Chained Normals are denoted by an angled bracket ">" between hits --If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo) Rapid Fire Normals are denoted by a multiplier 'x' --Ex: 2LP x3 Special/Super cancels are denoted by 'xx' --Ex: 2HK xx 236HP Links are denoted by a comma --Ex: 5LK, dash 2LK [Square brackets] can mean different things depending on context: --A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite --Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner --An optional attack that may be added for more damage; i.e. 2LK2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage
The amount of damage a move does. May be listed in a few ways: 100% = The combo is a Touch of Death (stuns or kills outright) varies = The possible damage changes significantly based on various factors x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific) --Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful --Damage variation between opponents is minimal, generally within a 1% range
Location
Where on the screen the combo can be performed Anywhere = The combo is not affected by screen position Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work --May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific
The characters that a combo can be performed on Universal = No character restrictions May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)' If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes
Extra relevant information about the combo that may not easily be explained in the original notation May include slight variations to the combo that are not important enough to warrant their own entry.
Video
A link to the combo being performed. If part of a larger video, include the timestamp.
Hitconfirm Combos
Notation
Damage
Location
Characters
Notes
2LK > 2LP > 2HK
28%
Anywhere
Universal
Because Kim struggles to get close for her hitconfirms, this is her most commonly landed combo
May need to omit 2LP if starting from farther back
Can also start from far.5LK (also hits low)
2LK > 2LP > [6HK]
30%
Anywhere
Universal
The [6HK] is not technically a combo, but is still an important tool for getting in
6HK can be punished on hit by a perfectly timed throw, so be careful about using it
Don't try to throw immediately after a successful 6HK; opponent has 5 frames of throw invincibility
2LK > 2LP xx 28P
33%
Anywhere
Universal
Midscreen, this is Kim's only confirm into a knockdown
28LP does more damage when hitting raw, but 28HP is better in midscreen combos (assuming both hits connect)
If near the corner, use 28LP and use a Corner Juggle in the next section
2LK > 2HP (1st hit) can work vs. standing Sam, Yeung, Dragonball Jackie, and M. Lion, but actually does slightly less damage
2HK > 2HP xx 28HP
44%
Anywhere
Yeung, M. Lion (Standing)
Only useful as a point blank punish due to how unsafe 2HK and whiffed 2HP are
Yeung: can juggled after 28HP in the corner (but unnecessary due to OTG infinite)
M. Lion: can't be juggled after any 28P, but this can be a useful punish after dashing through a Lion Bomb
2LK > 2LP > 2HP (1 hit) xx 28HP
36%
Anywhere
M. Lion (Standing)
Add slightly more damage in a confirm against M. Lion when point blank 2HK > 2HP isn't possible
Corner Juggle Enders
Note: Sam and Yeung can be juggled after 28HP in the corner (1f timing for Sam). Lau and the Jackies can only be juggled after 28LP.
Notation
Damage
Location
Characters
Notes
2LK > 2LP xx 28LP,
2LK > 2LP xx 28HP
51%
Corner
Everyone but Kim-Maree, Thorsten, M. Lion
28LP leads to corner juggles on average or light weight characters
In general, Kim benefits more from ending with an Air Throw reset instead of a 28P knockdown in the corner
2LK > 2LP xx 28LP,
2LK > 2HP (1 hit) xx 28LP
45%
Deep Corner
Lau, Yeung, Admiral & Drunk Jackie
These characters get juggled behind Kim when deep in the corner, so 2LK > 2HP is the only route that allows a special cancel
28LP does more damage than 28HP in this juggle because only one hit will connect
2LK > 2LP xx 28LP,
2LK > [2LP] > 2HP, Air Throw
74%
Corner
Lau, Yeung, Sam, Drunk & Admiral Jackie
cl/far.5HK usually whiffs against these characters, so 2HP is more reliable
2HP hits twice, except against Yeung
If deep in corner, omit [2LP] as the opponent will be juggled behind Kim
vs. Drunk Jackie, omitting [2LP] will still allow 2HP to hit twice even if he is juggled from behind Kim
2LK > 2LP xx 28LP,
2HK > 2HP, Air Throw
74-77%
Deep Corner
Sam, Yeung
This juggle is normally very difficult, but Sam and Yeung's light weight make it consistent
vs. Sam: 2HP will whiff if too far from corner, similar to the previous combo
2LK > 2LP xx 28LP,
2LK > 2LP > far.5HK, Air Throw
75%
Corner
Dragonball Jackie, Sam
Depending on opponent and distance from corner, cl.5HK or far.5HK could come out (far.5HK does more damage)
vs. Sam: the range for far.5HK to connect is narrow; using 5LP or delaying the chain after 2LP can make it more consistent
vs. Dragonball Jackie: if slightly out of the corner, he can juggle 2LK > 2HP (2nd hit) > far.5HK for even more damage
2LK > 2LP xx 28LP,
2LK > 2HP (2 hits) > cl.5HK, Air Throw
77%
Corner
Admiral Jackie
Extra damage in a corner juggle vs. Admiral
If Admiral is juggled behind Kim, stop at 2HP and juggle immediately into Air Throw (68% dmg)
Anti-Air 28LP,
2LK > 2LP xx 28HP
34%
Corner
Universal
This is the only way to get a corner juggle from 28LP against Kim-Maree, Thorsten, and M. Lion
Anti-Air 28LP,
2LK > [2LP] > 2HP (2 hits), Air Throw
68%
Corner
Universal
Same as above, but ending in an air throw reset after a corner AA 28LP
vs. Thorsten, omit the [2LP]; he may juggle behind Kim, in which case 2HP will only hit once
Throw Combos
Note: There are many possible juggle routes after corner HK Throw, but most are very inconsistent or character/spacing specific. To avoid cluttering this section with dozens of possible routes, only strong and consistent juggles were included.
