Jackie Chan in Fists of Fire/Lau/Strategy

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JCFoF Lau Win.png


General Strategy

Lau is a jack-of-all-trades character who can run a safe and steady gameplan. His long range 2HK can be canceled into 236HP, which does safe chip damage on block and causes a knockdown on hit. In the corner, this leads to highly damaging juggles against most of the cast. He can harass with his fast, long range 2LK to score confirms even from max range. A player skilled at hitconfirming can reliably combo into 236HK on standing characters, which grants extremely high damage and leads to a round-deciding mixup. The threat of 2LK and 2HK opens up two other important offensive tools for Lau: a throw which grants juggles near the corner, and a safe, unreactable overhead that can frustrate opponents into running away to avoid giving up free damage.

Lau's Super is excellent as a chip damage tool, wakeup reversal, and random move to fish for trades in neutral. Backdashing full screen to charge meter is an effective strategy, as it forces the opponent to dash in to prevent Lau from getting multiple supers per round. While Super can be punished if blocked from close range, most characters can't do anything about it when well-spaced. And because it has 5 invincible startup frames before the Super freeze occurs, there is a high likelihood that the opponent will hit a button during that time even if they intended to bait Lau's reversal uppercut. This often leads to devastating trade combos that can kill the opponent in one go.

Boss Version legality -- unless otherwise specified, Dark Lau is not tournament legal. He has easily accessible juggles that do massive damage, usually resulting in a stun.

Anti-Airs
AA Description
2HP / cl.5HP Both are very solid normal AAs
  • On hit, Lau can dash and juggle into cl.5HK > 2HP xx whiffed 236LK for a left/right mixup
623P
(Uppercut)
Good AA due to its range and invincibility
  • Usually less rewarding than 2HP
  • Most useful vs. characters with short jumps and strong air normals like Kim-Maree or M. Lion
Reversals
Reversal Description
623P
(Uppercut)
Each version is invincible up to its 2nd active frame
  • LP version is generally better since 1st hit knocks down
  • HP version will be punishable on hit if 3rd hit drops
  • Both are very unsafe on block, but LP version can be hard to punish on whiff
  • Can be used after blocked 6HK, 236LK, or 236HP to punish opponent's button press
Super Invincible until fireball appears
  • If it trades, Lau can dash up for a stun juggle
  • Also possible to do this without trade near the corner
  • Safe on block if it pushes back far enough
  • If opponent frequently baits Super, Lau can wake up with a dash + throw instead
  • Because Super screen freeze is delayed, an opponent attempting a delayed meaty will still have their button press come out



Lau Matchup (Mirror)

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - If not canceled into anything, punish with your own 2HK xx 236HP, except at absolute max range
236LK
(LK Dragon Kick)
- Throw (if done at close range)

- Plink HP~HK for better chance at punishing
- Can be difficult to punish, and Lau can use an invincible DP or Super to beat a failed punish. May be safer to backdash after blocking.

236HK
(HK Dragon Kick)
- Full combo 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 punish

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

Super
(close range)
- Block, then dash up into full BnB combo
Super
(short-mid range)
- Dash into 2HK starter

- If you're not sure that you will punish fast enough, cancel into 236HP for safety

Super
(beyond 2HK range)
- Jump after the Super freeze and hit j.HP right as you start descending

- Can chain into j.HK if close enough

Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - Dash + 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, 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, so 2LK can punish easily at most ranges
  • 4f gap between 2 hits, can interrupt blockstring with DP
  • Don't interrupt gap with Super (unsafe on hit)
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so don't use 236HK during punish attempt
  • 6HK can hop over for a predictive punish, but this will lose to Getup LK
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK > cl.5HP > 2HK xx 236LK,
2LK > 2HK xx 236LK, 2LK > 2HK xx 236HP
(stun)
  • Standing Only
  • Only practical as a punish due to the lack of hitconfirmable starter
  • Plink 2LP~2LK after each 236LK to make the links easier

Strategy

The Lau mirror is a lot of back and forth poking with spaced 2LKs, building meter for Super, and trying to convert any hit into a safe 2HK xx 236HP. 6HK will go cleanly over Lau's strong low pokes, and its forward movement helps create some space to escape the corner. This is important because combos into 236HP are devastating when landed in the corner. Lau's average dash speed makes it hard to dash in for a throw mixup in this matchup; instead, the focus should be on outranging the opponent while keeping an eye out for a whiffed 2HK, which Lau can easily punish with a dash into a close range combo.

