Jackie Chan in Fists of Fire/Kim-Maree

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Give it your best shot!

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
  • 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
  • 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


Character Stats


General Stats
Base Defense Stun Defense Throw Range
236 (Above Average) 10240 (Average) 77 (S)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
34f 62f 32f


Meter Data
Charge Rate Charge Recovery
17.2% /sec 5f
Taunt Meter Drain Taunt Duration
38.3% 104f


Movement Data
Weight Prejump Frames Jump Frames
Heavy 8f 50f (Fast)
Backdash Duration Backdash Distance Back Walkspeed
*33f (Very Slow) 140 (Far) Slow
Forward Dash Speed Forward Walkspeed
3.1 (D) Slow


NOTE: The final 4 frames of Kim-Maree's backdash are not invincible.


Frame Data Info (click to expand)
Startup The number of frames it takes for a move to become active.
If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.
If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
Active The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.
Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.
--Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)
--Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames
For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
Attacks with more active frames are more effective as pokes and anti-airs.
Recovery The number of frames that a character cannot act after startup and active frames have passed.
For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
Guard 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
Hit Adv The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
--Example: A move listed as +4 on Hit may link into a move with 4f Startup.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range.
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.
Block Adv The frame advantage of an attack on block.
This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details)
0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
Throws cannot be blocked, so the column is left empty in this case.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Damage Base Damage of the attack, not accounting for scaling or opponent's defense value.
Damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical damage, it will be listed as A x B to save space
--Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage
See Basic System page for details on damage scaling and defense.
Stun 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.
Knockdown Timer 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.
Special Cancel 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).
Attribute 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)

Hitstun Type 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.


Normals


Standing Normals

5LP
JCFoF KimMaree 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
8 7 8 High +4 +2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 512 144 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP)
  • Start of Special Autocombo (LP>LK>HP>HK>HK)
cl.5HP
JCFoF KimMaree Close 5HP 1.png
JCFoF KimMaree Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
10 5*4 33 High / High -11 -14
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10*20 512*1280 160*320 Y (1st Hit) KD0 High / Mid
  • 2 hits
  • Proximity range: ≤ 61
far.5HP
JCFoF KimMaree Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
10 1 38 High -13 -16
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1536 480 N - Mid
  • Leads to nothing and with only one active frame plus massive recovery, it can't be used effectively as a poke.
  • Proximity range: ≥ 62
cl.5LK
JCFoF KimMaree Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 7 17 Mid -5 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
11 512 176 Y - Mid
  • No real reason to use this over 2LK in any string
  • Frame advantage when chained into whiffed 5LP: -4/-6
  • Proximity range: ≤ 65
far.5LK
JCFoF KimMaree Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 6 13 Low 0 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
11 512 176 Y - Mid
  • Standing Low attack, decent poke
  • OTG vs M. Lion
  • Frame advantage when chained into whiffed 5LP: -4/-6
  • Proximity range: ≥ 66
cl.5HK
JCFoF KimMaree Close 5HK 1.png
JCFoF KimMaree Close 5HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
10 (17) 5(2)7 22 High / Mid -3 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20*12 1280*768 320*192 N KD0 (2nd hit) High / Mid
  • 2 hits, first hit whiffs on crouchers
  • Decent anti-air and optimal juggle ender in corner
  • Proximity range: ≤ 73
cl.5HK (hold)
JCFoF KimMaree Close 5HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
27 9 22 Overhead -5 (3) -7 (1)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N KD0, No-Chain Mid
  • 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
far.5HK
JCFoF KimMaree Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 2 32 High -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 2048 512 N - High
  • 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


