Jackie Chan in Fists of Fire/Sam

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Oh yeah!

Intro

JP Name: サム

Sam Wong, also known as Ming-Sing Wong, was the coordinator for Jackie Chan's stunt team for several years. He worked with Jackie in films such as The Legend of Drunken Master, Thunderbolt, City Hunter, and more. In Fists of Fire he fights using Kung-Fu.

Sam has a rushdown playstyle, using his quick dash to mix up with his advantageous standing LP and throw. He struggles to land significant damage on crouching opponents, which forces him to open up the opponent far more often than most characters in order to win a round. If he does land a standing hit, he has the option to use high-execution combo extensions that can kill some opponents in a single sequence.


Strengths Weaknesses
  • High damage potential vs. cornered or standing opponents
  • Rekkas give safe chip damage and a decent mixup
  • Strong jab pressure into tick throws
  • Rekkas and Super are good for punishing many attacks that are usually harder to punish
  • Sam's hurtbox during crouching hitstun shrinks, making some combos drop
    (i.e. Admiral 41236P, Thorsten 46K)
  • Very few options against crouching characters
  • Poor range on his normals and his main combo special
  • Buttons have few active frames, so his anti-airs and counterpokes are weak
  • Difficult and highly situational combos
  • Terrible wakeup game--no reversal options; Getup LK whiffs against crouchers, while Getup HK is very unsafe
  • Overhead is incredibly slow to hit crouchers, giving little incentive for Sam's opponent to ever stop crouching


Character Stats


General Stats
Base Defense Stun Defense Throw Range
240 (Average) 10240 (Average) 56 (C)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 45f 44f


Meter Data
Charge Rate Charge Recovery
24.9% /sec 5f
Taunt Meter Drain Taunt Duration
36.2% 98f


Movement Data
Weight Prejump Frames Jump Frames
Light 5f 56f (OK)
Backdash Duration Backdash Distance Back Walkspeed
16f (Fast) 129 (Average) Fast
Forward Dash Speed Forward Walkspeed
4.8 (A) Fastest



Frame Data Info (click to expand)
Startup The number of frames it takes for a move to become active.
If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.
If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
Active The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.
Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.
--Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)
--Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames
For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
Attacks with more active frames are more effective as pokes and anti-airs.
Recovery The number of frames that a character cannot act after startup and active frames have passed.
For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
Guard The way a move must be guarded against.
High = Can be blocked standing, whiffs against crouching.
Mid = Can be blocked both standing and crouching.
Low = Must be blocked crouching.
Overhead = Must be blocked standing
Throw = Cannot be blocked
Hit Adv The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
--Example: A move listed as +4 on Hit may link into a move with 4f Startup.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range.
KD means the attack knocks down if it hits.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Block Adv The frame advantage of an attack on block.
This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details)
0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
Throws cannot be blocked, so the column is left empty in this case.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Damage Base Damage of the attack, not accounting for scaling or opponent's defense value.
Damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical damage, it will be listed as A x B to save space
--Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage
See Basic System page for details on damage scaling and defense.
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800.
Stun damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical stun, it will be listed as A x B to save space
--Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun
See Basic System page for details on stun.
Knockdown Timer KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules).
The higher a character's KD Timer value, the longer it takes to wake up after a knockdown.
See "Damage" for more information on how to read the values.
See Advanced System page for details on KD Timer.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
Attribute Self = Light normal that can be rapidly chained into itself on hit, block, or whiff.
By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
  • (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)

No-Chain = Normal attack that cannot be chained into another normal
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.
Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.
Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames
Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.
KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up
Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)

Hitstun Type Against standing opponents, attacks can inflict two types of reeling animations.
They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks.
The hitstun reeling animation can affect combo routes due to different hurtbox widths.
Crouching opponents always have the same reeling animation regardless of attack.


Normals


Standing Normals

5LP
JCFoF Sam 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 Y - Mid
  • Start of Normal Autocombo (LP>LP>LP>LP>LP)
  • Start of Special Autocombo (LP>HP>HK>HK>8LK+HK)
  • Incredible button for dash 5LP pressure mixed with throws; can start a high-execution infinite on hit
cl.5HP
JCFoF Sam Close 5HP 1.png
JCFoF Sam Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3(7)2 23 High / High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*8 1024*512 192*128 Y (1st Hit) - High / High
  • 2 hits
  • Proximity range: ≤ 70
far.5HP
JCFoF Sam Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 Y - Mid
  • Proximity range: ≥ 71
cl.5LK
JCFoF Sam Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2 14 Mid +3 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - Mid
  • Proximity range: ≤ 55
far.5LK
JCFoF Sam Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2 11 High +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - High
  • Proximity range: ≥ 56
cl.5HK
JCFoF Sam Close 5HK 1.png
JCFoF Sam Close 5HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
8 (17) 2(7)3 19 High / Mid +4 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 512*1280 128*256 N KD0 (2nd hit) High / Mid
  • 2 hits
  • Proximity range: ≤ 82
far.5HK
JCFoF Sam Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2 16 High +8 +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N - High
  • Proximity range: ≥ 83


