Jackie Chan in Fists of Fire/Lau/Combos

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JCFoF Lau Charge.png


Lau'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

Combo Note: 2HP and cl.5HP are nearly identical in combos, except that 2HP will come out regardless of proximity.
2HK > 2HP reset is more consistent but doesn't juggle the opponent as high. cl.5LK > cl.5HK > 2HP is stronger but may drop on some characters/screen positions.

Notation Damage Location Characters Notes
2HK xx 236HP,
2HK > 2HP xx mash 623LP (knockdown)

57%

Corner

Everyone but M.Lion

  • If not fully in the corner, you can skip the 2HP or use Microdash + 2LK
  • vs. Thorsten: 2HK has 1f timing
    • Easier to use 2LK juggle, or use 236LP > 2HK juggle


2HK xx 236HP...
... cl.5LK > cl.5HK > 2HP (reset)
... 2HK > 2HP xx whiff 236LK (reset)

51%
(47%)

Corner

Everyone but M.Lion

  • cl.5LK route is stronger and juggles higher for better left/right mixup
  • 2HK route is more consistent, but has worse frame advantage


2LK > 2LP x3 > 2HK xx 236LP...
...2HK > 2HP xx mash 623HP (Thorsten)
...2LK > 2HP xx mash 623HP (M.Lion)

58%
(51%)

Corner

Thorsten, M.Lion

  • Reset is also possible, but generally weak vs. heavy characters
  • vs. M.Lion: Can use one extra 2LP in hitconfirm
    • 2LK juggle has a 2f window, must be input very early before Lion hits the ground
  • vs. Thorsten: this route has a 12f juggle window into 2HK
    • This route is stronger than 236HP + 2LK Juggle


2LK > 2LP x3 > 2HK xx 236HK, Dash...
... 2HK > 2HP xx mash 623HP (knockdown)
... cl.5LK > cl.5HK > 2HP (reset)
... 2HK > 2HP xx whiff 236LK (reset)

58%
(52%)

Anywhere

Universal
(Standing)

  • Main hitconfirm against standing opponents
    • vs. Thorsten, Drunk, Sam: use 2HK > 2HP starter on resets
    • 2HP will whiff on the cl.5LK reset route
  • After reset, you can side switch to prevent opponent's backdash
  • vs. M.Lion: longer hitconfirms cause the final hit of HK Tatsu to drop
  • vs. Admiral Jackie: If you start exactly 3 light normals, the final hit of HK Tatsu will drop
    • Use 2 or 4 chained lights, or start with 2LK > 2LK


2LK > 2LP > cl.5HK > 2HP xx 236HK, Dash...
... 2HK > 2HP xx mash 623HP (knockdown)
... cl.5LK > cl.5HK > 2HP xx whiff 236LK (reset)
... 2HK > 2HP xx whiff 236LK (reset)

70%
(64%)

Anywhere

Drunk, Dragonball, *Thorsten (Standing)

  • Character-specific, high damage HK Tatsu route
    • Mostly for punishes since it's not easily confirmable
  • vs. Thorsten: Can only start with one light normal
  • vs. Drunk, Thorsten: must use 2HK > 2HP route for resets


5LP > LP (Autocombo), 2LK > 2HK xx 236HK, Dash...
... 2HK > 2HP xx mash 623HP (knockdown)
... cl.5LK > cl.5HK > 2HP (reset)

59%
(54%)

Anywhere

Universal
(Standing)

  • Link is possible out of the 2nd hit of Normal Autocombo
  • Because Autocombo only hits standing opponents, the 236HK juggle route will always work


2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP (stun)

100%

Corner

Lau, Yeung, Drunk, Dragonball, Sam, Kim

  • vs. Thorsten: Juggle works but doesn't lead to stun; difficult timing


2LP x4 > 2LK > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP (stun)

100%

Corner

Admiral Jackie

  • Same as above, but must begin the combo differently vs. Admiral Jackie



Throw Combos

Notation Damage Location Characters Notes
HP Throw, dash...
... 2HK > 2HP xx mash 623LP (knockdown)
... 2LK > cl.5HK > 2HP (reset)

