Jackie Chan in Fists of Fire/Drunken Fist Jackie/Combos

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JCFoF Drunk Charge.png


Drunk Jackie's Combo Video Guide - Spabobin
Combo Section Info (click to expand)
Notation Chained Normals are denoted by an angled bracket ">" between hits
--If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo)
Rapid Fire Normals are denoted by a multiplier 'x'
--Ex: 2LP x3
Special/Super cancels are denoted by 'xx'
--Ex: 2HK xx 236HP
Links are denoted by a comma
--Ex: 5LK, dash 2LK
[Square brackets] can mean different things depending on context:
--A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite
--Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner
--An optional attack that may be added for more damage; i.e. 2LK 2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage The amount of damage a move does. May be listed in a few ways:
100% = The combo is a Touch of Death (stuns or kills outright)
varies = The possible damage changes significantly based on various factors
x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific)
--Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful
--Damage variation between opponents is minimal, generally within a 1% range
Location Where on the screen the combo can be performed
Anywhere = The combo is not affected by screen position
Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work
--May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used
Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific The characters that a combo can be performed on
Universal = No character restrictions
May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)'
If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes Extra relevant information about the combo that may not easily be explained in the original notation
May include slight variations to the combo that are not important enough to warrant their own entry.
Video A link to the combo being performed. If part of a larger video, include the timestamp.

Hitconfirm Combos

Combo Note: cl.5LK, 2LP, and 2LK are nearly identical in combos, except that 5LK does more damage and is restricted by proximity.
2HP and 2HK are likewise similar; 2HP does more stun while 2HK does more damage. They also hit at different heights, which can affect their range against specific opponents' hurtboxes.

Notation Damage Location Characters Notes
cl.5LK x3 > 2HK xx 28HP

47%

Midscreen

Universal

  • Great corner carry, allows for followup juggle if you reach the corner
  • 28P is Drunk's only safe, reliable combo ender


cl.5LK x3 > 2HK xx 28HP,
[cl.5LK > cl.5HK > 2HP]

68%
[100%]

Corner

Everyone but
Thorsten, M. Lion

  • 28HP must end in the corner for followup juggle; works starting from around midscreen
  • This route can [stun] vs. Lau (LK x3) and Yeung (LK x4)
  • vs. Lau/Admiral: microdash away from corner before juggling
  • vs. Sam/Yeung: Drunk can dash out of corner before juggle for better positioning
  • vs. Drunk Jackie: either omit cl.5HK for the reset, or end in cl.5HP for a knockdown
    • If deep in corner, you can side swap + juggle cl.5LK > 2HP > cl.5HK


cl.5LK x3 > 2HK xx 28HP,
2LK xx Super

77%

Corner

Lau, Yeung, Sam, Kim*, Admiral*

  • 28HP must end close to the corner; works from around midscreen.
  • vs. Kim-Maree: difficult juggle (use 28LP route for consistency)
  • Can also juggle with cl.5LK, but 2LK is more consistent (especially vs. Admiral)
  • Can technically work vs. Dragonball Jackie if you walk back into the corner, but very inconsistent


cl.5LK x3 > 2HK xx 28LP,
cl.5LK > cl.5HK > 2HP

65%

Corner

Thorsten, M. Lion

  • 28LP allows for corner juggles against the heavier characters
  • vs. Thorsten, quickly dash out of corner before juggle to keep him there
  • M. Lion will automatically stay cornered after 28LP without a dash
  • If you won't reach the corner, use 28HP as usual for more damage


cl.5LK x3 > 2HK xx 28LP,
cl.5LK xx Super

75%

Corner

Thorsten, M. Lion, Kim-Maree*

  • Corner juggle into Super against the heaviest characters.
  • vs. Thorsten, walk back into corner before cl.5LK
  • vs. M. Lion, input Super as though you are still facing the corner
  • Kim-Maree can be juggled after 28HP, but this route is much easier against her.


