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

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JCFoF Drunk Win.png


General Strategy

Drunk Jackie's goal is to play a safe, frustrating neutral game while he fishes for a single hit into death. His far.5LK is nearly uncontestable in neutral, and Jug Throw, while risky to use, can scare the opponent due to its large chip and counterhit damage. It's important to use these to stop the opponent from gaining screen position, since your optimal juggle enders only work if your combo reaches the corner. Once you limit your opponent's movement, you only need to land a single overhead (vs. crouching) or crouching light attack (vs. standing) to end the round against most of the cast.

236P (Jug Throw) is an important move that requires a closer examination. It is not a traditional projectile, as it only has a hitbox once it reaches the ground. In that sense, it's more like a "seismo" attack. The LP version has relatively short range while the HP version goes a little over half screen. Using Jug Throw in a smart way is harder than it looks, because the opponent can dash in, and upon seeing that you threw a jug, continue the dash and punish with a throw or hitconfirm combo. One way to combat this is to use LP Jug Throw at a range where it won't reach the opponent. If the opponent expects a HP Jug, their dash will run straight into the LP Jug radius. This may condition the opponent to play more defensively, allowing you to occasionally use HP Jug again.

One of the most important parts of learning to play Drunk Jackie is managing his execution. Drunk Dragon (621P) has an extremely lenient input, and may accidentally come out if you try to dash into 2LP or 2HP. It is recommended to always input crouching attacks with down + forward (3LP, 3HP, etc). This is also true for any attack chained into 6HK overhead. 2LK > 6HK, for example, will cause 236HK to come out, but starting with 3LK will prevent this. Since 2LP and 2LK have identical range, using 2LK is generally preferred due to its better hurtbox and less risk of input error.

Dash Loop Infinite: -- 2LK, 2LP, cl.5LK can be looped into themselves with 4 frames of dashing between each one. The cl.5LK is easiest execution-wise, but it will drop the infinite if pushed out to far.5LK range.

Boss Version legality -- unless otherwise specified, Hyper Drunk Jackie is not tournament legal. The extra juggle ensures he could stun even off poorly optimized starters, as well as stray juggle conversions that are usually relatively weak.

Misc. Strategy Notes
  • When attempting a defensive throw, input it as 4HP > 2HK. If you get cl.5HP instead of throw, you will be safer. If the throw connects or the cl.5HP whiffs, nothing happens.
  • This is most useful after crossunder left/right mixups, where a defensive throw is a strong reversal option.
  • 2HP and 2HK are mostly interchangeable in combos, but they can interact slightly differently depending on the opponent's hurtbox. Occasionally you can get an extra light normal when confirming into one but not the other. 2HP does more stun and 2HK does more damage, but the difference isn't that significant when scaled in combos.
  • 2LK is usually used over 2LP due to a better hurtbox and lower chance of input errors, but they are mostly interchangeable with one notable exception. 2LP shifts its hurtbox forward, which can dodge projectiles like M. Lion's Bomb or Drunk Jackie's LP Jug when used as a rapid chain.
    • Be extra careful not to let 2LP turn into a Drunk Dragon input against M. Lion, as he has the easiest possible punish even on hit.
Anti-Airs
AA Description
2HP Amazing AA with wall/wide hitbox
  • Can easily dash to reposition against opponent's jump spacing
  • Input as 3HP to avoid accidental Drunk Dragon input
  • Allows dash up 2HP > cl.5HK juggle + left/right mixup
far.5HP Disjointed hitbox, works at long range
  • Not really useful when Dash + 2HP exists
Reversals
Reversal Description
Super Drunk's only invincible reversal
  • Invincibility runs out before active frames
  • Slow enough that opponent's meaty light normal can recover
  • Most unsafe move in the game, Drunk corners himself if it doesn't hit
  • Should only be used against throw loops (Thorsten, M. Lion) that Drunk has no other escape from



Drunk vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - No useful punish (dash + far.5LK can barely reach)

- Drunk's foot hurtbox while standing is very recessed, so you can stand to make 2HK whiff, then dash to punish

236LK
(LK Dragon Kick)
- Throw (if done at close range)

- Can be difficult to punish, and Lau can use an invincible DP or Super to beat a failed punish

  • May be safer to backdash after blocking

- Drunk Jackie's throw is so unrewarding that it's not even worth it unless it will kill

236HK
(HK Dragon Kick)
- Butt Infinite punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P
(Rising Dragon)
- Butt Infinite punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super
(close range)
- Crouch block from close range, then dash into Butt Infinite
  • Never switch to stand block, as the pushback makes Lau's super much safer

- From point blank, 5LP can whiff through the entire Super. Useful if chip damage will kill
- Meaty 2LP > 5LP can be a safe string, but is difficult to time properly

Super
(mid range)
- From just outside Lau 2HK range, 236HK will go under Super
  • Very risky due to tight spacing

