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

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JCFoF KimMaree Win.png


General Strategy

As the game's "grappler", Kim wants to get close to land her devastating throws. Unfortunately, her movement options are so lackluster that she rarely gets the opportunity. Instead, she has to use her mediocre pokes like 2LK, far.5LK, and 2HK to whittle down the opponent's health. Most characters can dash circles around Kim, using their light normal pressure to push her backwards. Kim's short jump arc and strong air normals makes it possible to jump against some characters, but usually only from farther ranges where it's not very rewarding to land a jumpin. If Kim can somehow force the opponent into the corner, she actually becomes quite decent, as the opponent can't escape her throw pressure as easily, and anti-air juggles become near one-touch kills.

Kim's 236P (Running Lariat) should generally be avoided, as it is one of the game's weakest special moves. It whiffs on crouchers while opening Kim up to counterhit damage. Occasionally you can use the HP version to continue running past the opponent to escape a punish, but an aware player can just start mashing crouching light attacks when she gets near them. The only potential use for this move is as a punish on some very unsafe moves, but she usually has better options.

Kim's 6HK overhead is technically punishable on block at -4, but the risk of being thrown for a mistimed punish means many players won't even attempt it without an easy reversal timed special. This gives her the opportunity to start offense by chaining her far light buttons into 6HK. On hit, Kim is still -1, but is often out of the opponent's throw range while still being able to land her own throws. Because there are 5 frames of throw immunity after hits, it is actually quite difficult for Kim to throw after a successful overhead. Note that in the Kim mirror match, this move should be avoided as it is easily punished by a reversal command throw on hit or block.

If Kim is knocked down, her Getup HK is an excellent option. It is a +6 on block overhead with little whiff recovery. Getup LK is much less likely to land, and even knocks herself down if it fails. An aware opponent can still predict the getup attack with a backdash, so don't overuse these.

When you land a knockdown in the corner with Kim, nearly everyone will attempt to roll out of the corner, as they fear her corner damage potential. To counter this, it is often a good idea to jump backwards with j.HK or j.HP to chase the roll with an ambiguous crossup. If well timed, this is very difficult for the opponent to block unless they have a Getup LK that anti-airs like Drunk Jackie, Dragonball Jackie, or Sam. You can into another jumping heavy normal, then either combo into 28P or start a throw mixup situation. If you guess wrong and they didn't roll forward, Kim still has strong screen position afterward.

Finally, while jumping is normally not useful in Fists of Fire, Kim-Maree's jumps are shorter and faster than most characters, with good downward reach. This makes it possible to jump more easily in certain matchups, although characters like Lau, Admiral Jackie, and Drunk Jackie can usually anti-air easily. If the opponent has an airborne anti-air like Yeung's Swallow Kick, Kim has a useful option select when jumping in: j.6HP+HK will do Air Throw if the opponent is airborne at close range, and j.HP (her best air normal) otherwise. Kim should also input HK twice, so that the j.HP will chain into j.HK if it connects.

Boss Version legality -- unless otherwise specified, Dirty Maree is usually tournament legal. She gains massive damage in the corner, but has a very hard time actually making use of this buff due to her poor movement and screen control.

Anti-Airs
AA Description
28LP
(I Want You!)
Fast, strong vertical hitbox
  • Invincibility runs out before active, so prone to trades
  • No midscreen followup juggles
2HP Fairly consistent against close-range jumps
  • If juggled high enough, can dash into followup juggle
  • Near corner, can lead to inescapable Air Throw reset
  • Followup juggle cannot start with 2LK (hits too low after air reset)
  • 2LP > 2HP is fairly consistent followup
far.5HK Slow and inconsistent
  • Long enough to hit some long-range jumps
  • No juggle afterward except vs. cornered neutral jump
Air Throw Strong as a predictive air-to-air
  • Kim's slow/short jump makes it hard to use on reaction
Reversals
Reversal Description
28LP
(I Want You!)
Semi-invincible, prone to trades
  • Juggle possible near corner vs. average weight characters
  • Trade may actually increase likelihood of juggle followup
236K
(Command Throw)
1f startup, great range
  • Buffer during reversal window, then block for safety
  • Use LK version in case button comes out on whiff
Super Same as command throw, but with much longer range
  • Can punish things that are usually safe, like Sam's 3rd LK Rekka



Kim-Maree vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - If not cancelled into anything, punish with your own 2HK
  • Won't reach at max range
236LK
(LK Dragon Kick)
- 236K Command Throw or Super for easy reversal punish