Notation
Damage
Location
Characters
Notes
6HP/4HP Throw,
instant Air Throw
42%*
Corner
Universal
Strict timing on heavier characters
HP Throw damage varies based on which player mashes faster; this assumes equal mashing
Instead of Air Throw, you can let opponent land and dash up for another immediate throw
6HK/4HK Throw,
2HK > 2HP (2 hits), Air Throw
68%
Corner
Universal
2LK can replace 2HK, especially if Kim needs to dash far to reach the corner
vs. Drunk & Dragonball Jackie: must time 2HK very late to get both hits of 2HP (not necessary)
vs. Admiral Jackie: must be deep in the corner to get both hits of 2HP
6HK/4HK Throw,
2LP > 2HP (1 hit) > far.5HK, Air Throw
66%
Corner
Drunk & Dragonball Jackie
More consistent juggle against these two characters
OTG Options
Notation
Damage
Location
Characters
Notes
2LK, dash 2LK, dash 2HK
~9%
Midscreen
Universal
Basic OTG sequence. Must be quick with the dashes so the opponent doesn't mash out.
May be worth swapping the final 2HK with another 2LK to set up a more ambiguous mixup afterward.
2HK, 2HK, 2HK
~15%
Corner
Universal
It's usually possible to get 2HK x3 in the corner
May be worth sacrificing a 2HK or ending with 2LK to set up an ambiguous jump/dash mixup after a corner knockdown
j.HP, Air Throw
~30%
Anywhere
M. Lion
Unique OTG juggle against Lion. He can mash to escape in most situations, especially midscreen where it's harder to get the proper knockdown positioning.
Can get more OTGs after the air throw, since it counts as a new knockdown (but very unlikely to land another OTG j.HP due to positioning)
2LK, 2LK xx 28HP, repeat
100%
Corner
Yeung
Basic OTG infinite against Yeung. Can add a button like 5LP or 2HP after 2LK, but there's no real advantage to this
If right on top of Yeung, it is possible to perform a small dash in between the 2LKs to begin from outside the corner.
Yeung can easily wake up before a second midscreen rep, so it's still primarily a corner-only infinite.
2LK, 2LK > 2HP > 5HK,
Air Throw, repeat
100%
Corner
Yeung
More stylish OTG infinite against Yeung
Can work whether the HK is close or far version; careful not to start from too far back, or Kim can be out of Air Throw range
Miscellaneous Combos
Notation
Damage
Location
Characters
Notes
Getup LK (into corner),
dash 2HK > 2HP, Air Throw
67%
Near Corner*
Universal
Kim's Getup LK throws the opponent backwards, causing a backturned state
Kim's juggles are the same as they are after HK Throw (refer to Throws section)
Lighter characters allow more time for Kim to pick up the juggle, which lets her convert from farther out of the corner.
Pursuit Counter,
dash 2HK > 2HP, Air Throw
63%
Near Corner
Universal
Pursuit Counter causes a backturned state
Kim's juggles are the same as they are after HK Throw (refer to Throws section)
Far from the corner, Kim's options are very limited; might be better to just reposition with OTGs
(Corner combo + OTGs),
jump back j.HK > j.HP, 28LP
52%
Near Corner
Universal
Opponents nearly always try to roll out of the corner against Kim since she is so much weaker midscreen
Backwards j,HK hits as a very ambiguous crossup, and the chain into j.HP does high damage while giving time to hitconfirm
If blocked, Kim is in strong position for a throw mixup
If the opponent stays cornered, Kim doesn't sacrifice much screen position by jumping backwards
j.LP > j.LK > j.HP > j.HK,
2LK xx 28LP
56%
Anywhere
M. Lion
Joke combo that only hits M. Lion on certain parts of his idle animation
Dirty Maree Combos
Notation
Damage
Location
Characters
Notes
2LK > 2LP xx 28LP,
2LK > 2LP xx 28LP,
2LK > 2LP > 2HP, Air Throw
84%
Corner
Everyone* but Kim-Maree, Thorsten, M. Lion
Corner combo extension on average weight character.
See Hitconfirms section for character-specific optimizations after 28LP.
If anti-airing with 28LP, may be able to juggle heavier characters as well.
HK Throw, dash 2HK > 2HP, jump forward,
j.LP > j.LK > j.HK (land), Air Throw
77%
Corner
Everyone but Yeung & M. Lion
For consistency, Kim should be as close as possible when doing 2HK > 2HP juggle
vs. Lau: use j.LK > j.LP > j.HK instead
vs. Sam & Admiral: microdash slightly before jumping
Can replace the jump sequence with a more standard juggle like 2LP > 2HP > 5HK (but no 2LK/2HK starter)
HK Throw, dash 2HK > 2HP, neutral jump,
j.LK > j.LP > j.HK (land), Air Throw
77%
Corner
Yeung, Kim, M. Lion, Dragonball & Admiral Jackie
For consistency, Kim should be as close as possible when doing 2HK > 2HP juggle
vs. Admiral: microdash slightly before jumping
Can replace the jump sequence with a more standard juggle like 2LP > 2HP > 5HK (but no 2LK/2HK starter)