- It is possible to jump over the Super for a j.HP or j.HK punish

  • If too close, Drunk will get hit on the way up
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block; can punish with 2LK > far.5HP into Butt Infinite
  • 4f gap between 2 hits, can interrupt with Super
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so Butt Infinite is only possible if you get point blank and use the crouching version
  • 6HK and far.5HK can hop over Lau's Getup HK
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Corner Juggles
Starter Ender
28HP 1: Walk forward, cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
28LP Dash out of corner, cl.5LK > 2HP > cl.5HK
Super Slight delay, 2LK > 2HP > whiff far.5HK
  • Whiffing far.5HK gives better positioning for a mixup than dashing
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
  • Infinite may drop due to pushback; recommend 2LK x4 starter
Crouching Butt Infinite:
2LK x5 > 2HP > far.5HK, [2LK > 2HP > far.5HK]...
  • Delaying far.5HK makes the link slightly easier
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + dash starter
2LK x3 > 2HP xx 28HP (into corner),
Walk Forward + juggle cl.5LK > cl.5HK > 2HP (stun)
  • After a 6HK starter, only 2LK x1 is needed
Longest Chain into 6HK Overhead
Max Chain
2LK x5 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Lau's 6HK goes over many of your best pokes, and moves him forward far enough that he often avoids jug throw, so use it very sparingly or from far ranges. Far.5LK is an important tool in this matchup, but you can't mindlessly chain it into far.5HP or else a crouching Lau will punish the whiff. Depending on the Lau's playstyle, you should either force the mixup by chaining into overhead, or play a hit-and-run mid range game while looking for an opportunity to whiff punish into a stun combo.

HK Tricky Kick can be used to go under Lau's super, but only from a narrow spot just outside of Lau's 2HK range. From closer, you will get hit before low-profiling. From farther, you might get hit during recovery or simply whiff underneath it, leaving Lau at a slight frame advantage. The input can be buffered at any time during Lau's super freeze, so you have a little time to think about whether the range is appropriate.

If you are close to Lau when he does Super (like on his wakeup), you can hit 5LP during the super freeze to completely pass through his projectile (the input will be buffered, so no need to worry about timing). This is only really useful if you would otherwise die to chip damage, as at that range you can just block and punish with the Butt Infinite. It's still worth being aware of, since many Lau players will happily wake up with Super especially against a low health opponent.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 7f vs. standing, 6f vs. crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 7/6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs. Sinistar - Friends of Fire 6 - 51:35 to 57:42
Spabobin vs. Sinistar - Kuma's Kumite - 1:21:57 to 1:28:30
Funkdoc vs. Sinistar - Vortex Gallery Practice Tournament - 1:33:29 to 1:39:35
Spabobin vs. Sinistar - Friends of Fire 5 - 37:24 to 42:19
Spabobin vs. Sinistar - Friends of Fire 5 Grand Finals Part 1 Part 2 - 1:42:10 to 1:45:36, 1:52:23 to 1:57:05
Sinistar vs. Spabobin 09-01-2021 - 0:00 to 15:23
Sinistar vs. Funkdoc 08-31-2021 - 0:00 to 24:07
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 32:48
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 18:42
Sinistar vs. Spabobin 07-14-2021 - 0:00 to 23:37
Sinistar vs. Spabobin 07-08-2021 - 1:50 to 20:31
Spabobin vs. Sinistar 07-03-2021 - 0:00 to 21:10
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:28
Sinistar vs. Funkdoc 06-30-2021 - 0:00 to 10:59
Spabobin vs. Sinistar 05-08-2021 - 0:00 to 59:32
Spabobin vs. Funkdoc 05-04-2021 - 38:04 to 48:40
Spabobin vs. Sinistar 05-02-2021 - 21:11 to 1:17:44


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Dash + far.5LK can punish at most ranges
  • Weak, but can establish your offensive pressure

- Super can punish if poorly spaced, but this is very risky to attempt

  • Any chain into 2HK will be close enough for this punish
6HK - Throw can punish on hit or block at most ranges
  • Leads to OTG Infinite if can hit her before she wakes up

- 2LK or 2LP can punish on block, leading to the Butt Infinite

  • Plink 2LP~2LK for a better chance to time the punish
63214P
(Crane Wings)
- Not punishable unless horribly spaced
  • At best, a max range Dash + far.5LK can reach
  • LP version is generally safe even when cancelled into from max range 2LP
  • HP version can be punished by dashing in if used from close-mid range
41236K
(Swallow Kick)
- Full BnB combo or Butt Infinite
  • At max range, LK version can be harder to punish
  • far.5HP should always reach if you're ready for it
Super - Duck the flip kick, then interrupt with 2LK or far.5HP
  • far.5HP is easiest due to its great range, priority, and active frames
    • Slightly harder to convert this into Butt Infinite, however