- Can also use 3HP/6HK throw, whichever is more optimal based on screen position
- 2nd of of 236LK can often whiff vs. standing Kim, especially if she crouch blocks the 1st hit

  • If this happens, you can get an easy, strong point blank punish
236HK
(HK Dragon Kick)
- Full combo/throw punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P
(Rising Dragon)
- Full combo/throw punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

  • This is especially a problem for Kim due to her slow dash speed and lack of combo options outside point blank
Super
(close range)
- Block, then dash up into full combo/throw

- From near point blank, Kim can whiff 2LK, 2HK, or cl.5HK through Lau's super

  • 2LK xx 28LP is generally the best option to fully avoid the Super
  • This is useful on Lau's wakeup, of if Lau uses Super after blocked 2LP + Dash
Super
(short-mid range)
- 28LP can trade unfavorably
  • Worth considering only if it will kill Lau
Super
(beyond 2HK range)
- Jump forward into j.HK
  • The most consistent followup is just 2LK > 2HK
  • If too close, Kim will get hit on the way up due to her long prejump animation
Corner Juggles
Starter Ender
28LP
(Deep in corner)
2LK > cl.5HK, Air Throw
  • Lau gets juggled behind Kim at first
28LP
(Near corner)
2LK > 2LP > 2HP (2 hits), Air Throw
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • If too deep in corner, juggle an early 2LP > cl.5HK instead
  • Can also microdash out before 2HK, but difficult and usually whiffs followup
  • If farther from corner, Dash + 2LK can replace 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with an early backdash or jump to whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block; 28LP and Super are only reliable close punishes
  • Microdash into Throw can work (harder), may be worthwhile near corner
  • 4f gap between 2 hits, can interrupt blockstring with 28P or Throw/Super
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, unlikely to affect Kim's punish options
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2

Strategy

Kim struggles horribly to get in on Lau. Her slow movement speed means that Lau's 2HK xx 236P will constantly push her back faster than she can dash in, and his 623P makes jumping very unlikely to succeed. If you space your jumps well, you may be able to air throw him out of his DP but this is not a reliable tactic.

Kim has to rely on poking with far.5LK, 2LK, and 2HK, and hope that there is somehow an opening to dash into throw. If well spaced, Lau cannot usually punish Kim's pokes. Chaining a light normal into 6HK overhead can occasionally allow you to get close, though it is punishable if blocked and is not useful for hopping over lows. As a gimmick, after 6HK you can mix between I Want You or a delayed throw to punish an attempted button press. The opponent can easily beat this by backdashing, but this kind of desperate maneuver could work once or twice in a short set.

Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 0:00 to 13:28


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2LK, 2HK, or Dash + Throw if poorly spaced
  • Kim really needs to score a knockdown, so threatening with a Dash + Throw is high risk/high reward
  • Yeung can frame trap into Autocombo, so be prepared for this if choosing to dash in
2HK > HK
(Special Autocombo)
- 236K Command Throw or Super, unless well spaced

- Easier to punish on block than on hit due to lower pushback
- 2nd hit can be delayed a really long time as a frame trap

  • However, if Yeung does this then Kim has more time to dash in close
far.5HP - Punish with 2HK, except near max range
  • May be better to dash in and threaten with a throw, as knockdowns are important
  • Be aware of Yeung's possible chain into 2HK or 6HK
6HK - HK Throw (toward corner)
  • Punishes on hit or block, and can often lead to the OTG infinite

- 236K Command Throw switches sides and is easier to buffer as a reversal

  • Use this if your back is close to the wall
63214P
(Crane Wings)
- LP version is almost never punishable unless used at an unreasonably close range
  • Your only hope is to dash in to cover some distance, and be prepared to block Yeung's next light attack

- HP version can be punished at closer ranges (i.e. if cancelled into)

  • Safe if used in neutral at its proper long range
41236K
(Swallow Kick)
- Dash up combo/throw punish

- At farther ranges, LK version can be a little hard to fully punish

  • This is especially true if it whiffs at mid range, since there is no blockstun to react to
Super - 28LP after the flip kick is the most reliable punish
  • Time it slightly before it reaches you to beat it reliably
  • If you trade, Kim still might be able to wake up quickly, forward roll and OTG

- It is also possible (but risky) to throw Yeung out of the dash

  • 236K/Super is more reliable, or 4HK so you can option select Block + late back throw

