Jackie Chan in Fists of Fire/Glossary

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Jackie Chan in Fists of Fire Specific Terms

  • Autocombo: another name for normal string/special string - the two unique chain combos every character has
  • Back Roll: holding back on wakeup to perform an invincible roll away from the opponent. Good for creating distance. In the corner, backwards movement will stop about 1 character length away from the wall.
  • Backturn: A state of being turned around (especially by a juggle starter) which forces a 9 frame turnaround animation upon landing. Makes reversal backdash impossible out of the air reset.
  • Boss Character: the extra-powerful version of each character selected by hitting start+attack on the character select screen.
  • Forward Roll: holding forward on wakeup to perform an invincible roll toward the opponent. Good for escaping the corner.
  • Getup Attack: partially invincible attack that is input with LK or HK after rising from a knockdown
  • Guard Cancel: using an attack to cancel the final frame of blockstun. Normals, throws, specials, and supers can be used one frame early after blocking (does not apply to walking, dashing, or jumping). Frame data on block includes this guard cancel frame, so that an attack that is -n on block can be punished with an n frame attack.
  • Knockdown timer: an invisible timer that determines how long a knockdown lasts. Affects how easy it is to land OTG attacks on a downed opponent, and how much mashing is required to wake up more quickly.
  • Meter charge: by holding HP or HK, builds meter for the Super gauge
  • Neutral Rise: Waking up without holding left or right. Fastest wakeup option, and may surprise an opponent who expects to chase a roll.
  • Self-chain: property that allows rapidly chaining 2LP or 2LK into itself; also has a (slow) variant that requires delaying the self-chain slightly.
  • Taunt: input with HP+HK, each character has a technique that leaves them vulnerable while draining some meter from the opponent. Generally only used on knockdowns or after a KO due to its high risk. The animation length and meter drain percentage vary by character.
  • Turnaround bug: a bug in Fists of Fire that causes a character to face the wrong direction in some situations, especially near the corner. The bug happens most severely against Admiral and Drunk Jackie, causing some combos to fail against them. The bug also makes it harder to dash under opponents for a mixup after an air juggle.
  • Wavedash: a technique that allows a character to use two quick, consecutive forward dashes. Input quickly with 6646. While a forward dash cannot normally be cancelled immediately into another forward dash, this works because the 4 input returns the character to a neutral stance, and the final 6 input
  • Weight: determines how high a character can be launched, and how quickly they fall during juggles
  • Yeung Infinite: infinite juggle combos that work against Yeung due to her light weight, which makes her bounce high enough to be juggled after OTG attacks. Every character besides Dragonball Jackie has a Yeung infinite; some require the corner, while others work midscreen.