- If the dash-in portion is blocked, Yeung is safe

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, so Butt Infinite is only possible if you get point blank and use the crouching version
Getup HK
(block)
Must be blocked low
  • -7 on block, but a lot of pushback
  • Must be near point blank for any punish to reach
OTG Infinites
Combo
2LK, juggle [2LK > cl.5HP, 2LK > cl.5HP...]
  • Corner only; cl.5HP must hit twice
  • Also works with cl.5LK instead of 2LK
  • If too deep in corner, Yeung may juggle on the wrong side
2LK, Dash + 2LK xx 236LK
(Dash back to original side, repeat)
  • Midscreen route
  • Juggle will drop if you don't switch sides each rep
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4-7 > 5HP > 5HK, [2LK > 5HP > 5HK]...
  • Do not try to convert this into 28LP or the combo will usually drop
Crouching Butt Infinite:
2LK x4 > 2HP > far.5HK, [2LK > 2HP > far.5HK]...
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + dash starter
2LK x4 > 2HP xx 28HP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
  • After a 6HK starter, only 2LK x2 is needed
Corner Juggles
Starter Ender
28P 1: Dash out of corner, cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
  • Super will take Yeung back to the opposite corner
Super cl.5LK > cl.5HK > 2HP
  • Better to use OTG infinite than this reset
Longest Chain into 6HK Overhead
Max Chain
2LK x5 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Your jug throw prevents Yeung from mindlessly using her 236LP in neutral, as she might land into it for big damage; however, the trade does about equal damage so this isn't a long-term strategy. Blockstrings into Jug are also not a great idea, as she can Swallow Kick in the blockstring gap. If the opponent is using Shadow Yeung, it's a good idea to play more passively with mid range normals, as any random Swallow Kick could lead to a powerful juggle. While you ideally want to get in close for pressure, you will end up losing (to KO or timeout) if you constantly dash as though you're slamming into a brick wall. Drunk players should pick their moments to advance when Yeung does something with frame disadvantage, like her heavy normals or Crane Wings special.

While it's fairly easy to land a Butt Infinite vs. Yeung if you score a hit, you don't need to take a big risk trying to start it - it's safer to just go for any knockdown and then finish her off with the OTG infinite. Unfortunately it can be hard to land this OTG infinite after a throw due to its short knockdown time, but if you're near the corner it should usually be possible. Drunk does have a variation of the Butt Infinite that works against crouching Yeung, though this is mostly for show since he can easily kill her without it.

If Yeung has Super available, the only thing that changes is that you should consider avoiding a light > 6HK chain, as it fully connects when used in this gap. Other than that, it's a fairly non-threatening attack.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 6f vs. standing or crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs. RCF 09-09-2021 - 0:00 to 27:20


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- Plink 2LP~2LK, keep chaining 2LKs into the Butt Infinite
  • If you missed the punish timing, chain into 6HK on block for a mixup

- Throw is also possible for easier timing, but should only be used if it will kill

46HK
(HK Jackknife Storm)
- Punishable with a full BnB combo or Butt Infinite

- Might fly over your head if you are crouching

28K
(Gatling Kick)
- Punish with 2LK starter into Butt Infinite
  • Can be difficult because there are only 3 grounded recovery frames; practice the timing

- 28LK whiffs extremely quickly, so it may be hard to punish at midrange

16P
(Slash Sword)
- On hit or block, Dash + lights into Butt Infinite
  • far.5HP can reach without a dash, but it's hard to determine the right spacing for the infinite
Teleport - Predict the direction with a dash, then far.5HP > far.5HK
  • Butt Infinite is possible here, but hard to determine if you have the correct spacing
Super - Block, then dash up and punish with a full BnB or Butt Infinite

- If chip damage is a threat, react to the Super freeze with close/far 5LK

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers standing, so infinite is possible
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with Super or Dash + 2LK into Butt Infinite
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching, so no Butt Infinite
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button
Corner Juggles
Starter Ender
28LP 1: Dash out of corner, cl.5LK > cl.5HK > 2HP
2: Walk back slightly, cl.5LK xx Super
Super cl.5LK > cl.5HK > 2HP
  • 7f window to juggle after Super, but only the last 3 frames will allow 2HP to juggle
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4 > cl.5HP > far.5HK, [2LK > far.5HP > 5HK]...
  • After the first rep, delay the far.5HP > 5HK chain each time
  • If you add a far.5LK after 2LKs, no delay needed but the links become harder
Crouching Butt Loop:
6HK, 2LK x4 > 2HP > delay far.5HK,
2LK x2 xx 28LP, cl.5LK > cl.5HK > 2HP
  • Requires 6HK start in order to stun, or a successful post-juggle mixup
  • The delay between 2HP > Far 5HK has a 4f window (must input HK during the final 4 possible frames without dropping the combo)
6HK, Dash + 2LK x4 > 2HP xx 28HP (into corner),
juggle cl.5LK > 2HP > cl.5HK (stun)
  • 2f timing on juggle, only practical as P1 Drunk Jackie
  • P2 Drunk Jackie must walk back 1f, then land a frame-perfect cl.5LK juggle
Longest Chain into 6HK Overhead
Max Chain
2LK x3 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

It's important to remember to juggle into LP JackieCopter in the corner, unless you get the optimal conversion from 6HK and you are using P1 Drunk Jackie. Your 2HK can beat Thorsten's 2HK at some ranges, so it's a good move to buffer in neutral. You can also harass with far.5LK and try to take a life lead so that Thorsten can't play the runaway game. Be aware that Thorsten's well-spaced 2LK and 2HK can beat your pokes, so don't use them mindlessly.