- If you block the dash in part, it is completely safe

Yeung Corner OTG Infinites
Combo
2LK, 2LK xx 28HP, repeat
  • If slightly outside corner, Kim can do a small dash after 2LK to reach Yeung
  • Yeung can easily mash out if you try this midscreen
    • May be able to gain some ground if the opponent mashes slowly on wakeup
2LK, 2LK > 2HP (1 hit) > 5HK, Air Throw, repeat
  • More stylish route
  • Be sure to dash in close enough for another rep
    • Otherwise Kim may whiff her juggle, or be out of Air Throw range
Corner Juggles
Starter Ender
28P
(Deep in corner)
2LK > cl.5HK, Air Throw
  • Yeung gets juggled behind Kim at first
28P
(Near corner)
2LK > 2LP > 2HP (1 hit), Air Throw
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • If farther from corner, Dash + 2LK can replace 2HK
  • Or just start the OTG infinite, juggle doesn't matter
  • No need to reposition if deep in the corner
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash is usually too slow to bait, but predictive j.HP can work
  • Back or neutral jump depending on screen positioning
  • Airborne, recovers standing
  • Has fast recovery, but moves forward
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Backdash is usually to slow, but predictive j.HP can work
  • Recovers crouching, but this shouldn't affect Kim's punishes
Getup HK
(block)
Must be blocked low
  • -7 on block, but usually too far for a punish

Strategy

This is an extremely uphill battle, as Yeung's Crane Wings special easily stuffs Kim's approach while also swatting her out of the air. Kim can gain a little ground after blocking this, but Yeung can easily take it right back with her superior normals. Kim's 2HK is generally safe in this matchup, but Yeung has no reason to let her into the range where that button is useful.

A lucky jump might work against a Yeung that tries to use a different move, like Crow Shot, but this is very likely to get anti-aired. If you jump at the same time Yeung does Crow Show, you may be able to meet it with a j.HK, then land and dash up for another juggle. If Yeung uses Swallow Kick to anti-air, it is actually somewhat liable to trade with an early jump normal. It is also possible to option select an Air Throw to beat Swallow Kick, though this is very hard to time.

If Yeung uses her 6HK overhead for some reason, punish immediately with Command Throw or Super (on hit or block). This move side switches, so if your back was near the corner you may even be able to kill off this.

It may take a desperate read (like dash + I Want You) to force a knockdown. If you do manage to knock her down, try to push close enough to the corner to land the OTG infinite, otherwise you'll be right back where you started. If the Yeung player likes to backdash to create space, just let her do so and position yourself closer to the corner so that any hit can lead to a corner kill.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- Any throw (3HP/1HP, 6HK/4HK, 236K, Super)
  • If you can outmash your opponent, use Crouch Throw for good damage
  • If you are close enough to the corner for a strong juggle, use HK Throw
46HK
(HK Jackknife Storm)
- Can punish with anything, but HK Throw or Crouch Throw are generally the best options

- Might fly over your head if you are crouching

28K
(Gatling Kick)
- Punish with your preferred throw right as Thorsten lands (3f window)
  • If it whiffs at longer range, use 2LK > 2HK chain, as he will land into the 2LK's many active frames
16P
(Slash Sword)
- Dash up and punish with your preferred throw
  • Can be more difficult to punish near its max range
  • Dash + 2LK > 2HK can suffice
Teleport - Charge meter and put the controller down until next round

- If Thorsten continuously uses HP Teleports with a life lead, there is almost nothing Kim can do

  • You might be able to use a very preemptive backdash to get close enough to Thorsten that he can't safely teleport, which will limit his options if he corners himself
  • This is very easy for Thorsten to avoid, and will only happen if the opponent doesn't know the matchup
Super - If done raw, preemptive 28LP during Super freeze
  • If done from mid-long range, wait until it gets closer
  • A good option because Kim can struggle to chase it down midscreen

- Can also stand block + reversal 236LP or Dash + Throw

  • This forces Kim to take a lot of chip damage

- At mid range, it is technically possible to intercept with a very low Air Throw (but insanely risky)

Corner Juggles
Starter Ender
28LP None, unless juggled high as anti-air
  • In this case, 2LK > 2HP, Air Throw can work
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • If too deep in corner, microdash out before 2HK
  • If farther from corner, Dash + 2LK can replace 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Extremely impractical due to Kim's slow backdash
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with 2HK (may hit too late at farther ranges)
    • Dash up 236LK (Command Throw) can also work, but timing is very strict
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Extremely impractical due to Kim's slow backdash
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block (-2 but long pushback)
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button

Strategy

If you are at a life deficit, the round is essentially over as Thorsten can run away with teleports until time runs out. Therefore, you must punish any attempt at chip damage (most notably 46LK or well-spaced 16LP). Thorsten may also run away and build meter, hoping to chip you at the last second; if you suspect this is what they are doing, you may have to read their attempted chip special/Super with 28P.