47%
(41%)

Corner

Universal

  • Using 2LK instead of 2HK makes the juggle easier against heavies
  • Must dash before juggling against Yeung, Lau, Admiral, Drunk, Kim, and Thorsten



Overhead Combos

Notation Damage Location Characters Notes
6HK (meaty), 2LK > 2HK xx 236HP

45%

Anywhere

Universal

  • Meaty overhead is a good option after Lau's air reset juggles, as it is throw invincible and fast
  • Opponent will usually be crouching if it connects, so combo into 236HK is unlikely
  • Can add more 2LPs or pick up a corner juggle for more damage



OTG Options

Notation Damage Location Characters Notes
2LK > dash 2LK, dash 2HK

~7%

Midscreen

Universal

  • More reliable than trying to get sweeps midscreen.


[2HK > whiff cl.5HP] x3

~13%

Corner

Universal

  • cl.5HP is the fastest normal to whiff for quick recovery


2LK, Dash + 2HK > 2HP xx mash 623P, repeat

100%

Anywhere

Yeung

  • OTG Infinite on Yeung only
  • In the corner, dash is not necessary
  • If Yeung is backturned (i.e. after Throw), must get very close for the juggle to work
    • In this case, cl.5HP cannot be substituted for 2HP because far.5HP will come out
  • Delay the 623P input slightly to avoid accidental 236P



Miscellaneous Combos

Notation Damage Location Characters Notes
Super, dash 2HK > 2HP xx mash 623LP

55% +

Corner

Universal

  • The forward dash after Super must take you near the corner for the juggle to work
    -If the Super trades hits, can pick up the juggle midscreen
  • The heavier the character, the closer to the corner you'll have to be to juggle
  • Can stun depending on how the opponent is juggled, and whether there was a combo into the Super


Getup LK (2nd hit only), Dash...
... 2HK > 2HP xx mash 623HP (knockdown)
... cl.5LK > cl.5HK > 2HP (reset)

36%
(30%)

Anywhere

Universal

  • Lau's Getup LK launches the opponent, but consumes both juggle points if the first hit connects
  • There is a 4f gap between the 2 hits that can hit an opponent who stops blocking
  • As always, use 2HK > 2HP xx whiff 236LK when resetting Thorsten, Drunk, Sam


Pursuit Counter (back near the corner), Dash...
... 2HK > 2HP xx mash 623LP (knockdown)
... 2LK > cl.5HK > 2HP (reset)

33%
(30%)

Corner

Universal

  • Lau's pursuit counter flips the opponent backwards, so it only works if Lau's back is to the wall
  • If Lau is backturned before knockdown, he will throw the opponent the wrong direction
  • A reset into meaty 6HK can lead to a stun combo on everyone except M. Lion


[2LK, dash], repeat...

varies

Anywhere

Universal

  • Can dash loop with 2LK, 2LP, or 5LP (2LK is optimal for damage)
    • Not an infinite, but can help extend hitconfirms



LK Tatsu Loops

Notation Damage Location Characters Notes
2LK > cl.5HP > 2HK xx 236LK,
2LK > 2HK xx 236LK,
2LK > 2HK xx 236HP (stun)

100%

Anywhere

Lau
(Standing)

  • Extended combo with two consecutive 1f links; not hitconfirmable, but useful as a punish
  • After each 236LK, can plink 2LK > 2LP to make the link easier (chain immediately into 2HK)
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


cl.5LK > 5LP > cl.5HP > 2HK xx 236LK,
2LK > 2HK xx 236HP,
2HK > 2HP xx 623LP (stun)

100%

Midscreen to Corner

Yeung
(Standing)

  • Can link two lights after 236LK (no need for 623P in this case)
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK > 2LP x2 > cl.5HP > 2HK xx 236LK,
2LK > 2HK xx 236HP,
2LK > 2HP xx mash 623LP (stun)

100%

Midscreen to Corner

Thorsten
(Standing)

