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

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Hahahaha!

Intro

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 has good ground movement and strong pokes, combined with a Jug Throw that makes it hard for many characters to approach him. However, his jump is floaty and he doesn't have many options to contest in a fireball war (jug has more recovery than most other projectiles). He is at his strongest when he can force the opponent to keep blocking his light normals, then either dash in for a throw or confirm into his HP Drunk Dragon for an instant stun. Drunk Jackie is the only Jackie character with a Desperation attack - however, instead of attacking, he chugs his drink for about 5 seconds while completely invulnerable, granting him a significant damage boost afterward.

As a boss character, Drunk Jackie is not selectable without using cheats. He becomes a selectable opponent after defeating four of the six main characters in Arcade mode.


Strengths Weaknesses
  • Great movement speed and pressure with 2LK, 2LP, Close 5LK, Far 5LK
  • Far 5HK is a powerful approach button that hops over lows and gives frame advantage
  • Amazing anti-air 2HP
  • 2HK is a safe knockdown poke, making it great to chain into
  • Jug Throw is a powerful projectile that makes it hard to approach
  • HP Drunk Dragon will stun immediately if it connects properly
  • Desperation attack gives him 5 seconds of full invincibility which can allow for a timer scam
  • Standing hurtbox around his feet is recessed, making it hard to hit him with lows
  • Short crouching hurtbox makes many attacks whiff
    • For example, even Yeung's 2LP whiffs against crouching Drunk
  • Jug Throw has huge frame disadvantage if it hits from too close
    • Makes it risky to use against dashing opponents
  • Floaty jump arc with mediocre air normals
  • No great way around projectile zoning besides trying to clash with his own jugs


Character Stats

Prejump Frames: 4
Jump Frames: 46
Backdash Frames: 16 (all invincible)


Frame Data Info (click to expand)
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
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
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
Guard The way a move must be guarded against.
Throw = Cannot be blocked
Overhead = Must be blocked standing
Low = Must be blocked crouching.
Mid = Can be blocked both standing and crouching.
High = Can be blocked standing, whiffs against crouching.
  • Note: In Kung Fu Master, crouching hurtboxes vary significantly between characters, and between offensive crouch/crouch block. For high attacks, specific details about how the move interacts with crouchers will be noted in the description.
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 High attack 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).
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.
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.
HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning)
SKD = Soft Knockdown (opponent rises shortly after landing)
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.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled.
Attribute Self-chain = 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, and after hitstop/blockstop if it connects)
  • (slow) means the self-chain must be delayed until the move's recovery (all active frames must pass, including residual active frames that occur after hitstop/blockstop)

No-Chain = Normal attack that cannot be chained into another normal
Airborne = Attack puts the user in the air, making them immune to throws, and hits will cause an air reset.
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.
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent

Hitstun Type This property is noted in the move description when applicable. 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.

Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.


Normals


Standing Normals

Close Stand LP cl.5LP

cl.5LP
KFM Drunk Close 5LP.png
Startup Active Recovery Damage Stun
4 4 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+6 +2 High Y -
  • Whiffs on all crouching/crouch blocking characters
  • Hitstun Type: High


Far Stand LP far.5LP

far.5LP
KFM Drunk Far 5LP 1.png
KFM Drunk Far 5LP 2.png
Startup Active Recovery Damage Stun
3 3*4 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+3 (+6) -1 (+2) High Y -
  • Can hit twice at a very specific range, depending on opponent's hurtbox
    • (frame data for 2nd hit)
  • Whiffs on crouching Lau, Sam, Drunk
  • Whiffs on crouch blocking Drunk
  • Hitstun Type: Mid/High


Close Stand HP cl.5HP

cl.5HP
KFM Drunk Close 5HP 1.png
KFM Drunk Close 5HP 2.png
Startup Active Recovery Damage Stun
6 (10) 4*8 19 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-3 -9 High / Mid Y (1st hit) -
  • 1st hit only connects on crouching Thorsten/M. Lion and crouch blocking Sam/Kim
  • At point blank, this move passes through crouching Lau/Yeung/Kim
  • Hitstun Type: High/Mid