Thorsten's 2LK and 2HK are very strong pokes, and blocking can put you in a mixup situation as he dashes up into another 2LK or a throw. Try to outrange him with your 2LK, 5LK, and 2HK, but note that 2HK is off the table once he gets Super (it's a free punish on block at any range).

Using j.HP near the top of Kim's jump arc can be surprisingly effective against Thorsten's anti-airs, as it reaches very far downward. Thorsten's dash speed makes it harder for him to reposition, so depending on the spacing he may have no choice but to just block it, giving Kim a mixup opportunity.

Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 1:17:01 to 1:42:18


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - Any throw can punish if it is not spaced to be plus on block
  • Use reversal 236K or Super for easy punish timing
  • Can even throw Jackie if he was plus on block and didn't backdash
  • Crouch blocking makes Kim wider, making it easier to punish
Light Normal > 6HK chain - 28LP will trade slightly in Kim's favor and grant a knockdown
  • This is hard to react to and usually requires a read
  • Be careful because one blocked 28P will lead to Kim losing the round
236P
(Jug Throw)
- Can Dash + Throw (difficult, but possible)

- 28LP can also hit his extended hurtbox, trading for about equal damage

  • Drunk gets knocked down, Kim stays standing
  • If close enough, Kim can avoid the jug since she moves forward
Blockstring into
236P Jug Throw
- 28LP trades for about equal damage at most ranges

- From close range, reversal 2HK can hit Drunk while avoiding the jug

  • For example, if Drunk does 2LK x2 xx LP Jug
621P
(Drunk Dragon)
- Dash up 236K can punish, but hitstun/blockstun makes it awkward

- 2HK is easier, but less rewarding
- 2LK > 2HK is only possible with a microdash

  • This can't punish the HP version on hit
236K
(Tricky Kick)
- Punishable with any combo or Throw

- HK Throw toward the corner is usually best option, unless 28LP will give a corner juggle

28P
(JackieCopter)
- Punishable with any combo or Throw
  • Make sure he fully lands first
Super - Punishable with any combo or Throw
  • Only has 10 landing recovery frames, so be careful about the timing
  • The proximity guard of this move can prevent you from walking to position yourself for a punish
  • Dash away from Jackie, then walk/dash forward as he descends
Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 2HK (easy) or Delay 28LP (harder) while his far.5HP whiffs
  • Always option select this punish in case the infinite drops
  • Don't stand into the far.5HP active frames if you attempt 28LP
Corner Juggles
Starter Ender
28LP
(Deep in corner)
2LK > 2HP (2 hits), Air Throw
  • Drunk Jackie gets juggled behind Kim at first
28LP
(Near corner)
2LK > 2LP > 2HP (2 hits), Air Throw
HK Throw
(Near corner)
2LP > 2HP (1 hit) > far.5HK, Air Throw
  • More consistent

2HK > 2HP (2 hits), Air Throw

  • Less consistent
  • If too deep in corner, walk slightly out before 2HK
  • Must time 2HK very late to get both hits of 2HP
  • If farther from corner, Dash + 2LK can replace 2HK
Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
Backdash is too slow to bait it
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can punish with a throw or 2LK > 2HK
Neutral Getup LK
(block)
-10 on block, punish with any throw starter
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Backdash is fairly useless for predicting this
  • Predicting it with j.HP > j.HP is a fairly strong option
Roll + Getup LK
(block)
-2 on block; only Super can punish
Getup HK
(whiff)
A very early backdash could lead to Dash + 2HK, but unlikely
  • Predicting it with j.HP > j.HP is a fairly strong option
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Too much pushback for any useful punish

Strategy

Kim's best poke (2HK) is very risky to use because she will take massive counterhit damage if Drunk Jackie throws a jug. It is also nearly impossible to get past his far.5LK pokes in neutral.

If the Drunk player is aggressive and tries to force mixups, you may be able to get some lucky throws, but there is not much else Kim can do. Jumping is generally not helpful, as Drunk's 2HP is excellent even against Kim's jump normals; at best, Kim will trade (and massively in Drunk Jackie's favor). Empty jumping from slightly farther out may cause Drunk players to whiff their anti-air, but this will probably not work more than once as they can easily reposition before their 2HP.

