“
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Give it your best shot!
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”
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Intro
JP Name: キム・マリー
Kim Maree Penn is an Australian actress and multi-discipline martial artist who appeared uncredited in Supercop and Supercop 2, both featuring Jackie Chan. In Fists of Fire, she fights primarily with professional wrestling.
Kim is the game's "grappler" character. She has the typical weaknesses that define grapplers, such as poor movement, short jumps, and no useful ranged options. However, her reward for getting in is not much better than the rest of the cast, many of whom fill the grappler role better than Kim. Because of this, she is generally considered to be the weakest character in the game with no winning matchups.
Strengths |
Weaknesses
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- 2LK and 2HK are decent pokes
- Has a semi-reliable reversal option
- Crouch throw does great damage if you mash faster than opponent
- HK Throw gives strong corner juggles
- Command Throw and Super have good range and punish utility
- Air Throw can be used in corner resets for huge damage
- The only semi-useful jump in the game, can be hard for some characters to anti-air
- Backdash has a long duration and distance, which allows it to go through some moves (i.e. Lau's super) without taking chip
- Recovers from dizzy twice as fast as other characters
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- Her gameplan is linear and easy to react to
- Slow dash makes it impossible to approach characters with good light normals
- Some characters can run away forever and Kim has no way to catch them
- Almost no combo potential, relies entirely on pokes and throws
- Very weak punish options when her throws don't reach
- Has the only backdash in the game with punishable recovery
- Also so slow that she can't whiff punish anything afterwards
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Character Stats
General Stats
Base Defense
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Stun Defense
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Throw Range
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236 (Above Average)
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10240 (Average)
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77 (S)
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Wakeup Data
Neutral Rise
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Forward Roll
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Backward Roll
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34f
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62f
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32f
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Meter Data
Charge Rate
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Charge Recovery
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17.2% /sec
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5f
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Taunt Meter Drain
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Taunt Duration
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38.3%
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104f
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Movement Data
Weight
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Prejump Frames
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Jump Frames
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Heavy
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8f
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50f (Fast)
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Backdash Duration
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Backdash Distance
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Back Walkspeed
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*33f (Very Slow)
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140 (Far)
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Slow
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Forward Dash Speed
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Forward Walkspeed
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3.1 (D)
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Slow
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NOTE: The final 4 frames of Kim-Maree's backdash are not invincible.
Frame Data Info (click to expand)
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Startup
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The number of frames it takes for a move to become active. If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range. If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
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Active
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The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame. Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes. --Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) --Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames. Attacks with more active frames are more effective as pokes and anti-airs.
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Recovery
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The number of frames that a character cannot act after startup and active frames have passed. For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
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Guard
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The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked both standing and crouching. Low = Must be blocked crouching. Overhead = Must be blocked standing Throw = Cannot be blocked
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Hit Adv
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The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. --Example: A move listed as +4 on Hit may link into a move with 4f Startup. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range. KD means the attack knocks down if it hits. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
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Block Adv
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The frame advantage of an attack on block. This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details) 0 means the attacker and defender recover at the same time. A positive number means the attacker recovers before the defender. A negative number means the defender recovers before the attacker, and the attack may be punishable. --Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range. Throws cannot be blocked, so the column is left empty in this case. May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing. --Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
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Damage
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Base Damage of the attack, not accounting for scaling or opponent's defense value. Damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical damage, it will be listed as A x B to save space --Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage See Basic System page for details on damage scaling and defense.
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Stun
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Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800. Stun damage for each hit is separated by an asterisk (*) If there are several hits in a row with identical stun, it will be listed as A x B to save space --Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun See Basic System page for details on stun.
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Knockdown Timer
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KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules). The higher a character's KD Timer value, the longer it takes to wake up after a knockdown. See "Damage" for more information on how to read the values. See Advanced System page for details on KD Timer.
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Special Cancel
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The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
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Attribute
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Self = Light normal that can be rapidly chained into itself on hit, block, or whiff. By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
- (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
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Hitstun Type
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Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
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Normals
Standing Normals
5LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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8
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7
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8
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High
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+4
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+2
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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9
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512
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144
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Y
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-
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High
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- Start of Normal Autocombo (LP>LP>LP>LP)
- Start of Special Autocombo (LP>LK>HP>HK>HK)
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cl.5HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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10
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5*4
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33
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High / High
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-11
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-14
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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10*20
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512*1280
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160*320
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Y (1st Hit)
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KD0
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High / Mid
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- 2 hits
- Proximity range: ≤ 61
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far.5HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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10
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1
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38
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High
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-13
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-16
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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30
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1536
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480
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N
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-
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Mid
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- Leads to nothing and with only one active frame plus massive recovery, it can't be used effectively as a poke.