Many Lau players like to do blocked 236HP into immediate Super, so be aware of your opponent's meter and don't throw out your own buttons immediately after blocking when they are fully stocked. They could also use an invincible 623P in the same way, but this is much easier to punish with a strong combo. If you have the execution for it, it is recommended to learn the Double LK Tatsu loop for punishes, as it is a guaranteed stun no matter the screen position.

Matchup Video Examples
Sinistar vs. CoastJam 11-01-2021 - 0:00 to 35:50
BlAzEdD0NuTs vs. Sinistar 05-02-2021 - 0:00 to 7:04
BlAzEdD0NuTs vs. Sinistar 04-28-2021 - 10:49 to 30:05
Funkdoc vs. Sinistar 04-28-2021 - 19:53 to 37:45


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


Lau vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Punish with your own 2HK xx 236HP, except near max range where it's safe
6HK - Throw can punish on hit or block unless very well spaced

- On block, 2LP and 2LK can both punish (2LK from farther ranges)
- Plink LP~LK to increase chance of timing this punish

63214P
(Crane Wings)
- If well spaced, difficult or impossible to punish

- If LP Crane Wings is canceled into from max range 2LP, it can be punished by 2HK (but no special moves will connect)
- Use its recovery to gain some ground and threaten a throw or 2LK

41236K
(Swallow Kick)
- Dash up and punish with anything that knocks down, then use the OTG infinite

- LK version has significantly less recovery time, so a quick 2HK into 236HP is a good option

Super - After the flip kick, punish with 236HK

- Because you are airborne, there is minimal risk even if it somehow trades
- Do not wait to block the followup, as it is completely safe

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
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)
Bait with backdash, whiff punish
  • Recovers crouching, so don't use 236HK during punish attempt
Getup HK
(block)
Must be blocked low
  • -7 on block, but a lot of pushback
  • 2HK xx 236HP is usually the only button that can reach for a difficult punish
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
OTG Infinite
Combo
2LK, dash 2HK > cl.5HP xx 623LP (mash), repeat
  • Can replace 2HK with another 2LK, and cl.5HP with 2HP
  • Dash is not needed in the corner
  • Note that after HP/HK Throw, Yeung's backturned state makes it difficult to juggle her outside the corner
  • Execution Tip: Slow down your 623P input
    • Helps avoid accidental fireball input caused by input leniency
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP

- (Knockdown into OTG Infinite)

HP Throw - Dash + 2HK > 2HP xx mash 623LP (knockdown)

- (Knockdown into OTG Infinite)

Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
5LK > 5LP > 5HP > 2HK xx 236LK,
2LK > 2LP > 2HK xx 236HP, 2HK > 2HP
(stun)
  • Standing Only
  • Only likely to happen as a punish due to the awkward starter
  • Pointless since any knockdown leads to a TOD

Strategy

Get one knockdown by any means necessary, then win the game with Lau's easy OTG infinite. This is one of the most lopsided matchups in the game because it's so easy for Lau to safely throw out pokes into 236HP and hope for a random knockdown. Lau's crouching buttons tend to beat Yeung's, so she has to be more careful than usual with her button placement.

If Lau gets close with frame advantage, a throw can also lead to guaranteed victory, so Yeung has to choose between frequent backdashes (cornering herself) and frequent defensive button presses (opening herself up to counterpokes). The threat of a DP from Lau also dissuades Yeung from applying her own pressure, and makes it risky to use some of her strongest tools. As long as you react to her 236LP (Crow Shot) overhead animation, Yeung has few options to maintain control of the match.

Shadow Yeung does present a slightly bigger challenge, as she can kill Lau in a single combo with a strong enough confirm. Still, she has to take a huge risk to get close enough for this to work, as she is just as vulnerable to the OTG infinite as her normal version.

Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 36:38 to 1:00:15


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


Lau vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- 2LP, 2LK, and 2HP are all 4f and in range to punish

- By plinking 2-3 of these buttons consecutively and immediately chaining into 2HK xx 236HK, you should be able to punish consistently
- Alternatively, throw is a consistent (but weaker) punish; throw toward the corner if possible

46HK
(HK Jackknife Storm)
- Punishable with a full BnB combo

- Might fly over your head if you are crouching

28K
(Gatling Kick)
- Punishable with a full combo, but difficult because there are only 3 landing frames

- 2HK has a lot of active frames and won't hit Thorsten before he lands, so 2HK xx 236HK is a good safe option
- Note that 28LK whiffs extremely quickly, so be careful about trying to punish or he might just use another 28LK

16P
(Slash Sword)
- Both versions can be punished with a dash up combo on hit or block

- A quick dash up 2HK xx 236HK will work if you aren't sure of the timing

Teleport - If you predict which direction he will go with a forward/back dash, 2HK xx 236HP is a good option to try to punish

- There are only 6 punishable recovery frames, so it can be difficult to time

Super - Crouch block, then dash up and punish with a full combo when he lands

- Thorsten only has 13 landing recovery frames, so be ready to punish immediately
- If chip damage is a concern, 623HP should beat it cleanly after the Super freeze

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • 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 236HK + juggle
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Corner Juggles
Starter Ender
236LP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)
  • This route does more damage than 236HP > 2LK, but only works from close range

- 2HK > 2HP xx whiff 236LK (reset)

  • Due to the risk of being thrown in the corner, this reset is dangerous
236HP
(Dragon Flame)
- 2LK > 2HP xx mash 623LP (knockdown)

- 2LK > cl.5HK > 2HP (reset)

HP Throw - Dash + 2LK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

Touch of Death Combos
Combo
2LK > 2LP x2 > 2HK xx Super,
dash 2HK > 2HP xx mash 623LP
(stun)
  • Must be close to the corner to pick up the juggle
*2HK won't combo into Super at max range
  • It is possible to omit one 2LP and use mashed 623HP, but the juggle can be inconsistent
Tatsu Loop Combos
Combo
2LK > 2LP x2 > cl.5HP > 2HK xx 236LK,
2LK > 2HK xx 236HP, 2LK > 2HP xx mash 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle
2LK > 2LP x3 > 2HK xx 236LK,
2LK > 2HK xx 236HP, 2LK > 2HP xx mash 623LP
(stun)
  • Crouching Only
  • Must end up in the corner to stun from 236HP juggle
  • If lights are chained too quickly/slowly, 236LK can whiff or lose some frame advantage

Strategy

Lau and Thorsten both have incredible 2LKs, but Lau has better movement and can assert his offense a bit more easily. This is one matchup where hanging back to build meter might be detrimental for Lau, as Thorsten can do the same thing but with much higher reward for landing his Super. If Thorsten builds a large life lead, he will probably start backdashing and teleporting away randomly. The only way to punish this is to predict a HP Teleport with your own backdash, then force him close to the corner so he has nowhere else to run. This often takes a long time to accomplish, and it can be difficult to regain the lead before time runs out.

Thorsten's 2HK on block tends to push him out to a range where your own 2HK will whiff, and he can use this opportunity to dash in for a big combo. Try to avoid using 2HK without chaining into it to avoid this scenario.

In the corner, Lau can get more damage by ending combos with 236LP, then juggling into 2HK like he normally would (this juggle has a lenient 12f window). 236HP into 2LK also works, but for less damage. It is technically possible to use 236HP into 2HK, but this requires frame perfect timing.

Midscreen after HK Tatsu, Lau cannot juggle cl.5LK > cl.5HK > 2HP, which normally gives higher damage and better mixups. You must stick with 2HK > 2HP xx whiff 236LK if you want to reset. Because of Thorsten's heavy weight, midscreen resets are fairly weak anyway, so Lau's best options here are usually overhead or throw instead of a left/right mixup.

It is important to be ready to punish Thorsten's 28LK properly, as many players like to use this move randomly. Your own 2LK will catch his landing frames if timed as a meaty upon Thorsten's landing, which can then chain into a full punish. Many players attempt a punish too early or too late, which often leads to eating another 28LK immediately afterward. If you suspect your opponent is mashing this move in blockstrings, try chaining your 2LPs into 2LK > 2HK to catch him not blocking low.