Thorsten players will often try to dash at you for a corner throw if the screen positioning allows it; don't be afraid to hold down back and react to his dashes with 2LK. You can buffer far.5HP from these dash checks, but it's risky to attempt to convert into the Butt Infinite because the spacing is unpredictable. It is vitally important that you check these dashes though, because it's almost impossible to escape a corner throw vortex. A slightly delayed Super is your best bet if you predict he will use a second throw, but this will lose to a meaty 2LK; the best defense against this mixup is to not let him get it started in the first place.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 6f vs. standing or crouching
cl.5LK: 3f standing, 2f crouching (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs. Funkdoc - Friends of Fire 4 - 1:10:00 to 1:24:40
Spabobin vs. RCF 02-13-2022 - 1:30:30 to 1:40:33
Funkdoc vs. Spabobin 07-15-2021 - 0:00 to 13:41
Funkdoc vs. Spabobin 07-11-2021 - 0:00 to 26:30
Spabobin vs. Funkdoc 05-04-2021 - 0:00 to 26:35
Spabobin vs. Sinistar 05-02-2021 - 0:00 to 6:38


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk Jackie Matchup (Mirror)

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - Throw or plink 2LK~2LP, depending on how negative it was
  • Crouch block to widen your hurtbox, making the Butt less advantageous
  • Want to block approximately before the apex of the hop

- far.5LK can be used to stuff the approaching Butt

Light Normal > 6HK chain - If the light normal hits, you can reversal Super through the gap

- If you block the light normal, Super will lose to 6HK

236P
(Jug Throw)
- Dash forward through the jug to move past the blast radius
  • Drunk Jackie moves the fastest of anyone during his early dash frames
  • However, it covers a shorter total distance, so it won't work from farther away

- 6HK from close range can avoid the blast
- far.5HK can hop over the jug, but it hits early and can be unsafe

Blockstring into
236P Jug Throw
- Can dash through the blockstring gap
  • Requires a read, or incredible reactions
621P
(Drunk Dragon)
- Reversal Super will punish any version on hit or block

- far.5HP > far.5HK also works, but no link afterward

  • Difficult timing if trying to punish 621HP on hit
236K
(Tricky Kick)
- *Full BnB combo punish
28P
(JackieCopter)
- Full BnB combo punish
  • Recommend using 3HP > 6HK combo starter
  • Make sure to wait until he fully lands before punishing
Super - Full BnB combo punish

- Only has 10 landing frames, so be ready for the proper timing
- The proximity guard of this move can prevent you from walking to position yourself for a punish

  • Dash away from Drunk, then walk/dash forward as he descends
Longest Chain into 6HK Overhead
Max Chain
2LK x5 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap
Corner Juggles
Starter Ender
28HP 1: cl.5LK > 2HP > whiff far.5HK
  • For post-juggle mixup

2: cl.5LK > cl.5HK > cl.5HP

  • For stun combos (with proper starter)
28LP Dash out of corner, cl.5LK > 2HP > cl.5HK
Super cl.5LK > far.5HK
  • Butt hits very late, giving good damage and mixup potential
Touch of Death Combos
Combo
Crouching Butt Loop:
2LK x5 > 2HP > far.5HK, 2LK > 2HK xx 28HP (stun)
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + Dash starter
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner),
juggle cl.5LK > cl.5HK > cl.5HP (stun)
  • Note the unique ending juggle required in this matchup
Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, easy 2LK confirm into JackieCopter
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • far.5HP > far.5HK is a quick and easy punish, but no followup
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • Quick dash into 2HK xx special/super is effective
  • 6HK can hop over the first hit
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Too much pushback for any punish

Strategy

This matchup is a battle of attrition, spamming far.5LKs at each other until someone finally dashes in close enough to mix up with 6HK. Trying to zone with jugs is rarely effective because the other Jackie can just throw his own to neutralize it.

Because 6HK is the biggest threat, it's a good idea to stand block more than usual in the mirror match. You can still take significant damage if you are opened up with a low, but you at least get the chance to try blocking the mixup before dying.