You should always option select a Command Throw or Super after blocking far.5HK ("The Butt"), as it can be slightly unsafe depending on the spacing. Take note of the above punish options against blockstrings into Jug or 6HK; Kim's options are somewhat unreliable, but it's better than dying to a single overhead combo.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Duck the 2nd hit, then Dash + throw

- Easier to just 2HK whiff punish

236K
(Crush Kick)
- Crouch block, then reversal Super
  • If not close enough, nothing will come out, so always worth a try
  • Stand blocking will cause too much pushback even for Super to connect
41236P
(Tiger Fist)
- 2HK
  • Weak punish, but important to discourage random Tiger Fists
Super - Same as Tiger Fist

- Can throw him out of startup, but very risky to attempt

Corner Juggles
Starter Ender
28LP
(Deep in corner)
2LK > 2LP > 5HK, Air Throw
  • If close to the corner, 2HP and cl.5HK both do the same damage in this juggle, but far.5HK is more optimal
28LP
(Near corner)
2LK > 2HP (2nd hit) > far.5HK, Air Throw
  • Highest damage route, but fairly specific spacing required
HK Throw
(Near corner)
2LP > 2HP (1 hit) > far.5HK, Air Throw
  • More consistent

2HK > 2HP (2 hits), Air Throw

  • Less consistent
  • If too deep in corner, microdash out before 2HK
  • If farther from corner, dash 2LK can replace 2HK
  • Must time 2HK very late to get both hits of 2HP
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block; full throw/combo punish on reaction
  • Backdash is too slow for Kim to attempt a whiff punish afterward
  • A preemptive j.HP > j.HK can punish, but a mistimed jump will get anti-aired by Getup LK
Getup LK
(block)
-5 on stand block (no punish)
Getup HK
(whiff)
2 hits, can backdash and then Dash + 2LK > 2HK to whiff punish
  • j.HP > j.HK can work against this at the same timing you would use against Getup LK
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • If this happens, punish with 2LK > 2HK (easy) or Dash + HK Throw (harder)

Strategy

This matchup is definitely in Dragonball Jackie's favor, but it's far from unwinnable. Kim's 2HK is safe on hit or block at most ranges, so it's a good move to chain into to keep him blocking low. However, his Crush Kick makes it risky to throw out in neutral due to its airborne frames. If Kim crouch blocks, both versions of Crush Kick can be punished with Super, but only from closer range; since the HK version travels farther, it is much easier to punish.

Kim's best option to counter Crush Kick in neutral is to buffer 2LP > 5HK, which will score a quick juggle. If Close 5HK comes out or you have the corner position, Kim can even dash for a followup juggle. However, be careful not to abuse this too much, as Dragonball can bait it with forward dash into crouch block, making Kim's 5HK whiff for a free punish.

Kim can reliably punish Tiger Fist with 2HK, which is fairly unrewarding but important to establish. You don't want to get caught by random Tiger Fists, so punishing them reliably can dissuade the opponent from using it. Be careful about using your 6HK overhead, as Dragonball can punish it on hit or block with his command throw. This is a fairly uncommon knowledge check, however, so if the opponent doesn't punish you for it, it becomes a reasonably strong tool.

Dragonball Jackie's anti-airs are below average, so jumps are definitely possible to use in this matchup. Farther ranged jumps can be hit by anti-air Crush Kick, so try to jump from closer ranges where j.HP can easily reach. If the opponent does use Crush Kick to anti-air, it is actually possible to Air Throw him out of this move before it connects. A good way to cover multiple options is to option select with jump 6HP+HK > HK; this sequence will air throw if Dragonball is airborne, and do j.HP > j.HK otherwise as long as the HP connects. Kim's j.HP from max height is almost impossible for Dragonball to anti-air directly, so his only real punish is to make the j.HP whiff, then dash in for a surprise throw.

While Dragonball's combos are not usually that strong, he does have a Touch of Death against standing Kim if she is close to the corner. If the opponent can perform this, it becomes incredibly risky to use I Want You as a reversal unless you have favorable screen position.