Crouching Normals

2LP
JCFoF Sam 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4 512 64 Y Self-chain Mid
  • Lowest pushback combo normal, important for hitconfirming
2HP
JCFoF Sam 2HP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 Y - Mid
  • Useful for combos against standing opponents, but very short range
2LK
JCFoF Sam 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2 17 Low 0 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 768 192 Y OTG Mid
  • Has a lot of pushback for a 2LK, making it hard to use effectively in pressure
  • Compared to most light attacks, it has a bit more range and damage but much more recovery
2HK
JCFoF Sam 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
10 2 23 Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N - Mid
  • Awful move with a ton of pushback, no range, and no special cancel.
  • Has a decent AA hitbox for mid-far range jumps, but has few active frames, hits too far forward for close jumps, and is very unrewarding on hit


Air Normals

j.LP
JCFoF Sam 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 - - Mid
  • Decent hitbox; best followup chain is usually j.HP
j.HP
JCFoF Sam 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Spike, Squish Mid
  • Similar hitbox to j.LP
  • Chains into j.HK whiff, so there is no mixup between double overhead and overhead-low
j.LK
JCFoF Sam 9LK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 - Crossup High
  • Fairly small crossup hitbox combined with a very floaty jump
  • Niche application as an ambiguous back jump crossup when the opponent rolls out of the corner
nj.LK
JCFoF Sam 8LK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 - - High
  • No practical application, other jump normals are more useful in any relevant context
j.HK
JCFoF Sam 9HK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
10 7 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 - Crossup, Spike, Squish Mid
  • Slow startup and doesn't reach very far downward, making it hard to land close to the ground
  • As a result, it's not very useful in jump chains
nj.HK
JCFoF Sam 8HK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 - - High
  • Hitbox is an okay air-to-air, but usually can't be followed up; Sam's slow jump makes it risky to use like this


Command Normals

6HK
JCFoF Sam 6HK 1.png
JCFoF Sam 6HK 2.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
11 (30) 3(16)2 14 High / Overhead +10 +7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 512*1024 128*256 - KD0 (2nd hit) High / Mid
  • 2 hits against standing opponent (no gap in between hits)
  • 1 hit against crouching opponent (only the 2nd hit is overhead)
  • Can lead to a dash up combo vs crouching opponents, but it is difficult to convert to anything besides the dash 5LP infinite

Throws

HP Throw

HP Throw
JCFoF Sam HP Throw 1.png
JCFoF Sam HP Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 0 512 - - -
  • Can lead to juggle near the corner and is easier to dash up for OTGs, making it the preferred option generally
  • Because Sam has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
  • Range: 56
HK Throw
JCFoF Sam HK Throw 1.png
JCFoF Sam HK Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 0 512 - - -
  • Animation bounces Sam backward for a long distance, making followups worse with no other advantages
  • Because Sam has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
  • Range: 56

Special Moves


Spiral Kick (Rekka) 236K

236K
JCFoF Sam 236K 1.png
Input Priority:
above 236P and 214K
Input Priority:
above 236P and 214K
LK Startup Active Recovery Guard Hit Adv Block Adv
6 5 16 High +5 +2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 1792 224 - - High
  • Can input either LK or HK followup at any point until the move has fully recovered
  • LK followups have better frame advantage, while HK followups have more damage and range
HK Startup Active Recovery Guard Hit Adv Block Adv
6 5 21 High 0 -3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 2048 256 - - High
  • Can input either LK or HK followup at any point until the move has fully recovered
  • LK followups have better frame advantage, while HK followups have more damage and range
+LK or HK
(2nd Rekka)
JCFoF Sam 236K 2.png
LK Startup Active Recovery Guard Hit Adv Block Adv
9 6 16 Mid +4 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 1792 224 - Airborne 4-13f Mid
  • Performed by hitting LK after 236K
  • This is the preferred option for 2nd Rekka since it can lead to extended combos on hit and is safe on block
HK Startup Active Recovery Guard Hit Adv Block Adv
9 6 21 Mid -1 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 2048 256 - Airborne 4-13f Mid
  • Performed by hitting HK after 236K
  • If going for a Rekka knockdown, use this for slightly more damage
+LK or HK
(3rd Rekka)
JCFoF Sam 236K 3-1.png
JCFoF Sam 236K 3-2.png
LK Startup Active Recovery Guard Hit Adv Block Adv
9 1*7 18 Overhead KD -1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
(14)/16 2048 256 - KD0, airborne 4-15f -
  • Performed by hitting LK after 2nd Rekka
  • The LK ender is preferred for overhead mixups on block, since it is safe against everything except Kim's Super
  • First active frame hits behind Sam for less damage; in combos, the higher damage hit will connect
HK Startup Active Recovery Guard Hit Adv Block Adv
9 1*7 23 Overhead KD -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
(16)/20 2560 320 - KD0, airborne 4-15f -
  • Performed by hitting HK after 2nd Rekka
  • While unsafe, it is visually almost identical to the safe LK ender; likely to go unpunished
  • First active frame hits behind Sam for less damage; in combos, the higher damage hit will connect