General Fighting Game Terms

  • Auto Guard: Automatically blocking successive hits of a blockstring once the first hit has been blocked. While this applies in Fists of Fire, you must be holding down + back in order to block a low attack during a blockstring, which makes it harder to abuse auto guard + backdash to escape pressure.
  • Backdash: tapping back twice to dash away from the opponent. Mostly invincible and fast, this is good for escaping pressure.
  • Bait: stopping your offense in anticipation of an opponent's attack, like stopping a blockstring to block a reversal, or backdashing on the opponent's wakeup to punish their getup attack
  • Blockstring: a sequence of attacks that keep the opponent locked into a blocking animation, with no gap to backdash or reversal
  • Bread & Butter/BnB: a practical, effective combo that is the most commonly chosen option in a situation. A BnB may have variations depending on stand/crouch, opponent size, meter use, or screen position. BnB combos are generally listed closer to the top of the combo list, while more niche or high execution combos are listed near the bottom in the "Miscellaneous" section.
  • Buffer: can mean two things:
    1) inputting a followup normal or special move after your first move, so that the followup will come out only if the opponent runs into it; (i.e. inputting 2LP > 2HK in neutral, so that the HK will only come out on hit)
    2) a window of time in which you can input a certain move; (i.e. you can "buffer" a reversal special move for 8 frames on wakeup)
  • Chain: the basis of the combo system in Fists of Fire; normals rapidly cancelled into other normals before the first one has fully recovered
  • Chip damage: damage taken while blocking a special move or super, equal to 25% of the move's normal damage. Note that chip damage does not scale like combo damage, so multi-hitting moves will actually deal more than 25% chip.
  • Command throw/Command grab: a throw performed with a special move input. Tends to have more range than a normal throw, and can be buffered like other special moves, making them easier to use as a punish. Unique to Kim-Maree and Dragonball Jackie.
  • Counterhit: - CH - hitting an opponent during their move's attack animation. In Fists of Fire, this applies to ANY part of the attack, including startup, active, and recovery frames. Counterhits deal bonus damage depending on which part of the attack was countered. See "System" page for more info.
  • Crossup: an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it. Can also refer to anything that quickly switches sides before attacking, like Drunk Jackie's 236K or dashing under an opponent after an air reset.
  • Damage scaling: the reduction in damage of each successive hit in a combo. See "System" page for more info
  • DP: "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
  • Empty Jump: jumping without using an air attack, usually to surprise the opponent with an immediate low or throw. In Fists of Fire, empty jumps have 1 vulnerable landing recovery frame, and is ineffective for mixups due to the slow jump speed
  • Forward Dash: tapping forward twice to dash toward opponent. Extremely strong in Fists of Fire, as forward dashes can be cancelled at any point
  • Guts scaling: a game mechanic that causes attacks to do less damage as the opponent's remaining health decreases. In Fists of Fire, the effect is very minor, with a minimum scaling of around 70%. Guts scaling exists to make the end of the round feel more intense, as you might survive an attack that would otherwise KO
  • Infinite: a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites
  • Instant Overhead: an jump attack that can hit a crouching opponent on the way up. An unreactable mixup but very unsafe in Fists of Fire if it doesn't KO the opponent
  • Juggle: comboing an airborne opponent. In Fists of Fire, an opponent in an airborne knocked-down state can be juggled even slightly after they hit the ground. If the opponent flips out and recovers mid-air, they can still be juggled, but can block immediately upon touching the ground.
  • Mashing: rapidly hitting buttons and directions; in Fists of Fire, mashing allows a player to escape knockdowns more quickly, as well as increase damage on some special moves and throws
  • Meaty: an attack timed so that its active frames connect with the opponent immediately upon wakeup or air reset, causing them to get counterhit if they attempt their own attack. Can also refer to any situation where a move hits later into its active frames, which may give better frame advantage.
  • Option Select: an input (or series of inputs) that has different results depending on what the opponent does. For example, inputting 4HP with Yeung will perform a Back Throw if the opponent is standing at close range, and a Close HP if they are not throwable.
  • OTG: "off/on the ground" - an attack the hits a knocked down opponent
  • Plink: hitting 2 buttons in quick succession (not on the same frame). Plinking can make it easier to time a punish; for example, if 2LP and 2LK are both fast enough to punish an attack, then punishing with 2LP~2LK on consecutive frames will double the punish window. Note that if the first button connects with the opponent, the second plinked button will also come out unless another higher priority button is hit beforehand.
  • Prejump: the beginning of a character's jump, which is still considered grounded and throwable; lasts 3-8 frames depending on the character. In Fists of Fire, prejump frames can be cancelled into throws or attacks, and the jump direction can be changed until the moment the character leaves the ground.
  • Proximity guard: a mechanic that forces a character into a block animation, even if the attack whiffs. Makes it harder to walk backward to get out of range of the opponent's attacks. In Fists of Fire, being stuck in proximity guard can prevent a backdash from being buffered with reversal timing.
  • Proximity normal: A normal attack that changes depending on the range it is used. In fists of fire, all standing normals besides 5LP, Yeung's 5HK, and M. Lion's 5LK are proximity normals. Close normals are usually more effective in combos, while far normals are better suited for ranged poking.
  • Rekka: a multi-part special move that allows followup attacks to be performed with successive inputs. Sam's 236K is considered a Rekka.
  • Reset: ending a combo early to attempt another surprise mixup. For example, dashing up and throwing the opponent after hitting them with several light normals, or chaining normals into an overhead mixup rather than into a special move.
  • Reversal: an attack that comes out on the first possible frame after recovering from hitstun, blockstun, a knockdown, or an air reset. Can be buffered for a few frames beforehand to make it easier to time properly. Reversal special moves after air resets will not come out on the first frame, making it a relatively weak option.
  • Stun: causing the opponent to become dizzy by hitting them repeatedly in a short span of time. Can also be used to refer to the "stun damage" being dealt to the opponent (i.e. "This move does more stun, but less damage")
  • Touch of Death (TOD): a combo that will KO the opponent on its own, often involving a stun or an infinite loop. "Touch of Stun" can also be used to refer to any combo that stuns in one sequence.
  • Trip Guard: The ability to block an attack immediately upon landing. In Fists of Fire, you only have trip guard if you hit an air normal during the jump, while Empty Jumps have 1f of landing recovery that prevents blocking.

Frame Data Terms

  • cl.: close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
  • Command normal: A normal attack that must be input with forward or back. Universal Overheads, input with 6HK or 6HP, are examples of command normals. Can be chained into like other normals, but cannot chain into another normal afterward.
  • cr.: crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
  • High: an attack that connects against standing opponents, but whiffs against crouching opponents
  • Hitbox: the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
  • Hurtbox: the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it
  • KD0: a property that causes a knockdown attack to set the knockdown timer to 0, allowing the opponent to immediately stand up
  • Low: an attack that must be blocked crouching
  • Mid: an attack that connects on standing and crouching opponents, and can be blocked in either direction
  • Normal: a basic attack performed with only a button press
  • Overhead: an attack that must be blocked while standing
  • Special: an attack that requires a special input and a button press to perform
  • st.: standing - an attack done while standing (denoted with 5 in numpad notation)
  • Super: a powerful attack that consumes your entire meter gauge. Performed with a special move input and two simultaneous button presses.
  • Super flash/Super freeze: a brief period where the screen darkens (usually with a lightning-like effect) and all motion stops to indicate that a Super has been activated. Allows for supers to be reactable to balance out their relative strength.

Numpad Notation

Numpad notation is a common way to describe a move's input. Because it is universal across languages, it is the preferred style for most fighting games. Each input direction corresponds to a keyboard numpad position and assumes you are on the P1 side (facing right). So for example, 236 is a quarter circle forward input beginning with Down, and 2LP is a crouching light punch.

Numpad.jpg

  • 5 = Neutral
  • 6.png = 6 = Forward
  • 3.png = 3 = Crouching Forward
  • 2.png = 2 = Neutral Crouching
  • 1.png = 1 = Crouch Blocking/Guarding
  • 4.png = 4 = Backward
  • 7.png = 7 = Jump Backward
  • 8.png = 8 = Neutral Jump
  • 9.png = 9 = Jump Forward




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