Jackie Chan in Fists of Fire/Kim-Maree/Combos

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JCFoF KimMaree Charge.png


Kim-Maree's Combo Video Guide - Spabobin
Combo Section Info (click to expand)
Notation 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. 2LK 2LP [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)





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