Thousand Spears (Hundred Hands) 236P

236P
JCFoF Sam 236P 1.png
JCFoF Sam 236P 2.png
JCFoF Sam 236P 3.png
JCFoF Sam 236P 4.png
Input Priority:
below 236K
(214K: can't overlap)
Input Priority:
below 236K
(214K: can't overlap)
LP Startup Active Recovery Guard Hit Adv Block Adv
8 28 *see notes 20 whiff, 28 followup Mid KD -51* (+1 followup)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
3x7*16 1536 48x7*256 - - -
  • If any hit connects (hit or block), a followup strike will come out. This followup hits High and is +1 if blocked. Can be avoided by dashing during the gap and crouching, or using a jump normal after initial blockstun ends.
  • -51 on Block is best case scenario vs. wide cornered crouching opponent, counting from the first frame the opponent is able to move after being pushed out of blockstun. It will be much worse from farther range or midscreen. Sam will still throw out a followup attack afterward, which is not factored into this number.
  • Damage assumes all hits connect; there is a slight suction effect on hit, but on block there is significant pushback. Stun occurs only on the final followup hit.
  • Active frame distribution (whiff): [1(1) 1(1) 2(1) 1(1) 1(1) 1(2) 1(1)]x3 * 2
  • 54f from start to finish of active window, 28 actual active frames; if followup hit comes out, add 39 more total frames, the final 2 of which are active frames
HP Startup Active Recovery Guard Hit Adv Block Adv
9 41 *see notes 25 whiff, 35 followup Mid KD -86* (-6 followup)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
3x13*20 2048 48x13*320 - - -
  • If any hit connects (hit or block), a followup strike will come out. This followup hits High and is -6 if blocked. Can be avoided by dashing during the gap and crouching, or using a jump normal after initial blockstun ends.
  • -86 on Block is best case scenario vs. wide cornered crouching opponent, counting from the first frame the opponent is able to move after being pushed out of blockstun. It will be much worse from farther range or midscreen. Sam will still throw out a followup attack afterward, which is not factored into this number.
  • Damage assumes all hits connect; there is a slight suction effect on hit, but on block there is significant pushback. Stun occurs only on the final followup hit.
  • Active frame distribution (whiff): [1(1) 1(2) 1(1) 1(1) 1(1) 2(1) 1(1)]x5 * 1
  • 81f from start to finish of active window, 41 actual active frames; if followup hit comes out, add 39 more total frames, the final 2 of which are active frames


Diving Kick 214K

214K
JCFoF Sam 214K 1.png
JCFoF Sam 214K 2.png
Input Priority:
below 236K
(236P: can't overlap)
Input Priority:
below 236K
(236P: can't overlap)
LK Startup Active Recovery Guard Hit Adv Block Adv
25* 12 18 land Mid KD -16
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 - OTG, airborne 6-37f -
  • From farther distances, startup is slower and the move becomes safer on block
  • On whiff, all recovery frames are considered grounded
  • On block, there are 7 landing recovery frames
HK Startup Active Recovery Guard Hit Adv Block Adv
41* 23 1 + 27 land Mid KD -21
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
36 2304 576 - OTG, airborne 6-63f -
  • From farther distances, startup is slower and the move becomes safer on block
  • On block, there are 10 landing recovery frames


Super


Flurry Combination 236LK+HK

236LK+HK
JCFoF Sam Super 1-2.png
JCFoF Sam Super 3-4.png
JCFoF Sam Super 5.png
JCFoF Sam Super 6-7.png
Startup Active Recovery Guard Hit Adv Block Adv
0+6 5(14)6(10)6(14)5(14)8(8)5 39 + 14 land H/M/H/M/OH/OH KD -35
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12x5*20 1024x5*1280 192x5*320 - Invincible 1-10f, Airborne* -
  • 20f super flash
  • Chip Damage: ~14% (all hits), ~10% (duck 1st/3rd hits), ~2% (block 2nd hit only then interrupt)
  • Crouching normals will punish this super during the 1st or 3rd hits
  • Airborne frames: 21-30f, 56-65f, 75-86f, 96-139f
  • Active frame distribution: 95 frames start to finish, 35 actual active frames

Wakeup/Knockdown

Getup Attack Detailed Info (click to expand)
  • Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
  • The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
  • During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
  • The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
  • For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
  • After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.