- Proximity range: ≥ 62
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cl.5LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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8
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7
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17
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Mid
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-5
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-7
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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11
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512
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176
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Y
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-
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Mid
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- No real reason to use this over 2LK in any string
- Frame advantage when chained into whiffed 5LP: -4/-6
- Proximity range: ≤ 65
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far.5LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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8
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6
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13
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Low
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0
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-2
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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11
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512
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176
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Y
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-
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Mid
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- Standing Low attack, decent poke
- OTG vs M. Lion
- Frame advantage when chained into whiffed 5LP: -4/-6
- Proximity range: ≥ 66
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cl.5HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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10 (17)
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5(2)7
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22
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High / Mid
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-3
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-6
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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20*12
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1280*768
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320*192
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N
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KD0 (2nd hit)
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High / Mid
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- 2 hits, first hit whiffs on crouchers
- Decent anti-air and optimal juggle ender in corner
- Proximity range: ≤ 73
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cl.5HK (hold)
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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27
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9
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22
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Overhead
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-5 (3)
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-7 (1)
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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24
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1536
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384
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N
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KD0, No-Chain
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Mid
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- Holding down the HK button for at least 9 frames gives you a charged overhead attack that has much more pushback than 6HK
- Can be done even after 2 chained buttons, making it even safer
- With its large number of active frames, it can be advantageous on hit or block with the right setup
- Proximity range: ≤ 73
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far.5HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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8
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2
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32
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High
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-8
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-11
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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32
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2048
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512
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N
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-
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High
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- Another weak heavy button in neutral with few active frames
- Can work as a situational long-range anti-air, but requires precise timing due to its poor speed and few active frames
- Proximity range: ≥ 74
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Crouching Normals
2LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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4
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6
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7
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Mid
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+6
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+4
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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9
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512
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144
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Y
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Self-chain (slow)
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Mid
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- Kim's only reasonably fast normal, can generally only chain twice during a combo
- Frame advantage when chained into whiffed 5LP: -9/-11
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2HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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4 (8)
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3(1)9
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25
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High / High
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-8
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-11
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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8*20
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512*1280
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128*320
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Y (1st Hit)
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-
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High / High
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- 2 hits
- Because first hit does so little damage, it is not worthwhile to use it in cancels.
- Use as an anti-air, or in corner juggles where both hits connect (and preferably chained into cl.5HK)
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2LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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7
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7
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16
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Low
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-4
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-6
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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11
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512
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176
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Y
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OTG
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Mid
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- One of Kim's most important neutral buttons; has decent range and can buffer into 2HK or 6HK for a mixup
- Frame advantage when chained into whiffed 5LP: -4/-6
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2HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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9
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9
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25
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Low
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-8
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-11
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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28
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1024
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448
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N
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OTG
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Mid
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- Somewhat unsafe on hit or block depending on range, but a good neutral tool due to its high active frames and damage
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Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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6
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-
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Overhead
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-
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-
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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12
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512
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192
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-
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-
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Mid
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- Not much utility outside a very specific jump chain vs. tall characters
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j.HP Neutral/Diagonal Neutral/Diagonal
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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11
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-
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Overhead
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-
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-
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
|
26
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1024
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416
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-
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Spike, Squish
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Mid
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- Instant overhead if performed within first 2 airborne frames
- This hits OTG vs M. Lion. Miraculously, this leads to a juggle with immediate air throw, making it the only "OTG relaunch" that's not against Yeung.
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|
j.LK Diagonal Diagonal
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
|
8
|
7
|
-
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Overhead
|
-
|
-
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Damage
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Stun
|
KD Timer
|
Special Cancel
|
Attribute
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Hitstun Type
|
12
|
768
|
192
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-
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Crossup
|
Mid
|
- Very short range; may whiff this as a jumpin at a range where the opponent expects jump HK, and instead land into a throw, but this is a weak gimmick in Fists of Fire
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|
nj.LK Neutral Neutral
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
|
6
|
6
|
-
|
Overhead
|
-
|
-
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Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
768
|
192
|
-
|
-
|
High
|
- Good air-to-air hitbox, made less useful by Kim's slow jump startup
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j.HK Diagonal Diagonal
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Startup
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Active
|
Recovery
|
Guard
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Hit Adv
|
Block Adv
|
6
|
9
|
-
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Overhead
|
-
|
-
|
Damage
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Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
1024
|
448
|
-
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Crossup
|
High
|
- Great horizontal range, can threaten with jumps from fairly far out despite Kim's short jump distance
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nj.HK Neutral Neutral
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Startup
|
Active
|
Recovery
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Guard
|
Hit Adv
|
Block Adv
|
8
|
9
|
-
|
Overhead
|
-
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
30
|
1280
|
480
|
-
|
-
|
High
|
- Good horizontal range like 9HK, but doesn't reach back as far to catch someone dashing underneath
|
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Command Normals
6HK Universal Overhead Universal Overhead
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
19
|
3
|
24
|
Overhead
|
-1
|
-4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
1024
|
384
|
-
|
KD0
|
Mid
|
- Doesn't hop over lows or throws, making it fairly weak.