Far Stand HP far.5HP

far.5HP
KFM Drunk Far 5HP.png
Startup Active Recovery Damage Stun
8 8 19 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-3 -9 High N -
  • Whiffs on crouching characters except M. Lion
  • Whiffs on all crouch blocking characters
  • Hitstun Type: High


Close Stand LK cl.5LK

cl.5LK
KFM Drunk Close 5LK.png
Startup Active Recovery Damage Stun
3 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Low Y Self-chain
  • Hitstun Type: Mid


Far Stand LK far.5LK

far.5LK
KFM Drunk Far 5LK.png
Startup Active Recovery Damage Stun
5 4 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+6 +2 Mid N -
  • Good range and priority for a light poke
  • Hitstun Type: Mid


Close Stand HK cl.5HK

cl.5HK
KFM Drunk Close 5HK.png
Startup Active Recovery Damage Stun
4 8 12 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+4 -2 High N -
  • Whiffs on all crouching/crouch blocking characters
    • It can't even connect on standing Yeung unless she walks or dashes into the button
  • Hitstun Type: High


Far Stand HK far.5HK

far.5HK
KFM Drunk Far 5HK.png
Startup Active Recovery Damage Stun
8 15 15 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-6 ~ +8 -12 ~ +2 Mid N No-Chain
  • Hops over many low pokes
  • Hitstun Type: High



Crouching Normals

Crouch LP 2LP

2LP
KFM Drunk 2LP.png
Startup Active Recovery Damage Stun
3 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Low Y Self-Chain
  • Hitstun Type: Mid


Crouch HP 2HP

2HP
KFM Drunk 2HP.png
Startup Active Recovery Damage Stun
6 8 16 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
0 -6 Mid Y -
  • Great anti-air
  • Hitstun Type: Mid


Crouch LK 2LK

2LK
KFM Drunk 2LK.png
Startup Active Recovery Damage Stun
3 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Low Y Self-Chain
  • Hitstun Type: Mid


Crouch HK 2HK

2HK
KFM Drunk 2HK.png
Startup Active Recovery Damage Stun
7 8 16 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
SKD -6 Low N -
  • Extremely safe for a sweep due to pushback



Air Normals

Diagonal Jump LP 9LP

9LP
KFM Drunk 9LP.png
Startup Active Recovery Damage Stun
6 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Fairly narrow crossup hitbox
  • Hitstun Type: Mid


Neutral Jump LP 8LP

8LP
KFM Drunk 8LP.png
Startup Active Recovery Damage Stun
7 3(6)3*3(6) - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - High - No-Chain
  • Active frames repeat until Drunk Jackie reaches the ground
    • The first 3 active frames hit on both sides
    • The next 3 active frames hit in front, followed by 3 frames behind
  • Used as an air-to-air, as it doesn't hit low enough to work against grounded opponents


Jump HP 8HP

8HP
KFM Drunk 8HP.png
Startup Active Recovery Damage Stun
3 8 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Good downward reaching hitbox
  • Hitstun Type: Mid
  • Instant Overhead:
    • 5f timing vs. crouch blocking Kim-Maree
    • 4f timing vs. crouch blocking Lau, Yeung, Sam, Thorsten, M. Lion, Admiral
    • 3f timing vs. crouch blocking Dragonball, Drunk
    • 5f timing vs. crouching Thorsten, M. Lion (4f at close range)
    • 4f timing vs. crouching Yeung, Kim-Maree, Admiral
    • 3f timing vs. crouching Lau, Sam, Dragonball, Drunk


Jump LK 8LK

8LK
KFM Drunk 8LK.png
Startup Active Recovery Damage Stun
5 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Fairly narrow crossup hitbox
  • Hitstun Type: Mid