2HK buffered into Super is a strong option in the mirror match, as it can be hard for Drunk Jackie to whiff punish this effectively and it leads to massive damage on hit. 2HK also hits high enough that it can preemptively stuff an incoming far.5HK, but cancelling into anything here can often lead to the juggle dropping since the opponent will be airborne and far away.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 3f vs. standing, 6f vs. crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 3/6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Funkdoc vs. Spabobin 07-15-2021 - 13:48 to 24:05
Spabobin vs. Miniko 05-17-2021 - 0:00 to 54:54
Spabobin vs. Miniko 05-06-2021 - 0:00 to 1:40:25


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - 2HK can whiff punish if you duck the 2nd hit
  • Super is usually the only possible conversion afterward
236HK
(HK Crush Kick)
- Generally no punish, unless crouch blocked point blank
  • In this case, punish with 2LK > far.5HP infinite starter

- far.5LK is good at interrupting Crush Kicks in neutral

41236P
(Tiger Fist)
- Punish with the Butt Infinite

- If you stand block, start with far.5HP > far.5HK

  • The first 2 reps of the infinite can use 2LK from this range to make it easier

- If you crouch block, Microdash + far.5LK > far.5HP to start the infinite

  • This route also works for stand block, but is a little harder
Super - Same as Tiger Fist

- If Super is activated from a distance, far.5LK or far.5HP will stuff it cleanly to avoid chip damage

  • High risk, so don't attempt this unless absolutely necessary
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, a quick Dash + far.5LK > far.5HP starter can punish
    • Drunk Jackie's relatively short backdash makes this punish viable, unlike most characters
Getup LK
(block)
-5 on stand block
  • 2LK > far.5HP can punish if close enough, but it's better to just duck under it.
Getup HK
(whiff)
2 hits, easy to dash in and punish after the 2nd one
  • Recovers crouching, so don't use far.5HP (i.e. no Butt Infinite punish)
  • 6HK hops over the first sweep and leads to a full combo
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • If this happens, reversal Super is the most consistent punish. Precise dashing may allow a closer range punish, but may be hard to do without getting hit by the 2nd sweep.
Corner Juggles
Starter Ender
28HP 1: cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
  • Juggle into Super is inconsistent and risky
  • A slight walk back into the corner helps with the timing
28LP Dash out of corner, cl.5LK > cl.5HK > 2HP
Super cl.5LK > cl.5HK > 2HP
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4 > far.5LK > 5HP > 5HK, [far.5LK > 5HP > 5HK]...
  • Can also start with 2LK x2, link 2LK > far.5HP
    • This lets you use easier links into 2LK each rep
    • After 2 reps it usually drops (switch back to Far 5LK)
Crouching Butt Loop:
2LK x3 > 2HP > far.5HK,
2LK > cl.5HP > far.5HK, 2LK xx 621HP (stun)
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + dash starter
6HK, Dash + 2LK x3 > 2HP xx 28HP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
Longest Chain into 6HK Overhead
Max Chain
2LK x3 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Always be ready to punish Tiger Fist with the Butt Infinite to dissuade the opponent from throwing it out randomly. It's a lot easier to play neutral if you don't have to worry about running into this constantly. IF the opponent refuses to stop, just play passively and let them throw the round away if they want.

Dragonball's Crush Kick goes over your low pokes, so stick to far.5LK in neutral most of the time to hit it out of startup. If the opponent has full meter, always assume they are going to Super after any blocked attack and never stick out your own button. It is safe to backdash after blocking, as you will still be able to block and punish the Super.

Dragonball's main pokes are his 2LK and 2HK, both of which have mediocre priority and lose cleanly to your best neutral buttons. His 6HK has surprisingly long range and great frame advantage on block, but offers nothing on hit without a perfect meaty setup. Still, be ready to block this especially after a corner reset. Be aware that Dragonball Jackie has a command throw, which he can safely buffer as a reversal. This makes it much riskier to use a misspaced far.5HK in neutral, as it can easily be punished.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 4f vs. standing, 5f vs. crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 4/5 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 2:15:00 to 2:28:53
Spabobin vs Sinistar 05-02-2021 - 6:49 to 21:00


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Dash + far.5LK is the max punish if well spaced

- Super or Dash + 2LK can punish if poorly spaced
- Stand blocking can retract Drunk's lower hurtbox to make sweep whiff

41236P
(Dragon Palm)
- Dash + 2LK into Butt Infinite
623K
(Double Dutch)
- Punish with 2LK into Butt Infinite

- LK DP whiffs quickly in neutral, so you may punish too late if you weren't ready

Super - Stand block, Dash 6-9f, 2LK > cl/far.5HP into Butt Infinite
  • cl.5HP may hit twice, so be ready for this

- Dash 3-4f + far.5HP or Dash + Throw also work

  • Harder to time and more risky if failed

- A point blank raw Super (i.e. done as a reversal) has less pushback

  • 621HP can punish in this case, but no real reason to try this
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Recommend Dash + far.5LK into Butt Infinite
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Only punishable if stand blocked at close range with far.5LK > Butt Infinite
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Dash + 2LK confirm into 28HP is strong and consistent
  • Recovers crouching, so can't use far.5HP or Butt Infinite in punishes
  • 6HK will beat it cleanly, but may whiff over Admiral from close range
Getup HK
(block)
-11, must be blocked low
  • Punishable by Super at all ranges, or a quick crouching button into 28LP if close
Corner Juggles
Starter Ender
28HP 1: Microdash + cl.5LK > cl.5HK > 2HP
  • Can also walk, but the timing is more strict