Matchup Video Examples
HugoZ_RideTheNeutral vs. Spabobin 08-27-2022 - 0:00 to 49:48
RCF vs. Spabobin 05-23-2022 - 21:42 to 1:03:15


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Punish with your own 2HK if poorly spaced
  • This can usually work even if he whiffs 2HP or 5HP afterward
41236P
(Dragon Palm)
- Dash up throw is possible, but strict timing

- 2HK is a consistent punish, but unrewarding

623K
(Double Dutch)
- Punish the landing with your preferred combo or throw

- 623LK can whiff quickly at range

  • A quick 2LK > 2HK punish can work if not in throw range
Super - Can backdash and punish with a throw if done raw

- On block, no punish is possible

Corner Juggles
Starter Ender
28LP
(Deep in corner)
2LK > cl.5HK, Air Throw
  • Admiral Jackie gets juggled behind Kim at first
28LP
(Near corner)
2LK > 2HP (2 hits) > cl.5HK, Air Throw
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • Must be deep in the corner to get both hits of 2HP
  • If too deep in corner, walk slightly out before 2HK
  • If farther from corner, Dash + 2LK can replace 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, but backdash is too slow to punish afterward unless VERY preemptive
  • Predictive j.HP > j.HK will work if not done too late, but this is very risky vs. Admiral
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Safe unless blocked point blank where Super can reach him
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, but backdash is usually too slow to bait
  • Predictive j.HP > j.HK can work
Getup HK
(block)
-11, must be blocked low
  • At close range, punishable by 2LK > 2HK, Super, or Dash + Throw
  • At farther ranges, 2HK is the most consistent punish

Strategy

Admiral's speed and long-range 2LP make this matchup very difficult to approach. His buttons simply dominate neutral while Kim helplessly watches Admiral weave in and out of range. Admiral also has an amazing Double Dutch punish on your 6HK overhead if blocked, making it very risky to use it as an advancing move. Double Dutch also shuts down any air approach, which is usually one of Kim's strong suits; there's very little chance of beating or trading with this move, so the only time you can potentially go airborne is from a very close crossup scenario.

Kim's 2HK is usually safe against Admiral, and if chained from 2LK it's very unlikely that he can punish. However, he will be able to dash in to start his jab pressure after this, so you can't rely solely on it. Admiral's 2HK, on the other hand, moves him forward in a way that Kim can usually punish with her own sweep. Just be weary of a delayed cancel into Dragon Palm, as this risky tactic can beat your punish attempt.

Take note of Kim's awkward corner juggles against Admiral so you don't unexpectedly drop them. Landing a corner HK Throw is a dream scenario for Kim, so it's important to maximize damage when the opportunity presents itself. This also applies to punishes in general; Kim sometimes has to choose between an easy, mediocre punish or a harder, high damage punish against some of Admiral's attacks. Also be aware that it is very difficult for Admiral to hitconfirm into Double Dutch against Kim, so be ready with a quick punish in case he attempts this and fails; if you don't react quickly enough, he will whiff the first uppercut into an immediate followup.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- Hold up forward as soon as you block, then punish with:

Late j.HP > j.HK, land, 2LK > 2HK

  • It is possible to microdash into 2LP xx 28P, but very difficult
  • Be careful against 236HP, as you can trade with the followup hit if you time j.HP too late
236P whiffed
(Thousand Spears)
- Stand outside the hands range and 2HK for a safe, reliable punish

- You can try to dash in for a throw as soon as you see the animation stop, but it is very difficult to get a true punish here

  • If you dash too early in anticipation, the entire 236P animation will connect even if you run into the last hit
214K
(Divekick)
- 2HK usually punishes, but is very unrewarding

- At closer ranges, backdash on reaction to Sam going airborne, then throw/Super immediately
- 28P usually results in a trade, unless you do it very preemptively

Super - Punish with a full combo or throw when he lands
  • The 5th and 6th hits are overheads, so block these high
  • If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter
  • For style points, duck the 3rd hit, then jump forward and air throw Sam before the 4th hit connects
Corner Juggles
Starter Ender
28P
(Deep in corner)
2LK > 2HP (2nd hit), Air Throw
  • Sam is very finicky to juggle
  • Use LP version (only 1f timing to juggle after 28HP)
28P
(Near corner)
2LK > 5LP > far.5HK, Air Throw
  • Must be far.5HK specifically (cl.5HK will whiff)
  • Use LP version (only 1f timing to juggle after 28HP)
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • If farther from corner, Dash + 2LK can replace 2HK
  • If deep in corner, microdash away before 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo/throw punish on reaction
  • Backdashing as a bait won't allow Kim to punish
  • A close range predictive j.HP > j.HK can punish for huge damage
    • If Kim jumps too late or from too far, she will get hit by the Getup LK
Getup LK
(block)
-5 on stand block
  • No consistent punish (sometimes 2LP), but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Can't bait with backdash, but predictive j.HP > j.HK can beat it
Getup HK
(block)
-12 on block, hits low
  • 2HK punishes at all ranges
  • Dash + any Throw punishes at close range

Strategy

Kim's neutral buttons (2LK, 2HK) are actually fairly effective against Sam since they outrange him and he struggles to punish crouching opponents. Sam can outmaneuver Kim fairly easily, but he doesn't present much of a threat unless he can get in close. If he attempts to use repeated Dash + 5LP loops, you can buffer a Command Throw during blockstun to catch him while taking minimal risk. Sam's anti-airs are fairly weak, so a well-spaced j.HP can lead to huge damage if he tries to beat it.