Matchup Video Examples
Funkdoc vs. Sinistar - Friends of Fire 4 - 58:11 to 1:02:47
Sinistar vs. Funkdoc 07-08-2021 - 0:00 to 16:20
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:58
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:13
Funkdoc vs. Sinistar 05-29-2021 - 0:00 to 12:10
Funkdoc vs. Sinistar 04-28-2021 - 12:25 to 19:47
BlAzEdD0NuTs vs. Sinistar 04-28-2021 - 10:00 to 10:43


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


Lau vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - Throw, or 2LK if very poorly spaced
  • Unsafe if it connects before the apex of the hop

- 2LP is a good button to stuff it before it connects, followed by Dash + juggle

Light Normal > 6HK chain - Can 623LP through the gap on hit or block
  • Hard to do on reaction, usually done as a read
  • Super can interrupt, but is unsafe on hit if Drunk was too close
236P
(Jug Throw)
- 6HK and 236HK done preemptively can move past the jug
  • Don't use from mid range or farther, as Lau will get hit airborne for a damaging juggle

- Super can also work from around midscreen (destroying the jug + continuing forward)
- Dash as a prediction, then Throw on reaction to seeing the jug

Blockstring into
236P Jug Throw
- 236HK goes airborne and avoids the blast
  • 623P can also work, but may trade at farther ranges
  • Super trades, but if you can survive the jug hit this can lead to high stun juggle
621P
(Drunk Dragon)
- Reversal 236HK punishes both versions on hit/block
236K
(Tricky Kick)
- Full combo punish on block
  • Can only cross you up midscreen, and only from fairly close range
28P
(JackieCopter)
- Full combo punish
  • Wait until Drunk has fully landed to punish
Super - Full combo punish

- Only has 10 landing frames, so be ready with proper punish timing
- The proximity guard of this move can prevent you from walking to position yourself for a punish
- Dash away from Drunk, then walk/dash forward as he descends

Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 2HK xx 236HP while his far.5HP whiffs
  • Always option select this punish in case the infinite drops
  • 236HK drops at most ranges, so don't try it
  • You can also just mash reversal 623P in case the link drops, but this can be baited
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - Dash + 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, simple 2LK confirm to punish
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • Early Dash + 2HK is most consistent
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • Immediate 236HP is most consistent punish
  • If you backdashed early enough, a quick Dash + 2HK can reach
  • 6HK can also hop over the first hit
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Too much pushback for any useful punish
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • Can work midscreen if 2HK is canceled to Super before trading with Jug
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK > 2LP > 2HP > (slight delay) 2HK xx 236LK,
2LP > 2HK xx 236HP, 2HK > 2HP xx 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle
  • 2HP is interchangeable with cl.5HP, other than having a longer chain window

Strategy

Lau's 2LK can compete with Drunk's pokes, but this matchup becomes disastrous once Drunk gets the momentum at close range. His infinite has variations that work against both standing and crouching Lau, so you can't afford to let him get a good confirm. Something as simple as having your 6HK backdashes in the corner will result in a lost round, so your goal should be to play as safely as possible while building meter, and using Super in an unpredictable way that is unlikely to be punished.

236HK can work as a prediction or reaction against Jug Throw, but the last hit is liable to drop if used from too far. Super is another good option if you can survive the trade damage, as Lau can dash in for a powerful juggle afterward. If you get caught using 2HK while he throws a jug, canceling into a quick special move or Super can often save you, or at least prevent Drunk from getting a trade combo out of the exchange.

Drunk Jackie's defense is generally his weakest area, so rapidly chaining 2LPs and mixing between 2LK > 2HK (to catch backdash) or dash up throw is a good option if you can safely work your way to close range. When you are on the defensive, always keep the threat of Drunk's overhead in mind, especially after blocking a dash up light normal or defending against an air reset. It is hard to react to, so you will likely have to build the muscle memory to block it through experience.

Matchup Video Examples
Spabobin vs. Sinistar - Friends of Fire 6 - 51:35 to 57:42
Spabobin vs. Sinistar - Kuma's Kumite - 1:21:57 to 1:28:30
Funkdoc vs. Sinistar - Vortex Gallery Practice Tournament - 1:33:29 to 1:39:35
Spabobin vs. Sinistar - Friends of Fire 5 - 37:24 to 42:19
Spabobin vs. Sinistar - Friends of Fire 5 Grand Finals Part 1 Part 2 - 1:42:10 to 1:45:36, 1:52:23 to 1:57:05
Sinistar vs. Spabobin 09-01-2021 - 0:00 to 15:23
Sinistar vs. Funkdoc 08-31-2021 - 0:00 to 24:07
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 32:48
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 18:42
Sinistar vs. Spabobin 07-14-2021 - 0:00 to 23:37
Sinistar vs. Spabobin 07-08-2021 - 1:50 to 20:31
Spabobin vs. Sinistar 07-03-2021 - 0:00 to 21:10
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:28
Sinistar vs. Funkdoc 06-30-2021 - 0:00 to 10:59
Spabobin vs. Sinistar 05-08-2021 - 0:00 to 59:32
Spabobin vs. Funkdoc 05-04-2021 - 38:04 to 48:40
Spabobin vs. Sinistar 05-02-2021 - 21:11 to 1:17:44