cl.5LK x3 > 2HK xx Super,
(slight delay) 2LK > 2HP > whiff far.5HK

69%

Midscreen to Corner

Lau, Kim-Maree

  • If Super is activated while too close to the corner, opponent will be thrown back to midscreen.
  • This can be confirmed fairly reliably from 2HK in neutral
  • Lau juggle is more lenient as P2 (7f) compared to P1 (6f)
  • Technically possible vs. Admiral Jackie, but requires a precise forward walk before juggle
    -P1 Admiral must walk 1-3f; P2 Admiral must walk 1-2f


cl.5LK x3 > 2HK xx Super,
cl.5LK > cl.5HK > 2HP

80%

Midscreen to Corner

Dragonball Jackie, Sam, Thorsten*, Yeung*

  • If Super is activated while too close to the corner, opponent will be thrown back to midscreen.
  • vs. Sam, delay the juggle or he will be too high for 2HP
  • vs. Thorsten, there is a 7f window to juggle cl.5LK, but 2HP will only connect if you delay cl.5LK until the final 3 frames.
  • vs. Yeung, you should just take the Super knockdown and then do the OTG infinite.
    --If using this juggle instead, dash forward slightly first


cl.5LK x3 > 2HK xx Super,
cl.5LK > far.5HK

73%

Midscreen to Corner

Drunk Jackie

  • If Super is activated while too close to the corner, opponent will be thrown back to midscreen.
  • Post-Super juggle is finicky vs. Drunk Jackie, but this allows a decent crossunder mixup


cl.5LK x3 > 2HK xx Super,
2HK xx meaty 236HP

70%

Midscreen to Corner

Admiral Jackie

  • This technically works against everyone except M. Lion, but everyone else has a better juggle
  • If Super is activated while too close to the corner, opponent will be thrown back to midscreen.
  • The HP Jug does 6% chip, can't be backdashed due to backturn animation unless you delay the jug
    • Even if Admiral does backdash, you get free corner escape



Butt Loops

Notation Damage Location Characters Notes
2LK (x4-x5) > 5HP > far.5HK,
[2LK > 5HP > 5HK], repeat

100%

Anywhere

Lau, Yeung, Sam,
Admiral, Kim
(Standing)

  • TOD infinite on most standing characters
  • Use fewer light normals if confirming from farther out
  • vs. Sam: 2LK x4 > 5HP will cause close 5HP to come out
    • Wait for both hits to connect before continuing chain


2LK x4 > cl.5HP > far.5HK,
[2LK > 5HP > delay 5HK], repeat

100%

Anywhere

Thorsten
(Standing)

  • Delay 5HP > 5HK chain to make it hit later
    • Necessary due to Thorsten's hitstun reeling animation
  • Other routes involving Far 5LK are possible, but extremely inconsistent and usually require 1f links


2LK x4 > far.5LK > 5HP > 5HK,
[far.5LK > 5HP > 5HK], repeat
-OR-
2LK x2, link 2LK > far.5HP > far.5HK,
[2LK > 5HP > 5HK], repeat

100%

Anywhere

Dragonball Jackie
(Standing)

  • The first route is more consistent, but strict timing
  • The second route is easier, but more finicky
    • After 2 reps, switch to Far 5LK or it may push too far away


2LK x6 > far.5LK > 5HP > 5HK,
[far.5LK > 5HP > 5HK], repeat
-OR-
2LK x5 > far.5LK > 5HP > 5HK,
[2LK > 5HP > 5HK], repeat

100%

Anywhere

M. Lion
(Standing)

  • First route is consistent but stricter timing
  • Second route has much easier link timing, but has very specific spacing and 2LK may whiff if not done perfectly
    • There are multiple ways to set up this spacing; for example, you could skip Far 5LK in the opener, then link 2LK > far.5LK after the first Far 5HK


2LK (x4-x5) > 2HP > far.5HK,
[2LK > 2HP > far.5HK], repeat

100%

Anywhere

Lau, Yeung
(Crouching)

  • Alternative route for the Butt Infinite while crouching; plinking 2LP~2LK is recommended to make links consistent
  • vs. Lau: use 2LK x5; usually 1f link, but can make it a 2f link by delaying 5HK
    -3f window to time this delay after 2HP; if you delay 5HK too long, the combo will drop
  • vs. Yeung: use 2LK x4; always a 1f link (delaying the chain has no effect)


2LK x5 > 2HP > far.5HK,
2LK > 2HK xx 28HP (stun)

100%

Anywhere

Drunk Jackie
(Crouching)

  • No infinite loop, but can stun in one combo
  • Always a 2f link (delaying the chain has no effect)


2LK x3 > 2HP > far.5HK,
2LK > cl.5HP > far.5HK,
2LK xx 621HP (stun)

100%

Anywhere

Dragonball Jackie
(Crouching)

  • First rep (after 2HP > far.5HK) is a 1f link
  • Second rep (after cl.5HP > far.5HK) is a 4f link
  • Delaying these chains will not affect the frame advantage