2: 2LK xx Super

28LP Dash out of corner, cl.5LK > cl.5HK > 2HP
Super 2HK xx 236HP
  • Jug hits meaty, ~6% chip damage
  • Admiral is backturned, so he can't backdash to avoid chip
    • If jug is delayed and he does backdash, you still escape corner for free
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x3-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
  • Extremely easy timing/spacing on Admiral compared to most characters
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner),
Microdash forward + juggle cl.5LK > cl.5HK > 2HP (stun)
Longest Chain into 6HK Overhead
Max Chain
2LK x4 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Jug throw is risky because Admiral can dash up and throw to punish it, so only use from far range. Use LP Jug Throw spaced in front of Admiral to dissuade him from dashing, which will allow you to occasionally get away with HP Jug.

Far.5LK is an amazing button against Admiral, shutting down his 2LP and 2LK at most ranges. Harass with this button until you find an opening to dash up into 2LK, and either hitconfirm into butt infinite or chain into 6HK for a TOD if it hits.

If Admiral connects with a max range 2LP, a chain into his 2HK will usually not reach Drunk if he is standing. Shifting from crouch block to stand block is a good strategy to make his sweep whiff, allowing you to dash up and get a strong punish if you react quickly. Because Drunk's far.5LK is so dominant in neutral, Admiral will have to take huge risks to get close enough for this chain to fully connect. Just don't dash too early, or you may run into the attack's active frames.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 5f vs. standing or crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 5 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
Funkdoc vs. Spabobin - Vortex Gallery - 3:05:02 to 3:10:29, 3:13:36 to 3:19:57
Spabobin vs. Funkdoc - SOFA #50 - 2:09:04 to 2:14:03
Funkdoc vs. Spabobin - Friends of Fire 5 - 1:32:17 to 1:40:09
Funkdoc vs. Spabobin 09-18-2021 - 0:00 to 10:09; 12:33 to 17:28
Funkdoc vs. Spabobin 08-12-2021 - 0:00 to 24:15; 25:27 to 1:06:26
Funkdoc vs. Spabobin 07-15-2021 - 24:14 to 26:41


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- Hold up forward, punish with:

j.HP > j.HK, land + 2LK into Butt Infinite

236P whiffed
(Thousand Spears)
- Position yourself right at the edge of the hands

- React with far.5HP > Butt Infinite as soon as the attack stops
- If you don't want to risk walking into the active frames, you can Dash + far.5LK > far.5HP from slightly farther out

  • This requires faster reactions since you won't know whether LP or HP Hands was used
214K
(Divekick)
- far.5HP > Butt Infinite works from nearly all divekick ranges

- From close-mid range, can backdash on reaction and get a point blank whiff punish

Super - Punish with the Butt Infinite when he lands

- The 5th and 6th hits are overheads, so block these high
- If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so Butt Infinite starter on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 2LK can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Backdash into forward dash + Butt Infinite is fairly easy
    • If you start the punish too early, Sam could still be crouching
  • 6HK hops over and beats it clean
Getup HK
(block)
-12 on block, hits low
  • Safe at far ranges (Dash + far.5LK at most)
  • Can convert to Butt Infinite at closer ranges because the end of recovery is in a standing state
Corner Juggles
Starter Ender
28HP 1: Dash out of corner, cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
28LP Dash out of corner, cl.5LK > cl.5HK > 2HP
Super Slight delay, cl.5LK > cl.5HK > 2HP
  • Timing trick: walk forward and hit cl.5LK as soon as you see movement
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
  • If you start with 4 lights, you'll get cl.5HP
  • Wait until both hits connect before chaining to far.5HK if this happens
Crouching Butt Loop:
2LK x4 > 2HP > far.5HK, 2LK x2 xx 28LP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + dash starter
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
Longest Chain into 6HK Overhead
Max Chain
2LK x4 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Drunk has a very easy time landing infinites in this matchup, as he can safely get close for the hitconfirm or punish many of Sam's attacks. Sam also struggles to do anything about chains into 6HK, so abuse this liberally. The only real counter Sam has for this is to Super in the gap, and this only works if the light normal hits Sam; if he does this in a blockstring gap, Drunk will get hit airborne and land for a punish (just remember to stand block the final hits of Super if you land into them).

In neutral, your 2LK/2LP and far.5LK will do just fine as usual. However, keep in mind that Sam's Rekka series can hop over low pokes, and is strong against standing opponents as well. Because Drunk doesn't have a mid-hitting chainable button like Admiral's 2LP, it takes slightly more effort to beat Rekkas. Even if you get forced into blocking one, it's not that risky for Drunk. Just remember to block the final Rekka as an overhead, while watching for Sam to mix up with a dash instead.