This is probably the only matchup where hanging back to charge meter can be especially effective. Once your Super is available, Sam can no longer use his 3rd LK Rekka (-1 on block) as Kim can easily punish it on reaction. Kim does have the slowest meter build in the game, however, and Sam can dash in quickly if you abuse this, so it should only be used in short bursts.

Sam has powerful TOD combos that work on Kim, so it's not recommended to use I Want You as a reversal - the risk greatly outweighs the reward if the opponent is skilled enough to perform these. However, if the opponent hits you and you know they will attempt a difficult link after Rekka, it's worth throwing out a reversal just in case they drop it.

Be sure to maximize your punishes whenever possible (like after Thousand Spear or Divekick), as Kim isn't great at forcing openings herself. If Sam has a life lead with time running out, he can be hard to chase down due to his mobility, and you're likely to run into a random Rekka or 5LP if you try.

Matchup Video Examples
Spabobin vs. Funkdoc 03-02-2022 - 45:33 to 57:40


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree Matchup (Mirror)

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Usually not punishable

-At close range, punish with your own 2HK
- Kim's 2LK > 2HK chain almost always pushes out to a safe range, unless started near point blank

6HK - Reversal 236K/Super are easily timed punishes at practically every range, on hit or block
  • In other words, Kim should never use her overhead in the mirror match unless it will kill
236P
(Running Lariat)
- Hold down forward or down back, then crouch throw right as Kim gets near you
  • Buffer a chained 2HK, just in case you are too early and hit with 2HP instead
  • Don't try to use a standing/command throw, as you will likely stand into the Lariat
  • 2LK xx 28HP is another option, although it is possible to mistime it so that 28HP whiffs
28P
(I Want You!)
- Dash up into a full combo or throw (depending on screen position)
Corner Juggles
Starter Ender
28LP None, unless juggled high as anti-air
  • In this case, 2LK > 2LP > 2HP, Air Throw can work
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • If too deep in corner, walk or microdash out before 2HK
  • If farther from corner, Dash + 2LK can replace 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Well-timed 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
Kim's slow backdash actually matches up almost perfectly with the Getup HK animation
  • After baiting with backdash, immediately mash your throw of choice
  • If she whiffs in neutral nearby, a quick 2LK > 2HK punish is consistent
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • You can buffer your own command throw/Super here, then quickly backdash to avoid her offense (just watch out for her jump)

Strategy

This is mostly a footsies battle with 2LK and 2HK, with a little bit of dash + 2LP sprinkled in. 6HK is basically unusable unless the damage will kill, because Kim can always reversal punish it with command throw or super.

Since Kim players often like to jump, it's important to be ready with a preemptive 2HP anti-air. I Want You can also work, but the invincibility doesn't cover the active frames so it is liable to trade. If the opponent is at low health, you can take advantage of this by using an early j.HP to force a trade for a KO. Another trick is to jump while holding forward or back so that you can quickly input an Air Throw with HK in the event you meet the opposing Kim mid-air; if she stays grounded, it simply comes out as j.HK.

Matchup Video Examples
Spabobin vs. ItsValen 08-29-2022 - 0:00 to 8:07


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Kim-Maree vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Almost never punishable on stand block, unless near point blank
  • Occasionally happens after a whiffed throw attempt

- If you duck it, 2HK is a fairly good whiff punish at most ranges

2HK - Kim's 2HK can reach if not spaced well
646LP
(LP Lion Crusher)
- Punish with any throw
  • HK Throw toward the corner is usually optimal, especially if a juggle is possible
646HP
(HP Lion Crusher)
- Unless Lion does it from absolute full screen or corners himself, there is no punish
  • It may be strategically in your favor to back yourself into the corner to prevent this, as Lion can just do this forever
  • However, this allows Lion to use long range HP Lion Bombs nearly risk free

- Kim may have to predict Lion Crusher with a 28P trade to stop him from running out the clock with safe chip damage