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Throws
HP Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
Air Reset
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
22*
|
0
|
64 * 32 each
|
-
|
Mashable
|
-
|
- In the corner, can "combo" into HK Air Throw (technically an unavoidable reset, as the combo counter doesn't increase)
- Damage varies significantly depending on Kim and opponent's mashing speed
- 22 dmg if P1/P2 mash equally, possible range from 6-94 dmg
- Because Kim has two throws, she can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
- Range: 77
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HP Crouch Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
46*
|
0
|
256*96 * 64 each
|
-
|
Mashable
|
-
|
- Damage varies significantly depending on Kim and opponent's mashing speed
- 46 dmg if P1/P2 mash equally, possible range from 22 dmg to 100%
- Range: 77
|
|
HK Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
0
|
512
|
-
|
Backturn
|
-
|
- Near the corner, can juggle afterward and then reset into HK Air Throw (technically an unavoidable reset, as the combo counter doesn't increase)
- An air reset after corner HK Throw will leave the opponent backturned, so they can't backdash out of the mixup
- Because Kim has two throws, she can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
- Range: 77
|
|
HK Air Throw
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
36
|
0
|
576
|
-
|
-
|
-
|
- Can't be avoided if it's in range, even after air resets
- Range: 88
|
|
Special Moves
Running Lariat Drop
236P
236P Input Priority: above Super, 28P, 236K Input Priority: above Super, 28P, 236K
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
27
|
16
|
High Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
48
|
0
|
768
|
-
|
-
|
-
|
- Counterhittable during run
- Will stop early (before 27 active frames) if Kim reaches the edge of the screen
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
19
|
55
|
24
|
High Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
48
|
0
|
768
|
-
|
-
|
-
|
- Counterhittable during run
- Goes so far that it will even catch an opponent that backdashes at fullscreen distance
- Will stop early (before 55 active frames) if Kim reaches the edge of the screen
|
|
I Want You! (B. Bomb)
28P
28P Input Priority: below 236P (236K: can't overlap) Input Priority: below 236P (236K: can't overlap)
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
4
|
46
|
Mid
|
KD
|
-27
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
36 (20)
|
2304 (1280)
|
576 (320)
|
-
|
Invincible 1-5f
|
-
|
- Will trade with meaty attacks
- Damage/Stun/KD Time all higher on the first active frame, reduced on all later active frames
- This makes it stronger in grounded combos or low juggles compared to its use as an anti-air
- Preferred corner juggle starter because it has less recovery than HP version, and does less damage scaling
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
1*3
|
54
|
Mid
|
KD
|
-34
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20*18
|
1280*1536
|
320*288
|
-
|
Invincible 1-5f
|
-
|
- Will trade with meaty attacks
- When done raw, damage scaling actually makes this weaker than LP version. In combos, this will do slightly more if both hits connect, but may not be able to juggle afterward.
|
|
Double Frankensteiner
236K
236K Input Priority: below 236P (28P: can't overlap) Input Priority: below 236P (28P: can't overlap)
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
40
|
0
|
640
|
-
|
-
|
-
|
- Side switches and throws the opponent far away in the opposite direction
- Useful as a punish for slightly unsafe moves due to the special move buffer
- Range: 85 (more than normal throws)
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
40
|
0
|
640
|
-
|
-
|
-
|
- Side switches and throws the opponent far away in the opposite direction
- Useful as a punish for slightly unsafe moves due to the special move buffer
- Range: 85 (more than normal throws)
|
|
Super
Ultra Frankensteiner
41236LK+HK
41236LK+HK Input Priority: below 236P Input Priority: below 236P
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
-
|
-
|
Throw
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
56
|
0
|
896
|
-
|
Invincible 1f
|
-
|
- Will not come out unless it actually connects, so it can be attempted multiple times without draining meter
- This is the only Super with lower priority than a special move
- Range: 93
|
|
Wakeup/Knockdown
Getup Attack Detailed Info (click to expand)
- Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
- The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
- After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
15
|
--
|
High Throw / High
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
30 throw 16 (8) strike
|
0 throw 1024 (512) strike
|
480 throw 256 (128) strike
|
-
|
Invincible 1-15f Airborne 1-35f
|
-
|
- If the opponent is standing within throw range, the throw will connect (functionally similar to a low attack)
- If the opponent is standing out of throw range, jumping, or using a crouching move that raises their hurtbox, the strike hitbox will connect.