Be careful about abusing Jug Throw too heavily, as Sam has a few options to counter this if he has good reactions. This includes blockstrings into Jug, as Sam can LK Divekick through the gap and push you to the corner. Drunk Dragon is also a bad idea unless it will stun, as Rekkas/Super can punish it easily.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 6f vs. standing, 5f vs. crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 6/5 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Not punishable at most ranges

- Dash + far.5LK is possible at some spacings
- Stand blocking can retract Drunk's lower hurtbox to make sweep whiff at mid-range

6HK - Plink 2LP~2LK to punish on block, then chain into Butt Infinite
  • Requires tight timing, and Kim will command throw you if mistimed

- Throw can also punish on hit/block at most ranges

  • This is high risk, low reward so not recommended
236P
(Running Lariat)
- Crouch, then use 2LK into Butt Infinite as she gets close
28P
(I Want You!)
- Dash up and punish with 2LK into Butt Infinite
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP/2LK will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • If you manage to make her whiff nearby, you can punish with Butt Infinite
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Corner Juggles
Starter Ender
28HP 1: cl.5LK > cl.5HK > 2HP
  • Strict 2f juggle timing
  • LP JackieCopter is recommended for consistency

2: 2LK xx Super

  • Very risky if you miss the 2f juggle timing and whiff Super
28LP 1: Dash out of corner, cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
  • Can be awkward to input depending on your spacing relative to corner
Super 1: Slight delay, 2LK > 2HP > whiff far.5HK
2: cl.5LK > cl.5HK > 2HP
  • Inconsistent (2HP may drop)
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x4-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
Crouching Butt Loop:
2LK x4 > cl.5HP > far.5HK, 2LK x2 xx 28LP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
  • Plink 2LP~2LK for consistency
  • Commonly works after 6HK + dash starter
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner),
juggle cl.5LK > cl.5HK > 2HP (stun)
6HK, [Dash + 3LK > 3HP > 6HK], repeat...
  • Overhead infinite loop, very high execution
  • Holding down + forward during chain is required to avoid special move overlap
Longest Chain into 6HK Overhead
Max Chain
2LK x5 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap

Strategy

Kim's movement is terrible, so you can easily play keepaway in this match while converting any hit into a kill. Kim players tend to jump a lot out of necessity, so don't throw a jug at a range where here jumpins are likely to connect. Other than that, there is almost nothing to consider for this matchup. Play safely with spaced far.5LK/Jug and don't take any risks on Kim's wakeup, and there is almost no chance she can win. If you aren't confident in timing your 2HP against Kim's jump normals, then simply backdash to avoid the situation and resume your midrange offense so you don't get pushed too far into the corner. Ideally, though, you should be able to anti-air her cleanly or at least score a trade, both of which lead to a damaging followup juggle.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 6f vs. standing or crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Drunk vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Duck and whiff punish with 2HP xx Super or far.5HP > far.5HK
2HK - At medium range, far.5HP > far.5HK can punish with a possible 2LK link afterward
  • This only works because Lion's 2HK has a raised hurtbox during recovery
  • If you start the punish with something else, far.5HP won't work since Lion will be crouching

- From closer ranges, just use 2LK xx 28LP
- If slide is well spaced, just use Dash + far.5LK to establish pressure

646LP
(LP Lion Crusher)
- 2LK into Butt Infinite or BnB combo starter
646HP
(HP Lion Crusher)
- Very hard for Drunk to punish
  • If Lion corners himself or recovers nearby, Dash + 2LK combo starter

- Reversal HP Jug sometimes works (not very reliable)

Normal xx 236LP
(Lion Bomb)
- Dash + 2LP chain > Butt Infinite
  • In this case, 2LP is preferred because it helps dodge the explosion
  • You can also just Throw, but it's a very unrewarding punish

- Dash + 6HK can work if you started from close enough

  • At farther ranges, it's impossible to punish the bomb without recovering into the explosion
Teleport - Dash + far.5HP > far.5HK
  • May set up the Butt Infinite, but it's hard to determine the right spacing
Super - 28LP can knock him out of the transformation if close enough

- After transformation, Drunk can't do much to open up Chibi-Lion

  • Just poke with jugs or the occasional far.5LK until it runs out
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards j.HP can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
Getup HK
(whiff)
Can backdash to bait, then Dash + 2LK combo starter
  • Recovers crouching, so no far.5HP or Butt Infinite
  • 6HK can hop over and beat it clean
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)
Corner Juggles
Starter Ender
28LP 1: cl.5LK > cl.5HK > 2HP
  • Lion will stay cornered without you having to dash out

2: cl.5LK xx Super

  • Lion will stay cornered, so input Super as though facing the wall
  • May help to walk slightly out of corner first
Super None
  • M. Lion always gets sent back to midscreen after Super
Touch of Death Combos
Combo
Standing Butt Infinite:
2LK x5 > far.5LK > 5HP > 5HK, [2LK > far.5HP > 5HK]...
  • Links into 2LK are easier, but can whiff if the spacing isn't exact

2LK x6 > far.5LK > 5HP > 5HK, [far.5LK > 5HP > 5HK]...