Normal xx 236LP
(Lion Bomb)
- Dash up throw; requires good reactions or a prediction
  • From far cancels, this won't reach
  • Dash + 2LK xx 28LP can work, but may trade

- Alternatively, hold up forward and chain j.HP > j.HK from near max jump height

  • Not a punish, but will force Lion to block or backdash
Teleport - Dash into Throw or 2LK > 2HK
  • It is very difficult for Kim to catch his teleport, but possible with a predictive dash
Super - 28P can hit him out of the transformation, if close enough

- Once transformed, Kim can only hit crouching Chibi-Lion with 2LK and 2HK

  • Best to just run away unless the time is a factor

- Kim has a very hard time punishing Chibi-Lion's special moves

  • Dash + 28LP can work on reaction to him going airborne for Drone Assist
Corner Juggles
Starter Ender
28LP None, unless juggled high as anti-air
  • In this case, 2LK > 2LP > 2HP, Air Throw can work
HK Throw
(Near corner)
2HK > 2HP (2 hits), Air Throw
  • Delay the 2HK to ensure both hits of 2HP connect
  • If farther from corner, Dash + 2LK can replace 2HK

Jump toward corner, OTG j.HP, jump back Air Throw

  • A little less damage, but looks really cool if it will kill
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
With an early backdash, it's possible to punish the whiff with 2LK > 2HK
  • Tons of active frames, possible for Kim to get hit when her backdash invincibility runs out
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards/neutral j.HP or j.HK can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
Getup HK
(whiff)
Backdash is too slow to bait, but predictive jump punish can work
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)

Strategy

Alongside Thorsten, the M. Lion matchup is a contender for worst in the game. Lion can teleport around the screen, and while he recovers a little closer to the opponent than Thorsten does, it's still almost impossible for Kim to chase it. He also has an excellent ranged anti-air with 6HP that shuts down any attempt to jump over bombs. What makes this match so stressful is that unlike Thorsten, Lion needs to take almost no risk to gain a life lead - simply backdash and throw bombs, and teleport away if Kim gets close. If spaced properly, Kim has no way to punish a bomb throw without a desperate Running Lariat read.

Even Kim's neutral buttons are nearly useless against Lion. If she uses 2HK and hits Lion out of a bomb throw, the bomb will usually explode before Kim recovers, and there's a good chance Lion will be able to combo into his own 2HK, making the trade massively in his favor. Lion's slide is a big problem in general, as Kim either gets no punish or an extremely weak punish at most ranges, while Lion can use it to whiff punish nearly anything Kim does.

The most effective tools for Kim in this matchup are close range j.HP (if you can manage to get in range for it), and her 6HK overhead. Lion's close range anti-airs are not the best, so you may be able to force your way in for pressure even if he blocks. As for Kim's overhead, it can technically be punished on hit or block, but it can potentially move her past a bomb throw if timed well, so it's sometimes worth the risk. It also option selects with her HK Throw, which is generally the one she wants to use.

Due to M. Lion's heavy weight, Kim can't get corner juggles after I Want You. This leaves HK Throw as her only practical corner juggle starter. Kim also has a unique OTG sequence against M. Lion - j.HP > instant jump Air Throw. Unfortunately the opponent can fairly easily mash to wake up before a j.HP can OTG, but an unaware opponent could get caught by this for huge damage. Another trick with Air Throw is that it can grab Lion Crusher out of its animation. So if you read that the opponent wants to escape the corner with HP Lion Crusher, you could preemptively jump back and come down with a j.HK while holding forward/back to option select an Air Throw.

vs. Chibi Lion:
If Lion safely activates Super, there is practically nothing Kim can do. Unfortunately, it's really easy for Lion to run away, charge meter, then transform while hiding behind a Lion Bomb. 2LK and 2HK are Kim's only attacks that connects on crouching Chibi-Lion (even 6HK whiffs over him). This makes Super essentially a guaranteed timer scam if the clock is low enough. Even if Kim has a life lead, it's hard for her to stop a short hop + Drone Assist on reaction without being countered by Self-Destruct; this does massive damage if the explosion knocks Kim back into the Drones.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 0:00 to 12:11
RCF vs. Spabobin 05-23-2022 - 0:00 to 21:30
Spabobin vs. Funkdoc 03-02-2022 - 37:29 to 45:22
Spabobin vs RCF 02-13-2022 - 39:27 to 51:26
Spabobin vs RCF 12-16-2021 - 25:07 to 48:25
Spabobin vs RCF 11-04-2021 - 1:27:45 to 1:36:45


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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