Crouching Normals

2LP
JCFoF KimMaree 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 6 7 Mid +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 512 144 Y Self-chain (slow) Mid
  • Kim's only reasonably fast normal, can generally only chain twice during a combo
  • Frame advantage when chained into whiffed 5LP: -9/-11
2HP
JCFoF KimMaree 2HP 1.png
JCFoF KimMaree 2HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
4 (8) 3(1)9 25 High / High -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*20 512*1280 128*320 Y (1st Hit) - High / High
  • 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)
2LK
JCFoF KimMaree 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 7 16 Low -4 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
11 512 176 Y OTG Mid
  • 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
2HK
JCFoF KimMaree 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
9 9 25 Low -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 N OTG Mid
  • Somewhat unsafe on hit or block depending on range, but a good neutral tool due to its high active frames and damage


Air Normals

j.LP
JCFoF KimMaree 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 512 192 - - Mid
  • Not much utility outside a very specific jump chain vs. tall characters
j.HP
JCFoF KimMaree 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 11 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
26 1024 416 - Spike, Squish Mid
  • 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.
j.LK
JCFoF KimMaree 9LK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
8 7 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 768 192 - 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
nj.LK
JCFoF KimMaree 8LK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
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
j.HK
JCFoF KimMaree 9HK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 - Crossup High
  • Great horizontal range, can threaten with jumps from fairly far out despite Kim's short jump distance
nj.HK
JCFoF KimMaree 8HK.png
Neutral
Neutral
Startup Active Recovery 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


Command Normals

6HK
JCFoF KimMaree 6HK.png
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.

Throws

HP Throw
JCFoF KimMaree HP Throw.png
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
HP Crouch Throw
JCFoF KimMaree 3HP Throw.png
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
JCFoF KimMaree HK Throw 1.png
JCFoF KimMaree HK Throw 2.png
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
JCFoF KimMaree Air Throw.png
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
JCFoF KimMaree 236P 1.png
JCFoF KimMaree 236P 2.png
JCFoF KimMaree 236P 3.png
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
JCFoF KimMaree 28P 1.png
JCFoF KimMaree 28P 2.png
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
JCFoF KimMaree 236K 1.png
JCFoF KimMaree 236K 2.png
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
JCFoF KimMaree Super 1.png
JCFoF KimMaree Super 2.png
JCFoF KimMaree Super 3.png
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
JCFoF KimMaree GetupLK Throw 1.png
JCFoF KimMaree GetupLK Throw 2.png
JCFoF KimMaree GetupLK Whiff.png
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
JCFoF KimMaree GetupHK.png
JCFoF KimMaree GetupHK 2.png
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
JCFoF KimMaree PursuitA 1.png
JCFoF KimMaree PursuitA 2.png
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
JCFoF KimMaree PursuitC 1.png
JCFoF KimMaree PursuitC 2.png
JCFoF KimMaree PursuitC 3.png
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

JCFoF KimMaree AutoN 2.png
> 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
JCFoF KimMaree AutoN 3.png
> 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)
JCFoF KimMaree AutoN 4.png
> 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

JCFoF KimMaree AutoS 2.png
> 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
JCFoF KimMaree AutoS 3.png
> 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)
JCFoF KimMaree AutoS 4.png
> 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.
JCFoF KimMaree AutoS 5.png
> 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
JCFoF KimMaree AutoS 6.png
> 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
JCFoF KimMaree Hitstun 26.png
JCFoF KimMaree Hitstun 27.png
JCFoF KimMaree Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF KimMaree Hitstun 29.png
JCFoF KimMaree Hitstun 30.png
JCFoF KimMaree Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF KimMaree Blockstun Stand.png
JCFoF KimMaree Blockstun Crouch.png
JCFoF KimMaree OTG.png

"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

LP/HP Yellow/Black
LK/HK Blue/Black

Boss Version Colors

Dirty Maree P1 - Red/Purple
Dirty Maree P2 - Green/Dark Green

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF KimMaree Taunt.png
JCFoF KimMaree Win.png
JCFoF KimMaree Draw.png
Charge Perfect Loss (KO)
JCFoF KimMaree Charge.png
JCFoF KimMaree Perfect.png
JCFoF KimMaree LossKO.png


Stages

JCFoF KimStage1L.png JCFoF KimStage1R.png
JCFoF KimStage2L.png JCFoF KimStage2R.png


External Links




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