  • Can plink 2LK > 2LP after 236LK to make the link easier (chain immediately into 2HK)
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK > 2LP x3 > 2HK xx 236LK
2LK > 2HK xx 236HP,
2LK > 2HP xx mash 623LP (stun)

100%

Near Corner

Thorsten
(Crouching)

  • Similar to above combo, but on crouching Thorsten instead
  • It is possible to chain the 2LPs too quickly or too slowly, making the 236LK whiff
  • For style points, the following combo also works after 236LK:
    -3LP > 3LK > 6HK, (dash 1-2f) 2LK > 2HK xx 236HP, 2LK (stun)


2LK > 2LP > 2HP > (slight delay) 2HK xx 236LK,
2LP > 2HK xx 236HP,
2HK > 2HP xx 623LP (stun)

100%

Midscreen to Corner

Drunk Jackie
(Standing)

  • Must manually delay the 2HK; slower than standard chain timing, but not the slowest possible timing
  • Must link into 2LP after 236LK because Drunk Jackie's foot hurtbox is too far back for 2LK (can't plink 2LK > 2LP)
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK, 2LK > 2HK xx 236LK,
2LK > 2HK xx 236HP,
2HK > 2HP xx 623LP (stun)

100%

Midscreen to Corner

Dragonball Jackie
(Standing)

  • Manually link the second 2LK to create the right spacing
  • Can plink 2LK > 2LP after 236LK to make the link easier
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK > 2LP, link 2HK xx 236LK,
2LK > 2HK xx 236HP,
2HK > 2HP xx mash 623LP (stun)

100%

Midscreen to Corner

Admiral Jackie
(Standing)

  • Must manually link the 2HK after the opening chain (2f link window)
  • Can plink 2LK > 2LP after 236LK to make the link easier
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LP > delay 2LP > 2HK xx 236LK,
2LK > 2HK xx 236HP,
2HK > 2HP xx mash 623LP (stun)

100%

Midscreen to Corner

Sam
(Standing)

  • The 2LPs must be slowed down slightly, but still chained together
  • Can plink 2LK > 2LP after 236LK to make the link easier
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK > 2LP > 2HP > delay 2HK xx 236LK,
2LK > 2HK xx 236HP,
2LK > 2HP xx 623LP (stun)

100%

Midscreen to Corner

Kim-Maree
(Standing)

  • Can use 2HP or cl.5HP interchangeably
    -2HP has a more lenient delay window but it's also possible to delay 2HP too much
  • Can plink 2LK > 2LP after 236LK to make the link easier
  • Can also end in 236HK instead of 236HP if not in corner (does less stun)


2LK > 2LK > 2HP > delay 2HK xx 236LK,
2LP > 5LK > 6HK,
[dash 1f, 5LK > 6HK] x5 (stun)

100%

Anywhere

M. Lion
(Standing)

  • Must start from point blank for this route to give the correct spacing
  • The delay between 2HP > 2HK is precise, and the 2LP is a 1f link
  • The final 5LK has a 2f window, as Lau won't need the precise spacing for another followup



Dark Lau Combos

Notation Damage Location Characters Notes
2LK > 2LP x2 > 2HK xx 236HK,
dash 2LK > cl.5HK > 2HP xx (whiff) 236LK,
dash cl.5HK > 2HP xx mash 623HP (stun)

100%

Anywhere

Everyone but Thorsten & M. Lion

  • TOD on standing characters
  • Slight variations, like how the mashed DP hits connect and whether 236HK gets 2 or 3 hits, can affect stun


2HK xx 236HP, 2LK > 2HP > cl.5HK,
juggle 236HP (stun)

100%

Corner

Everyone but M. Lion

  • Juggle 236HP as low to the ground as possible


2HP (anti-air), dash cl.5HK > 2HP xx whiff 236LK,
dash cl.5HK > 2HP xx whiff 236LK

29%

Anywhere

Universal

  • Anti-air juggle with near fullscreen corner carry that sets up a left/right mixup for stun
  • Against M. Lion, replace last juggle with 2LP > cl.5HK > 2HP xx (special)
  • The final left/right mixup is unlikely to work on heavier characters, so ending in knockdown for more damage may be optimal





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