  • Can also start with 2LK x3, link 2LK > far.5LK > far.5HP
  • This route is consistent, but the links are difficult
6HK, Dash + cl.5LK > 3HP > 6HK,
Dash + cl.5LK x3 > 2HK xx 28LP (into corner),
juggle cl.5LK > cl.5HK > 2HP (air reset),
Chip kill with meaty button xx 621HP
  • Extremely impractical swag TOD against M. Lion if near the corner
  • As long as you don't let Lion reversal throw you, the chip kill is essentially guaranteed
Longest Chain into 6HK Overhead
Max Chain
2LK x5 > 6HK
  • Will connect if crouching
  • 2LK is interchangeable with 2LP or cl.5LK
  • Input as 3LK to avoid input overlap
OTG Note
Unique OTGs
2HK and far.5LK hit OTG against Lion

A sequence like 5LK, 2HK xx LP Jug does great damage

  • Lion's OTG hurtbox is very narrow, so you have to get closer than you would expect

Strategy

A matchup where 6HK doesn't stun and the butt infinite is harder than usual; you will have to play this one a little more honestly. HP Jug Throw does a bit more damage than Lion Bomb, so forcing trades will be in your favor. Lion's movement speed isn't great so it is a little harder for him to dash through your projectiles, but if you let him get full screen then he can chip with HP Lion Bombs. It can be very difficult or impossible to punish midscreen HP Lion Crusher, so the opponent might use this as a read against Jug Throw. It can actually be beneficial to put yourself near the corner for easier punishes, then turn the tables with a back throw or Tricky Kick.

One tricky thing about this matchup is that Drunk Jackie's dash stops shorter than most other dashes -- this makes it harder to predictively dash through Lion's LP Bomb in neutral. Wavedashing can help here, but it is executionally demanding and makes it harder to stop on a dime if you see that the opponent isn't using a bomb. If Lion cancels a light normal into a LP Bomb, your dash should always go far enough to get past the explosion.

If you predict (or react) to a Lion Bomb blockstring, dash into chained 2LPs is the strongest way to avoid the explosion; 2LK's hurtbox is farther back, making it more likely to get hit. Dash into throw is easier to perform, but very unrewarding in comparison.

vs. Chibi Lion:
Drunk Jackie has a hard time countering Lion's Super activation on reaction; he can Dash + far.5LK a couple times to push him toward the corner, but this won't prevent the transformation. From closer range he might be able to juggle with a crouching button into Super, but this is high risk if the juggle doesn't connect properly. Drunk has no other consistent knockdown specials that juggle properly.

Once transformed, Drunk can hit crouching Chibi-Lion with 2LP/2LK, close/far 5LK, 2HK, and even 6HK. This means that Drunk can actually force his close range mixups in a way most characters can't. One interesting quirk of this matchup is that Chibi-Lion can't activate Self-Destruct while in proximity guard; this means that if Drunk chains into 6HK, the only way the explosion can interrupt for a trade is if he lets go of block, which is a big risk considering the trade does about equal damage to both characters. Unless there's a huge life differential to make up in a short time, Drunk's best option is to simply zone with Jug Throw. Chibi-Lion has to take a huge risk to call Drones while you do this, and he can't control the neutral spacing very well either.

As a gimmick, Drunk can do a quick chain into LP JackieCopter from close range against Chibi-Lion; it will hit once on the way up, then cross up near the end, causing a knockdown if the opponent doesn't switch blocking directions. If Lion tries to mash Self-Destruct during the gap while crouch blocking, the two characters trade hits and Lion still gets knocked down. Chibi-Lion can beat this by holding straight down and mashing P, as the lack of proximity guard will allow him to explode earlier. Note that JackieCopter won't crossup near the corner due to anti-crossup protection.

Dash + 2LP/2LK/cl.5LK Infinite Leniency
2LK/2LP: 6f vs. standing or crouching
cl.5LK: 3f (due to proximity range)

  • This is the total number of dash frames that Drunk can miss before he is pushed out of range for any additional hits.
  • For example, if Drunk dashes for 3f between each 2LK, the infinite will drop after 6 reps. Dashing 4f maintains the infinite combo.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 10:59 to 53:19
Spabobin vs. RCF 12-16-2021 - 1:23:00 to 1:46:58
Funkdoc vs. Spabobin 09-18-2021 - 10:20 to 12:25
Spabobin vs. RCF 09-09-2021 - 37:30 to 56:20
Spabobin vs. RCF 09-03-2021 - 0:00 to 1:14:00
RCF vs. Funkdoc 09-03-2021 - 0:00 to 54:11
Spabobin vs. Funkdoc 05-04-2021 - 26:45 to 37:54


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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Lau
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