2LK x4 > 2HP > far.5HK,
2LK x2 xx 28LP,
cl.5LK > cl.5HK > 2HP (stun)

100%
[50-70%]

Midscreen to Corner

Sam, Thorsten*
(Crouching)

  • Always a 1f link
  • Must reach the corner for the final juggle
    • Microdash away from corner before juggling cl.5LK
  • vs. Thorsten: No stun possible
    -Must delay 2HP > 5HK chain; 4f window to time this delay


2LK x4 > cl.5HP > far.5HK,
2LK x2 > xx 28LP,
cl.5LK > cl.5HK > 2HP (stun)

100%

Midscreen to Corner

Kim-Maree
(Crouching)

  • Same as the previous combo, but uses cl.5HP instead of 2HP at the beginning
  • Always a 1f link (delaying the chain has no effect)
  • Because Kim is heavier, you must be closer to the corner for the stun juggle



Confirms into Butt Infinite -- starting from point blank

Opponent Standing Infinite Crouching Infinite 3HP > 6HK starter Notes
Admiral Jackie 2LK x3-6 > far.5HP -- > far.5HP Easiest character to hit with the infinite
Yeung 2LK x4-7 > far.5HP 2LK x5 > 2HP > far.5HP --
Lau 2LK x4-6 > far.5HP 2LK x4 > 2HP > far.5HP 2LK x4 or x5 is safer; more might cause too much pushback
Sam 2LK x4-6 > far.5HP 2LK x4 > 2HP > 5HK,
2LK x2 xx 28LP,
2LK > cl.5HK > 2HP (stun)
> far.5HP 2LK x4 will result in cl.5HP (2 hits), but you can still start the infinite
Kim-Maree 2LK x4-6 > far.5HP 2LK x4 > cl.5HP > 5HK,
2LK x2 xx 28LP,
2LK > cl.5HK > 2HP (stun)
> far.5HP --
Thorsten 2LK x4 > cl.5HP (2nd hit) (Same as Sam, no stun) walk, far.5LK > far.5HP Requires delaying the HP > HK chain for each rep
Dragonball Jackie [1] -2LK x4 > 5LK
[2] -2LK x2, link 2LK > far.5HP
2LK x3 > 2HP > 5HK,
2LK > cl.5HP > 5HK,
2LK xx 621HP (stun)
walk, far.5LK > far.5HP Each rep is a 2f link with this route
If first far.5HK is too close, link into 2LK > 5LK may salvage the combo
M. Lion [1] - 2LK x6 > 5LK
[2] - 2LK x5 > far.5LK > far.5HP
-- walk back 5LK > far.5HP Maximum possible pushback required to loop M. Lion
Drunk Jackie -- 2LK x5 > 2HP > 5HK,
2LK > 2HK xx 28HP (stun)
-- --


Overhead Combos

Execution Tip: when chaining a crouching normal into 6HK overhead, use Down+Forward (3LK/3LP) to avoid overlapping special moves
After stun, 2HK > 2HP xx 621HP will always do enough damage to KO

Notation Damage Location Characters Notes
6HK, dash 2LK (x2-x3) > 2HP xx 28HP,
[cl.5LK > cl.5HK > 2HP] (stun)

100%

Midscreen to Corner

Everyone but
Thorsten, M. Lion

  • vs. Dragonball Jackie: 2LK x3 required to stun
  • vs. Drunk Jackie: either use 2LK x3, or end juggle with cl.5LK > cl.5HK > cl.5HP to stun
-- may have to walk forward slightly before juggle if he starts fully in the corner
  • vs. Admiral/Lau: remember to walk/dash slightly before juggle ender
  • Lau can also end juggle with cl.5LK > cl.5HK > cl.5HP to stun, making dash unnecessary


6HK, dash 2LK (x3-x5) > 2HP xx 28LP,
[cl.5LK > cl.5HK > 2HP]

62-68%

Near Corner

Thorsten, M. Lion

  • No stun combo from 28LP, but this route leads to a strong corner reset that will stun
  • M. Lion's wider hurtbox allows for more light normals; 2LK x3 recommended vs. Thorsten
  • vs. Thorsten, quickly dash out of corner before juggle to keep him there
  • M. Lion will automatically stay cornered after 28LP without a dash


6HK, dash 2LK x4 > 2HP xx 28HP,
[cl.5LK > 2HP > cl.5HK] (stun)

100%

Midscreen to Corner

Thorsten
(crouching)

  • The only route that will stun Thorsten from 6HK -- need exact spacing to allow juggle after 28HP
  • P1 Jackie: 2 frame juggle window
  • P2 Jackie: must walk back 1 frame, then 1 frame juggle window. Recommend using the 28LP route instead due to difficulty.


