Jackie Chan in Fists of Fire/Drunken Fist Jackie/Strategy
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.
- 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.
AA | Description |
---|---|
2HP | Amazing AA with wall/wide hitbox
|
far.5HP | Disjointed hitbox, works at long range
|
Reversal | Description |
---|---|
Super | Drunk's only invincible reversal
|
Drunk vs. Lau Matchup
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
- 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
- From point blank, 5LP can whiff through the entire Super. Useful if chip damage will kill |
Super (mid range) |
- From just outside Lau 2HK range, 236HK will go under Super
- It is possible to jump over the Super for a j.HP or j.HK punish
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Only 1st hit is overhead, so you can stand block for a short time then crouch
|
Getup HK (whiff) |
2 hits; bait with backdash, whiff punish
|
Getup HK (block) |
Both hits are mid (despite sweep animation)
|
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
|
Combo |
---|
Standing Butt Infinite: 2LK x4-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
|
Crouching Butt Infinite: 2LK x5 > 2HP > far.5HK, [2LK > 2HP > far.5HK]...
|
2LK x3 > 2HP xx 28HP (into corner), Walk Forward + juggle cl.5LK > cl.5HK > 2HP (stun)
|
Max Chain |
---|
2LK x5 > 6HK
|
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
Opponent's Move | Punish |
---|---|
2HK | - Dash + far.5LK can punish at most ranges
- Super can punish if poorly spaced, but this is very risky to attempt
|
6HK | - Throw can punish on hit or block at most ranges
- 2LK or 2LP can punish on block, leading to the Butt Infinite
|
63214P (Crane Wings) |
- Not punishable unless horribly spaced
|
41236K (Swallow Kick) |
- Full BnB combo or Butt Infinite
|
Super | - Duck the flip kick, then interrupt with 2LK or far.5HP
- If the dash-in portion is blocked, Yeung is safe |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Hits overhead, 0 on block (no punish)
|
Getup HK (whiff) |
Bait with backdash, whiff punish
|
Getup HK (block) |
Must be blocked low
|
Combo |
---|
2LK, juggle [2LK > cl.5HP, 2LK > cl.5HP...]
|
2LK, Dash + 2LK xx 236LK (Dash back to original side, repeat)
|
Combo |
---|
Standing Butt Infinite: 2LK x4-7 > 5HP > 5HK, [2LK > 5HP > 5HK]...
|
Crouching Butt Infinite: 2LK x4 > 2HP > far.5HK, [2LK > 2HP > far.5HK]...
|
2LK x4 > 2HP xx 28HP (into corner), juggle cl.5LK > cl.5HK > 2HP (stun)
|
Starter | Ender |
---|---|
28P | 1: Dash out of corner, cl.5LK > cl.5HK > 2HP 2: 2LK xx Super
|
Super | cl.5LK > cl.5HK > 2HP
|
Max Chain |
---|
2LK x5 > 6HK
|
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
Opponent's Move | Punish |
---|---|
46LK (LK Jackknife Storm) |
- Plink 2LP~2LK, keep chaining 2LKs into the Butt Infinite
- 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
- 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
|
Teleport | - Predict the direction with a dash, then far.5HP > far.5HK
|
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 |
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
1st hit is an overhead; safe on block if both hits connect
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
2 low hits, true blockstring, safe on block
|
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
|
Combo |
---|
Standing Butt Infinite: 2LK x4 > cl.5HP > far.5HK, [2LK > far.5HP > 5HK]...
|
Crouching Butt Loop: 6HK, 2LK x4 > 2HP > delay far.5HK, 2LK x2 xx 28LP, cl.5LK > cl.5HK > 2HP
|
6HK, Dash + 2LK x4 > 2HP xx 28HP (into corner), juggle cl.5LK > 2HP > cl.5HK (stun)
|
Max Chain |
---|
2LK x3 > 6HK
|
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)
Opponent's Move | Punish |
---|---|
far.5HK | - Throw or plink 2LK~2LP, depending on how negative it was
- 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
- 6HK from close range can avoid the blast |
Blockstring into 236P Jug Throw |
- Can dash through the blockstring gap
|
621P (Drunk Dragon) |
- Reversal Super will punish any version on hit or block
- far.5HP > far.5HK also works, but no link afterward
|
236K (Tricky Kick) |
- *Full BnB combo punish |
28P (JackieCopter) |
- Full BnB combo punish
|
Super | - Full BnB combo punish
- Only has 10 landing frames, so be ready for the proper timing
|
Max Chain |
---|
2LK x5 > 6HK
|
Starter | Ender |
---|---|
28HP | 1: cl.5LK > 2HP > whiff far.5HK
2: cl.5LK > cl.5HK > cl.5HP
|
28LP | Dash out of corner, cl.5LK > 2HP > cl.5HK |
Super | cl.5LK > far.5HK
|
Combo |
---|
Crouching Butt Loop: 2LK x5 > 2HP > far.5HK, 2LK > 2HK xx 28HP (stun)
|
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner), juggle cl.5LK > cl.5HK > cl.5HP (stun)
|
Scenario | Punish |
---|---|
Neutral Getup LK (whiff) |
If you backdash, Drunk will recover near you for an easy punish
|
Neutral Getup LK (block) |
-10 on block, easy 2LK confirm into JackieCopter
|
Roll + Getup LK (whiff) |
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
|
Roll + Getup LK (block) |
-2 on block, completely safe |
Getup HK (whiff) |
Can backdash to make it whiff, but remember there are 2 hits
|
Getup HK (block) |
+1 on block, but -10 if 2nd hit whiffs at longer range
|
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
Opponent's Move | Punish |
---|---|
6HP | - 2HK can whiff punish if you duck the 2nd hit
|
236HK (HK Crush Kick) |
- Generally no punish, unless crouch blocked point blank
- 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
- If you crouch block, Microdash + far.5LK > far.5HP to start the infinite
|
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
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
2 hits, easy to dash in and punish after the 2nd one
|
Getup HK (block) |
-2 on block, both hits are low and a true blockstring
|
Starter | Ender |
---|---|
28HP | 1: cl.5LK > cl.5HK > 2HP 2: 2LK xx Super
|
28LP | Dash out of corner, cl.5LK > cl.5HK > 2HP |
Super | cl.5LK > cl.5HK > 2HP |
Combo |
---|
Standing Butt Infinite: 2LK x4 > far.5LK > 5HP > 5HK, [far.5LK > 5HP > 5HK]...