Getup LK
JCFoF Sam GetupLK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 19 High KD -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 2048 512 - Invincible 1-5f -
  • Not very useful, as crouching beats both getup attacks
Getup HK
JCFoF Sam GetupHK.png
Startup Active Recovery Guard Hit Adv Block Adv
3 9 26 Low KD -12
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 2048 512 - Invincible 1-2f, OTG -
  • Since a knowledgeable opponent is likely to low block, this isn't very useful unless they go for meaties
  • Recovery starts in a crouching state, but the last 7 frames of recovery are standing
Pursuit Attack
8LP or 8HP
JCFoF Sam PursuitA 1.png
JCFoF Sam PursuitA 2.png
Startup Active Recovery Guard Hit Adv Block Adv
43 4 30 Overhead [-43] / (-12) [-38] / (-8)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 * (12 each) 512 - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 6 damage, all mashed followups do 12 damage each
  • Damage scales as though it is part of a combo (rather than OTG scaling)
  • Auto-tracks to the opponent's position at the time the Pursuit Attack is input
  • If the opponent recovers from knockdown before the Pursuit Attack connects:
    -[Frame Advantage] on standing/crouching opponents
    -(Frame Advantage) only if the final active frame connects, causing Sam to not bounce away
Pursuit Counter
Any 2 Buttons
JCFoF Sam PursuitC.png
Startup Active Recovery Guard Hit Adv Block Adv
- - - - KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 0 256 - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • Sam will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Sam wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can juggle afterward from anywhere on screen

Auto Combos


Normal Autocombo - LP > LP > LP > LP > LP

JCFoF Sam AutoN 2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
10 13 13 Mid -6 -9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 768 96 N - -
  • Hops forward with the same animation as cl.5LK
  • Airborne 10-21f
JCFoF Sam AutoN 3 Both.png
> LP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
8 2(8)3 27 High -4 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6*8 768*1024 96*128 N - -
  • 2 hits, doesn't combo; animation is cl.5HP (first hit) combined with far.5HP
JCFoF Sam AutoN 4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
10 6 21 High 0 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as 236K (first hit)
JCFoF Sam AutoN 5.png
> LP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
12 6 21 Mid -1 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as 236K+K (second hit)
  • Airborne 8-17f


Special Autocombo - LP > HP > HK > HK > 8LK+HK

JCFoF Sam AutoS 2 Both.png
> HP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
12 2(7)2 32 High -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4*8 512*1024 64*128 N - -
  • 2 hits, same animation as cl.5HP but slides forward
JCFoF Sam AutoS 3.png
> HK

(3)
Startup Active Recovery Guard Hit Adv Block Adv
19 2 27 Mid -3 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Animation is like his 2LK, but spinning the opposite direction and following through like a traditional sweep
  • Looks like a low, but hits mid because this is Sam; hits OTG
JCFoF Sam AutoS 4.png
> HK

(4)
Startup Active Recovery Guard Hit Adv Block Adv
12 7 22 Mid -3 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1536 192 N - -
  • Same animation as 236K+K+K (third hit).
  • KD0, Airborne 6-17f; looks like an overhead, but also hits mid because this is Sam
JCFoF Sam AutoS 5 Both.png
> 8LK+HK

(5)
Startup Active Recovery Guard Hit Adv Block Adv
11 4 40 + 8 land Mid KD -29
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 2048 256 N - -
  • Same animation as the last hit of Super
  • Airborne 11-54f; has a 10f window to combo successfully



Hurtboxes/Hitstun

Standing (L High) Standing (H High) Crouching
JCFoF Sam Hitstun 26.png
JCFoF Sam Hitstun 27.png
JCFoF Sam Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF Sam Hitstun 29.png
JCFoF Sam Hitstun 30.png
JCFoF Sam Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Sam Blockstun Stand.png
JCFoF Sam Blockstun Crouch.png
JCFoF Sam OTG.png

"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32


Colors

Default Colors

LP/HP Red/Blue
LK/HK Yellow/Black

Boss Version Colors

Black Sam P1 - Purple/Orange/Blue
Black Sam P2 - Orange/Green/Brown

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF Sam Taunt.png
JCFoF Sam Win.png
JCFoF Sam Draw.png
Charge Perfect Loss (KO)
JCFoF Sam Charge.png
JCFoF Sam Perfect.png
JCFoF Sam LossKO.png


Stages

JCFoF SamStage1L.png JCFoF SamStage1R.png
JCFoF SamStage2L.png JCFoF SamStage2R.png
JCFoF SamStage3L.png JCFoF SamStage3R.png


External Links




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