6HK, [dash 3LK > 3HP > 6HK], repeat

100%

Anywhere

Kim-Maree
(crouching)

  • Infinite against Kim-Maree
  • Only useful if too far from corner for 28HP juggle; otherwise, stun combo is much easier
  • Crouching normals are input with down + forward before 6HK, otherwise they will overlap with special moves


6HK, dash cl.5LK x3 > 2HK xx 28LP,
Dash out of corner, 2HK xx Super,
OTG cl.5LK > Dash cl.5LK xx 236LP

100%

Near Corner

Thorsten

  • Rare non-stun TOD
  • Do OTG quickly or the opponent can mash to wake up
  • It's also possible to microdash into HP Jug OTG for the kill


6HK, dash cl.5LK x4 > 2HK xx 28LP,
2HK xx Super, [OTG 236HP]

100%

Near Corner

M. Lion

  • Rare non-stun TOD; input Super as though facing the corner
  • If Lion was standing, the Super kills outright
  • If crouching, a quick OTG HP Jug will kill
    • Do it quickly or the opponent can mash to wake up


6HK, dash cl.5LK > 3HP > 6HK,
dash cl.5LK x3 > 2HK xx 28LP,
[cl.5LK > cl.5HK > 2HP],
+ chip KO with meaty button xx 621HP

93%
[+chip]

Near Corner

M. Lion
(crouching)

  • Swag version of M. Lion overhead combo
  • Stay out of M. Lion's throw range when using meaty to chip kill
    -Start with a light normal in case opponent backdashes


6HK, dash 2LK > 2HK > 2HP xx 28HP,
[cl.5LK > cl.5HK > 2HP] (stun)

100%

Midscreen to Corner

Lau, Yeung, Sam,
Drunk, Admiral

  • Extended overhead combo for style points
  • More difficult to time than the basic route, since you must dash farther to be in range
  • vs. Yeung: can use 2LK x2
  • vs. Drunk, must end in cl.5LK > cl.5HK > cl.5HP to stun
  • vs. Lau, must walk forward before ending juggle, or use cl.5LK > cl.5HK > cl.5HP to stun


6HK, dash 2LK > 2HP > 2HK xx 28HP,
[cl.5LK > cl.5HK > 2HP] (stun)

100%

Midscreen to Corner

Lau, Yeung, Drunk,
Dragonball, Admiral*

  • Extended overhead combo for style points
  • More difficult to time than the basic route, since you must dash farther to be in range
  • vs. Drunk, must end in cl.5LK > cl.5HK > cl.5HP to stun
  • vs. Admiral: must microdash before cl.5LK juggle
  • vs. Lau, must walk forward before ending juggle, or use cl.5LK > cl.5HK > cl.5HP to stun



OTG Options

Notation Damage Location Characters Notes
cl.5LK, dash cl.5LK xx 236LP

~9%

Midscreen

Universal

  • Main route when close to opponent midscreen. In corner, cl.5LK x3 is more practical


236HP, 236HP

~14%

Anywhere (far)

Universal

  • HP Jug can OTG far away from opponent
  • Throwing a second jug is risky, because opponent can quickly mash to wake up and punish it with a forward roll


cl.5LK, dash 2HK xx 236LP

13%

Anywhere

M. Lion

  • OTG route vs M. Lion with good damage and positioning


2LK, [2LK > cl.5HP (2 hits)], repeat

100%

Corner*

Yeung

  • The first 2LK pops Yeung into the air
  • The [2LK > cl.5HP] sequence loops itself afterward
  • If opponent doesn't mash quickly enough, you can dash in between 2LKs to start this midscreen
    -Getting more than one rep outside the corner is very unlikely unless the opponent isn't mashing at all.
  • cl.5LK also works, but is more likely to have problems with proximity or the corner turnaround bug


2LK, dash 2LK xx 236LK
(dash back to original side and repeat)

100%

Midscreen

Yeung

  • Midscreen Yeung OTG infinite. Must be quick to land the 2LK OTGs or Yeung can mash out
  • Must return to the original side you started on or the juggle will drop
  • At any point, you can combo into Super instead of 236LK to secure the win (and avoid the risk of dropping the infinite)
  • Moves both characters backwards to the corner, but it's impossible to use the corner OTG loop from this positioning because juggles drop when performed on the wrong side of Yeung