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


Lau vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - 2HK xx 236HK (after ducking the 2nd hit)
236HK
(HK Crush Kick)
- 2LK or 2LP can punish only if used at close range; chain into 2HK xx 236HP

- Difficult to distinguish between 236LK and 236HK (HK moves farther)
- Use frequent 2LP and 6HK to discourage him from abusing the move in neutral
- Never attempt a punish if Dragonball Jackie has Super stocked, as he can blow through a mistimed punish

41236P
(Tiger Fist)
- Reversal 236HK is the easiest and most consistent punish

- 2HK xx 236HK can add a little damage, but the timing is more strict

Super - Reversal 236HK (same as Tiger Fist)
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, it's very difficult to dash in for a punish
Getup LK
(block)
-5 on stand block
  • Punish is inconsistent if blocked, 2LK can usually reach but 2HK can whiff afterwards
Getup HK
(whiff)
2 hits, easy to dash in and punish after the 2nd one
  • Recovers crouching, so don't use 236HK in punish
  • 6HK hops over the first hit, but doesn't hit low enough to counter it
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Punish with 2HK xx 236HP if this happens, as DB Jackie will still be crouching
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - 2HK > 2HP xx mash 623LP (knockdown)

- 2LK > cl.5HK > 2HP (reset)

Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK, link 2LK > 2HK xx 236LK,
2LK > 2HK xx 236HP, 2HK > 2HP xx 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle

Strategy

Your 2LK and 2HK are much better than Dragonball's pokes, but you will have to use them more sparingly or else Crush Kick will hop over your lows. 2LP is a good, safe neutral button that stuffs this move and allows for a dash up juggle afterwards. Dragonball has slightly better movement overall, but his buttons are generally not good enough to give him the overall advantage.

Always be ready to punish Tiger Fist with a 236HK juggle to dissuade the opponent from spamming this move. It is much easier to play neutral against him without the constant threat of this attack countering your pokes. On the defensive end, be aware that Dragonball has a TOD combo against Lau. This TOD is only practical as a punish (since it requires a point blank 5LP and standing), so avoid doing anything too unsafe like a DP or point blank Super.

Dragonball Jackie has a command throw, which when done as a reversal has the potential to punish your 6HK or 236LK (depending on range). It is a good idea to backdash after 6HK even on hit, since you can get thrown out of your next move's startup.

Matchup Video Examples
[ Video Links]


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


Lau vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Punish with 2HK xx 236HP if poorly spaced

- If Admiral spaces it well, 2HK may reach but the 236HP will whiff
- Do not attempt to cancel into 236HK, as Admiral will recover crouching

41236P
(Dragon Palm)
- Dash + 2LK > 2HP > 2HK xx 236HK (stronger)

- 2HK xx 236HP (safer)

623K
(Double Dutch)
- Full combo punish

- LK DP whiffs quickly in neutral, so be careful if trying to punish at mid range

Super - Block, dash 4-6f, 2HK xx 236HP (difficult but safe)

- If Super was done raw, Lau can 623LP through it
- Point blank raw Super (i.e. done as a reversal) has less pushback
- If this happens, immediate 2HK xx 236HP can reach for a punish

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Recommend Dash + 2HK xx 236HP (236HK often drops final hit)
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Punishable by 2HK if stand blocked
  • 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, so you can backdash to bait and punish
  • Dash + 2HK xx 236HP is consistent punish
  • Recovers crouching, so don't use 236HK in punishes
  • Can predictively 6HK over the Getup HK animation
Getup HK
(block)
-11, must be blocked low
  • Punishable by 2HK xx 236HP
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - Dash + 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

Touch of Death Combos
Combo
2LP x4 > 2LK > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
  • This is slightly different from the usual route, which starts with 2LK > 2LP x4
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK > 2LP, link 2HK xx 236LK,
2LK > 2HK xx 236HP, 2HK > 2HP xx mash 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle

Strategy

Lau's 2LK contests Admiral's light normals fairly well, but all it takes is one opening for Admiral to start his near-infinite pressure. If you can frustrate the Admiral player by beating his 2LP consistently, he may try poking with 2HK instead; this is very whiff punishable on reaction due to Lau's own long sweep range. Unfortunately, Lau won't be able to get a strong juggle unless Admiral was cornered since he recovers crouching.