Jump HK 8HK

8HK
KFM Drunk 8HK 1.png
KFM Drunk 8HK 2.png
Startup Active Recovery Damage Stun
5 (6) 1*8 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Hits twice only if the first active frame connects
    • First active frame has very short range
  • Hitstun Type: Mid
  • Instant Overhead (close range only):
    • 2f timing vs. crouch blocking Sam, Kim-Maree
    • 1f timing vs. crouch blocking Lau, Yeung, Thorsten, M. Lion, Dragonball, Drunk, Admiral
    • 3f timing vs. crouching M. Lion
    • 2f timing vs. crouching Thorsten, Kim-Maree
    • 1f timing vs. crouching Yeung, Sam, Dragonball, Drunk, Admiral



Throws


HP Throw HP Throw

close 6HP/4HP
KFM Drunk Throw 1.png
KFM Drunk Throw 2.png
Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • -



Special Moves


Jug Throw 236P

236P
KFM Drunk 236LP.png
KFM Drunk 236HP.png
LP Startup Active Recovery Damage Stun
7 20 30 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-33 ~ -12 -32 ~ -13 Mid - -
  • Jug has a hitbox the entire time (no hitbox on the splash at the end)
  • Travels a short distance
  • HKD vs. airborne opponents
  • 56f total animation
  • Hitstun Type: Mid
HP Startup Active Recovery Damage Stun
11 27 31 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-41 ~ -14 -40 ~ -14 Mid - -
  • Jug has a hitbox the entire time (no hitbox on the splash at the end)
  • Travels significantly farther distance
  • HKD vs. airborne opponents
  • 68f total animation
  • Hitstun Type: Mid

Priority: above 6246P

Drunk Dragon 6246P

6246P
KFM Drunk 6246P 1.png
KFM Drunk 6246P 2.png
KFM Drunk 6246P 3.png
KFM Drunk 6246P 4.png
LP Startup Active Recovery Damage Stun
9 51 total 22 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -10 Mid - -
  • 6 hits max, but actual number of hits depends on range and opponent's hurtbox
  • Hitstun Type: Mid/Mid/Mid/High/Mid/KD
HP Startup Active Recovery Damage Stun
12 65 total 26 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -16 Mid - -
  • 6 hits max, but actual number of hits depends on range and opponent's hurtbox
  • Guaranteed stun if 5 hits connect
  • Hitstun Type: Mid/Mid/Mid/High/Mid/KD

Priority: below 236P


Desperation


Drunken Power Up 214LP+HP

214LP+HP
KFM Drunk Desperation 1.png
KFM Drunk Desperation 2.png
KFM Drunk Desperation 3.png
Startup Active Recovery Damage Stun
313 833 - - -
Hit Adv Block Adv Guard Special Cancel Attribute
- - - - Invincible 1-313f
  • Drunk Jackie cannot be hit out of his drinking animation
  • Once active, damage on all normals (and 6246P/Drunk Dragon) is boosted for the next 833 frames (~13.9 seconds or 19.8 in-game seconds)
    • Throws and Jug Throw do not get this damage boost
  • Because of the long invincibility window, this could be effectively used as a timer scam


Combos

-


Strategy

-

Anti-Airs

  • x - x

Reversals

  • x - x

Matchup Notes

Lau

Yeung

Sam

Thorsten

Kim-Maree

M. Lion

Dragonball Jackie

Drunk Jackie

Admiral Jackie


KFM Drunk Idle.png KFM Drunk Idle Crouch.png


External Links


General
(Fists of Fire)
FAQ
Controls
HUD
System (Basic)
System (Advanced)
Strategy
Glossary
Community
Fists of Fire
Playable
Characters
Lau (KFM)
Yeung (KFM)
Sam (KFM)
Thorsten (KFM)
Kim-Maree (KFM)
Mysterious Lion (KFM)
Boss
Characters
Spiritual Kung-Fu Jackie (KFM)
Drunken Fist Jackie (KFM)
Admiral Jackie (KFM)