- Kim will knock herself down on frame 36 unless she landed the throw, so "recovery" and "Block Adv" aren't relevant
- The first 7 active frames do more damage/stun, decreasing if it hits from the 8th active frame onward
- These 7 active frames hit very high up, only connecting vs. airborne opponents
|
|
Getup HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14
|
3(5)4
|
13
|
Overhead / Overhead
|
KD
|
+6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8
|
1024*512
|
256*128
|
-
|
Invincible 1-13f, OTG
|
-
|
- 2 hits
- The only Getup HK that hits overhead. Pretty good due to its frame advantage on block.
- Late active frames can OTG on traded knockdowns
|
|
Pursuit Attack 8LP or 8HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
54
|
6
|
36
|
Overhead
|
[-23]
|
[-19]
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
18 each
|
768
|
-
|
-
|
OTG, Mashable
|
-
|
- Only usable on a knocked down opponent
- All elbow drop hits do 18 damage, but are a bit slower than most mashed pursuit attacks
- Damage scales as though it is part of a combo (rather than OTG scaling)
- Auto-tracks to the opponent's position at the time the Pursuit Attack is input
-If one hit connects and the opponent neutral rises, there is a very strong chance that a mashed Pursuit followup will hit meaty on the opposite side
- If the opponent recovers from knockdown before the Pursuit Attack connects:
-[Frame Advantage] on standing/crouching opponents
|
|
Pursuit Counter Any 2 Buttons
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
0
|
384
|
-
|
-
|
-
|
- 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
- Kim will take damage before the Counter happens, so it cannot save her from a KO
- Counter can only be performed while knocked down
-If Kim wakes up before the Pursuit Attack connects, she cannot use Pursuit Counter against it
- Can juggle afterward near corner (midscreen juggles are incredibly weak, usually 1-2 normals and no oki afterward)
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP
|
> LP
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
3
|
25
|
Mid
|
-9
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
N
|
-
|
-
|
- Same animation as cl.5LK
- Very unsafe, but might catch an unaware opponent off guard while you throw them immediately afterward
|
|
|
> LP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
2
|
30
|
High
|
-6
|
-9
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
N
|
-
|
-
|
- Doesn't combo, KD0
- Same animation as cl.5HP (but only one hit)
|
|
|
> LP
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
3
|
33
|
High
|
-10
|
-11
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14
|
512
|
224
|
N
|
-
|
-
|
- Same animation as far.5LK
- Every hit of this string is unsafe on hit/block with no mixup potential. Completely pointless string.
|
|
Special Autocombo - LP > LK > HP > HK > HK > LK+HK
|
> LK
(2)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
3
|
19
|
Low
|
-3
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
512
|
128
|
N
|
-
|
-
|
- Same animation as far.5LK; hits OTG vs M. Lion
- Pushes out of throw range, so you can't easily use the slight disadvantage frames to set up a surprise throw
|
|
|
> HP
(3)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
2
|
30
|
High
|
-6
|
-9
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
N
|
-
|
-
|
- Doesn't combo, KD0
- Same animation as cl.5HP (but only one hit)
|
|
|
> HK
(4)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
2
|
21
|
Overhead
|
+3
|
0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
512
|
160
|
N
|
-
|
-
|
- Same animation as 6HK overhead, KD0
- If for some reason you make it to this point of the string, stop here. The followup will only combo if you hit them standing with this overhead, which is unlikely.
|
|
|
> HK
(5)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
3(4)2
|
26
|
High / Mid
|
-3
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8*8
|
512x2
|
128x2
|
N
|
-
|
-
|
- 2 hits, KD0 (2nd hit); final hit doesn't knock down, is unsafe, and won't combo if the opponent is crouching
- Since the previous hit is an overhead that is safe, that makes this hit completely useless
|
|
|
> LK+HK
(6)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
17
|
11
|
-
|
Overhead
|
KD
|
-
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16
|
1024
|
256
|
N
|
-
|
-
|
- Kim knocks herself down (320 KD Timer), but can rise quickly.
- Only barely OTG punishable on block (on whiff, she can be juggled before hitting the ground)
|
|
Hurtboxes/Hitstun
Standing (L High) |
Standing (H High) |
Crouching
|
|
|
|
Standing (L Mid) |
Standing (H Mid) |
Juggle State
|
|
|
|
Standing Blockstun |
Crouching Blockstun |
OTG State
|
|
|
|
"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt |
Win |
Time Loss/Draw
|
|
|
|
Charge |
Perfect |
Loss (KO)
|
|
|
|
Stages
External Links