
|
-
|
-
|
|
|
|
> 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
|
> 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
|
|
|
> 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
|
|
|
> 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
|
|
|
> 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)
|
|
|
> 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
|
|
|
|
Standing (L Mid) |
Standing (H Mid) |
Juggle State
|
|
|
|
Standing Blockstun |
Crouching Blockstun |
OTG State
|
|
|
|
"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
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt |
Win |
Time Loss/Draw
|
|
|
|
Charge |
Perfect |
Loss (KO)
|
|
|
|
Stages
External Links