Using an occasional 623LP or reversal Super can cause the Admiral player to occasionally stop their offense, but the risk outweighs the reward each time you attempt this.

When confirming 236HK on standing Admiral, be sure not to use 3 chained light normals (2LP x3 or 2LK > 2LP x2). This will cause the final hit of HK Tatsu to drop. Use 2-4 chained lights, or start with 2LK > 2LK for a more consistent hitconfirm that doesn't drop.

One trick that commonly works for Admiral is to purposely have his sweep blocked at max range, then wait for Lau to attempt 2HK xx 236HP as a punish. If spaced properly, the 236HP will whiff its final hits, opening Lau up to a punish. At this range, stop the punish immediately after 2HK and you should be safe due to pushback.

Matchup Video Examples
Sinistar vs. Spabobin - Friends of Fire 6 - 32:30 to 39:43
Spabobin vs. Sinistar - Quarantined Rapport 4 - 1:42:50 to 1:50:40
Funkdoc vs. Sinistar - Friends of Fire 5 - 1:03:47 to 1:12:15
Funkdoc vs. Sinistar 11-09-2021 - 0:00 to 8:00, 9:54 to 15:14
Sinistar vs. Spabobin 09-11-2021 - 0:00 to 16:11
Sinistar vs. Funkdoc 08-26-2021 - 8:54 to 50:12
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:04
Sinistar vs. VickiViperZabel 05-21-2021 - 0:00 to 56:46


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


Lau vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- As soon as you block, hold up forward and use the following stun combo:

- j.HP > j.HK, dash 2LK > 2HP > 2HK xx 236HK, dash 2HK > cl.5HP xx mash 623HP
- Hit the j.HP just as you begin descending, or it won't punish fast enough
- To achieve stun, all 3 hits of 236HK must connect, and 623HP must be fully mashed
- Some hits of mashed 623HP may drop if almost in the corner; if fully in the corner, you will switch sides and continue as normal

236P whiffed
(Thousand Spears)
- Wait for hands to stop, then immediate 2HK xx 236HP

- Much less recovery time due to no followup attack, so it's harder to dash in for an optimal combo
- Don't attempt to cancel into 236HK, as it will often whiff the final hit at this range

214K
(Divekick)
- 2HK xx 236HK will work at most ranges, unless divekick hits very low (knees or below)

- Can also reaction 623LP after you see him go airborne

Super - Punish with a full BnB combo 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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 2LK can reach, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Recovery is fast, so backdashing makes it hard to punish afterward
  • The last 7 recovery frames are standing, so stand-only punishes like 236HK can work
  • 6HK will whiff over this, but doesn't reach far enough downward to hit
Getup HK
(block)
-12 on block, hits low
  • 236HK can punish at far ranges, 2HK starter works from closer
    • Starting with 2HK from max range will drop the followup
  • The last 7 recovery frames are standing, so stand-only punishes like 236HK can work
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - 2HK > 2HP xx mash 623LP (knockdown)

- 2LK > cl.5HK > 2HP (reset)

Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LP > delay 2LP > 2HK xx 236LK,
2LK > 2HK xx 236HP, 2HK > 2HP xx mash 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle

Strategy

Lau's 2LK and 2LP completely dunk on Sam, who has no real answer to these in neutral. Just harass him with low pokes and chip damage and he will be forced to take massive risks to even land a single hit. Watch out for random divekicks and punish accordingly, and be wary of sticking a poke into a whiffed midscreen Thousand Spear, as it will suck you in for the full animation.

Midscreen after HK Tatsu, Lau cannot juggle cl.5LK > cl.5HK > 2HP, which normally gives higher damage and better mixups. You must stick with 2HK > 2HP xx whiff 236LK if you want to reset. Due to Sam's light weight, Lau can still easily cross under after this, so it's not much of a problem.

If Sam manages to make you block his Rekkas, just remember the 3rd hit is an overhead. He may also stop after 2 and try to dash up and throw, but Sam's throws are fairly mediocre unless he has you cornered. When he has Super stocked, never attempt anything that leaves you standing, like a throw, since he can punish heavily with his invincibility. If his Super hits you crouching or airborne, you can punish him after taking a small amount of damage at worst.

Sam's best pressure option is to continuously dash into 5LP, and occasionally mix up with throw. These are almost never a true blockstring, and can easily be beaten with a 623LP or Super. However, because Sam has TOD combos, it is probably not worthwhile to attempt this on defense.

Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 13:39 to 36:28


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


Lau vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2HK xx 236HP if badly spaced

- Never cancel into 236HK since Kim will recover crouching

6HK - Throw punish on hit or block if done from close range

- Plink HP~HK Throw for easier timing
- Can be difficult to judge spacing; if Kim chained from a ranged 2LK/5LK, don't attempt throw punish
- On block, 2LK or 2LP can punish; frame perfect, high risk of being thrown yourself if mistimed
- Plink 2LP~2LK to increase the punish window if you attempt this
- Immediate backdash into crouch block is a safe option that will beat anything Kim can do after overhead

236P
(Running Lariat)
- Stay crouched, then punish with 2LK combo starter as she gets close

- If she runs past you with the HP version, you may be able to chase her down and punish with 2HK depending on screen position

28P
(I Want You!)
- Dash up into a full BnB punish
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 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)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2HK xx 236HK if you manage to make her whiff nearby
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
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Corner Juggles
Starter Ender
236HP
(Dragon Flame)
- 2HK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

HP Throw - Dash + 2LK > 2HP xx mash 623LP (knockdown)

- Dash + 2LK > cl.5HK > 2HP (reset)

Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx 236HP,
2LK > cl.5HP xx mash 623LP
(stun)
  • Corner Only
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
  • Must be somewhat close to the corner to pick up the juggle
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK > 2LP > 2HP > delay 2HK xx 236LK,
2LK > 2HK xx 236HP, 2LK > 2HP xx 623LP
(stun)
  • Standing Only
  • Must end up in the corner to stun from 236HP juggle
    • 2HP is interchangeable with cl.5HP, other than having a longer chain window

Strategy

There is no reason to take any risk in this matchup -- simply poke with 2LK > 2HK xx 236HP to push Kim backwards on hit or block, and be ready to 623P against any jump attacks. She realistically has no way to get close to Lau unless you do something like 6HK or 236LK that puts you within her throw range. Kim's 2LK and 2HK are decent pokes, but not very effective when compared to Lau's same buttons. It is usually not worth attempting to punish her 2HK, as whiffing your own 2HK can give her the opportunity to dash in for a throw. A desperate Kim may attempt a Running Lariat, so be sure not to stand in neutral very often.

If Kim lands an overhead, there is a strong chance she will try to use I Want You! immediately afterwards. Simply backdash, and quickly dash forward on reaction if she does this. If the overhead is blocked she will likely be able to command throw or Super if you stay in range and miss the punish. Backdashing is usually the safer option on block as well, although you can punish with 2LK, 2LP, or 2HP if you are confident.

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


Lau vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Generally safe if blocked, unless very poorly spaced

- If you duck under it, a 2HK whiff punish is possible at many ranges

2HK - 2HK xx 236HP will punish if the slide is not well spaced
646LP
(LP Lion Crusher)
- Punishable with a full 2LK BnB combo if it recovers near you
646HP
(HP Lion Crusher)
- Only punishable if Lion corners himself, or he uses it from long range and recovers near you

- Punish with a full combo if he recovers right next to you

Normal xx 236LP
(Lion Bomb)
- Dash up throw can punish reliably, but takes good reactions or a prediction

- If Lion's light normal was well spaced, it can be a tight window to land the throw before bomb explodes
- Dash up 2LK xx 236HK or dash up 623LP can also work, but must be done very quickly
- Raw 236HK will work if close enough
- Don't use 236HK at midrange vs. raw Bomb, as final hit can drop
- Super can work as a trade; if near the corner, juggle is possible

Teleport - 2HK is good for reaching Lion; cancel into 236HP at range, or 236HK if close

- May need to dash in the direction he teleports first, depending on which version is used

Super - 623LP can hit Chibi-Lion, and will knock down to end the transformation
Corner Juggles
Starter Ender
236LP
(Dragon Flame)
- 2LK > 2HP xx mash 623LP (knockdown)
236HP
(Dragon Flame)
- None
HP Throw - 2LK > 2HP xx mash 623LP (knockdown)

- 2LK > cl.5HK > 2HP (reset)