|
Crouching Butt Loop: 2LK x3 > 2HP > far.5HK, 2LK > cl.5HP > far.5HK, 2LK xx 621HP (stun)
|
6HK, Dash + 2LK x3 > 2HP xx 28HP (into corner), juggle cl.5LK > cl.5HK > 2HP (stun) |
Max Chain |
---|
2LK x3 > 6HK
|
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
Opponent's Move | Punish |
---|---|
2HK | - Dash + far.5LK is the max punish if well spaced
- Super or Dash + 2LK can punish if poorly spaced |
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
- Dash 3-4f + far.5HP or Dash + Throw also work
- A point blank raw Super (i.e. done as a reversal) has less pushback
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Long 30f recovery, so you can backdash to bait and punish
|
Getup LK (block) |
-7 on block; 2 hits, only 1st is overhead
|
Getup HK (whiff) |
Long 34f recovery, so you can backdash to bait and punish
|
Getup HK (block) |
-11, must be blocked low
|
Starter | Ender |
---|---|
28HP | 1: Microdash + cl.5LK > cl.5HK > 2HP
2: 2LK xx Super |
28LP | Dash out of corner, cl.5LK > cl.5HK > 2HP |
Super | 2HK xx 236HP
|
Combo |
---|
Standing Butt Infinite: 2LK x3-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
|
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner), Microdash forward + juggle cl.5LK > cl.5HK > 2HP (stun) |
Max Chain |
---|
2LK x4 > 6HK
|
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
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
|
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 |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so Butt Infinite starter on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
Range is very short, so you can bait this without moving
|
Getup HK (block) |
-12 on block, hits low
|
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
|
Combo |
---|
Standing Butt Infinite: 2LK x4-6 > 5HP > 5HK, [2LK > 5HP > 5HK]...
|
Crouching Butt Loop: 2LK x4 > 2HP > far.5HK, 2LK x2 xx 28LP (into corner), juggle cl.5LK > cl.5HK > 2HP (stun)
|
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner), juggle cl.5LK > cl.5HK > 2HP (stun) |
Max Chain |
---|
2LK x4 > 6HK
|
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
Opponent's Move | Punish |
---|---|
2HK | - Not punishable at most ranges
- Dash + far.5LK is possible at some spacings |
6HK | - Plink 2LP~2LK to punish on block, then chain into Butt Infinite
- Throw can also punish on hit/block at most ranges
|
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 |
Scenario | Punish |
---|---|
Getup LK (whiff) |
You will get thrown if you stand (unless too far out of throw range)
|
Getup LK (block) |
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
|
Getup HK (whiff) |
The long animation and active frame window makes it hard to backdash this
|
Getup HK (block) |
+6 on block overhead, completely safe
|
Starter | Ender |
---|---|
28HP | 1: cl.5LK > cl.5HK > 2HP
2: 2LK xx Super
|
28LP | 1: Dash out of corner, cl.5LK > cl.5HK > 2HP 2: 2LK xx Super
|
Super | 1: Slight delay, 2LK > 2HP > whiff far.5HK 2: cl.5LK > cl.5HK > 2HP
|
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)
|
6HK, Dash + 2LK x2 > 2HP xx 28HP (into corner), juggle cl.5LK > cl.5HK > 2HP (stun) |
6HK, [Dash + 3LK > 3HP > 6HK], repeat...
|
Max Chain |
---|
2LK x5 > 6HK
|
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
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
- From closer ranges, just use 2LK xx 28LP |
646LP (LP Lion Crusher) |
- 2LK into Butt Infinite or BnB combo starter |
646HP (HP Lion Crusher) |
- Very hard for Drunk to punish
- Reversal HP Jug sometimes works (not very reliable) |
Normal xx 236LP (Lion Bomb) |
- Dash + 2LP chain > Butt Infinite
- Dash + 6HK can work if you started from close enough
|
Teleport | - Dash + far.5HP > far.5HK
|
Super | - 28LP can knock him out of the transformation if close enough
- After transformation, Drunk can't do much to open up Chibi-Lion
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Backdash to bait and punish
|
Getup LK (block) |
-6 on block, hits overhead
|
Getup HK (whiff) |
Can backdash to bait, then Dash + 2LK combo starter
|
Getup HK (block) |
-3 on block, hits low (completely safe) |
Starter | Ender |
---|---|
28LP | 1: cl.5LK > cl.5HK > 2HP
2: cl.5LK xx Super
|
Super | None
|
Combo |
---|
Standing Butt Infinite: 2LK x5 > far.5LK > 5HP > 5HK, [2LK > far.5HP > 5HK]...
2LK x6 > far.5LK > 5HP > 5HK, [far.5LK > 5HP > 5HK]...
|
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
|
Max Chain |
---|
2LK x5 > 6HK
|
Unique OTGs |
---|
2HK and far.5LK hit OTG against Lion
A sequence like 5LK, 2HK xx LP Jug does great damage
|
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