(Hyper Drunk Jackie only)
2LK, [2LK > cl.5HP > 2HK], repeat

100%

Corner

Yeung

  • Corner Hyper Drunk Jackie variant
    • Standard corner Yeung Infinite doesn't work for Hyper Drunk


(Hyper Drunk Jackie only)
2LK, dash 2LK > cl.5HK > 2HP,
dash 236LK, repeat

100%

Midscreen

Yeung

  • Midscreen Hyper Drunk Jackie variant



Miscellaneous Combos

Notation Damage Location Characters Notes
Getup HK, dash x2...
... [cl.5LK > cl.5HK > 2HP]
... (cl.5LK xx Super)

[37%]
(49%)

Anywhere

Universal*

  • Super works against everyone but Drunk Jackie
    -VERY difficult vs. Dragonball Jackie and M. Lion (1 dash)
  • vs. M. Lion: full juggle only possible in the corner
  • vs. Thorsten: very difficult juggle midscreen


Neutral Getup LK, dash...
... [cl.5LK > 5LP > 2HP]
... (cl.5LK xx Super)

[39%]
(51%)

Anywhere

Everyone but M. Lion

  • Super only works against: Admiral, Dragonball, Sam, Yeung, Lau, Thorsten, Kim-Maree
  • The usual cl.5LK > cl.5HK > 2HP juggle is possible (but inconsistent) from close range
  • Thorsten must be hit very close (or in the corner) to juggle
  • M. Lion only possible in the corner if Getup LK hits VERY late (almost impossible to confirm)


Roll + Getup LK, dash...
... [cl.5LK > cl.5HK > 2HP]
... (cl.5LK xx Super)

[39%]
(53%)

Anywhere

Universal

  • 2LK xx Super is an easier juggle, but cl.5LK generally works if it's done as late as possible
  • vs. Lau, Drunk Jackie: use cl.5LK > 2HP > cl.5HK juggle after a full forward dash
  • vs. Drunk Jackie: Roll + Getup LK, dash + Super is the only way to juggle
    -Super will whiff if canceled from 2LK/5LK


Pursuit Counter, dash...
... [cl.5LK > cl.5HK > 2HP]
... (cl.5LK xx Super)

[35%]
(47%)

Anywhere

Universal

  • Against Yeung, you can dash twice and start the 5LK out of the second dash
  • Juggle into Super as late as possible to avoid opponent falling out
  • Against Drunk Jackie & Lau, cl.5LK > 2HP > cl.5HK is more consistent
    --Drunk Jackie: juggle directly into Super (no 5LK)


236K, dash...
... cl.5LK > cl.5HK > 2HP
... 2LK > 2HP > whiff far.5HK

42-45%

Anywhere

Universal

  • Juggles from 236LK and from longer ranges are easier to convert
    -If started from too far away, 236K won't crossup
  • The 2nd route is better when you can't get close enough for the full juggle
    -The whiffed far.5HK allows for a stronger mixup
  • vs. M. Lion: far.5LK > far.5HP is often the only juggle, especially from close range 236LK


cl.5LK x3 > 2HK xx 28HP,
2HK > 2HP (air reset)

63-66%

Corner

Drunk & Dragonball Jackie (Standing)

  • Novelty corner juggle. No real reason to use it over the standard juggle.
  • vs. Drunk Jackie, must dash out of corner (stricter timing)


2HP (anti-air), dash 2HP > cl.5HK

36%

Anywhere

Universal

  • Simple, high damage AA sequence
  • Successful reset will usually lead to a stun.


[cl.5LK, dash], repeat

100%

Anywhere

Universal

  • Extremely difficult dash infinite
  • Can also be done with 2LK/2LP
    -far.5LK will push out after a few reps



Hyper Drunk Jackie Combos

Notation Damage Location Characters Notes
(Any Hitconfirm into corner 28HP + Juggle),
dash 2HP > cl.5HK

100%
(~72%)

Midscreen to Corner

Universal*

  • Hyper Drunk Jackie can almost always stun with his extra juggle
  • vs. M. Lion: this route won't stun
    -72% dmg is estimated from a standard hitconfirm but can vary


6HK, dash 3LK > 3HP > 6HK,
dash 2LK x3 xx 28LP,
cl.5LK > cl.5HK > 2HP, neutral j.LP (stun)

100%

Near Corner

M. Lion

  • Cool Hyper-only TOD on M. Lion





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