  • Not recommended, as Lion can easily throw you back into the corner
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards 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)
Can backdash to bait, then Dash + 2HK punish starter
  • Recovers crouching, so don't use 236HK in punish
  • 6HK can hop over and beat it clean
  • Invincibility runs out early, so you can stuff it
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)
Misc Note A meaty Super can be a good (but semi-risky) option against Getup Attacks
  • Try to space it so it's safe if blocked
Touch of Death Combos
Combo
2LK > 2LP x4 > 2HK xx Super,
dash 2HK > 2HP xx mash 623LP
(stun)
  • Corner juggle only
  • 2HK won't combo into Super at max range
Tatsu Loop Combos
Combo
2LK x2 > 2HP > delay 2HK xx 236LK,
2LP > 5LK > 6HK, [dash 1f, 5LK > 6HK] x5
(stun)
  • Standing Only; must start from point blank, and chain the 2LKs quickly
  • Wait until Lau's arm fully rises upward in the 2HP animation before chaining to 2HK
  • The 2LP is a 1f link, and each dash 5LK has frame perfect timing except for the final one with a 2f window

Strategy

Lau has a slight edge in neutral due to his longer range cancelable normals, but this is far from an easy matchup. Lion has the advantage at longer distances due to his Lion Bomb, which does good chip damage and allows Lion to dash up for more pressure. While Lau is dashing forward, it is possible to react to a bomb through with 236HK Tatsu. However, at many ranges it is possible for the final hit to drop, leaving Lau open to a full combo punish. Only attempt this if you can get close to Lion, or in a guaranteed punish scenario (such as after a light normal canceled into Lion Bomb). It is also possible for the final hits of Lau's fireballs to whiff at longer range, which can make it punishable on hit or block if the opponent is ready for it.

HK Tatsu can even whiff during combos. Any combo with 5 light normals before 2HK is practically guaranteed to cause a whiff, and a string like 2LK, 2LK, 2HK will only work if starting at point blank. Try to use fewer light normals during confirms to avoid this problem.

Because Lion has a wide hurtbox, you can get extended pressure sequences against him in the corner. It is recommended to end corner combos in 236LP, as this allows a juggle afterward; Lion is too heavy to juggle after 236HP. It is difficult (sometimes impossible) to cross under Lion after a corner juggle, so going for a high/low/throw mixup is generally preferable. Be careful when Lion is backed near the corner, as he can attack with HP Lion Crusher to safely escape. He may also try to escape with HK Teleport (which switches sides), but if you are attentive you can punish this with a backdash into 2HK starter.

One of the most dangerous situations against Lion is to be thrown in the corner. None of Lau's reversal specials or Super will beat a meaty 2LK after the corner reset, although it is possible for a reversal Throw to work if Lion is close enough (rarely worth the risk). If he goes for repeated throw loops, however, your best option to punish this is HK Tatsu, since it's airborne on the first frame and leads to a strong juggle. If you establish that you are willing to use this move defensively, the opponent will likely stop trying to throw loop, making their offense much more predictable. It's not recommended to try reversal Super in this scenario, since it will whiff the final hits against a close range opponent, leaving Lau punishable.

vs. Chibi Lion:
From around half screen, Lau can react to the Super transformation with Dash + 2HK xx 236HK to juggle Chibi-Lion as he falls to the ground. It will usually connect in a way where the 3rd hit of HK Tatsu causes a knockdown state, ending the transformation; if it fails to connect, Chibi-Lion can't usually do much to punish it so it's worth the risk. From longer range or when hiding behind a Lion Bomb, there is nothing Lau can do to prevent the Super activation.

Lau has no real way to force a mixup or chip damage on Chibi-Lion, as 6HK, Fireball, and Tatsu all whiff on his crouching hurtbox. If the clock is low enough, this is a guaranteed timer scam scenario. Lau's only last-ditch option is to use LP Uppercut for one hit of chip damage right as time expires; this will also trade favorably if the opponent self-destructs. If time is not a factor, Lau can simply sit near max 2LP range so he can react to any aerial movement with 2LP followed by a dash + knockdown juggle. By staying at this range, he also doesn't have to worry about being instantly thrown by M. Lion if the transformation suddenly ends.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 0:00 to 10:49
Sinistar vs. RCF - Kuma's Kumite - 1:16:27 to 1:20:55
GriffyBones vs. RCF - Vortex Gallery - 2:32:24 to 2:39:25
Spabobin vs. RCF 02-13-2022 - 56:30 to 1:02:02
Spabobin vs. RCF 12-16-2021 - 48:38 to 1:22:47
Spabobin vs. RCF 12-05-2021 - 0:00 to 1:06:22
Sinistar vs. Funkdoc - 08-31-2021 - 24:14 to 27:42


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




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