Jackie Chan in Fists of Fire/Sam/Combos

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JCFoF Sam Charge.png


Sam's Combo Video Guide - Spabobin
Combo Section Info (click to expand)
Notation Chained Normals are denoted by an angled bracket ">" between hits
--If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo)
Rapid Fire Normals are denoted by a multiplier 'x'
--Ex: 2LP x3
Special/Super cancels are denoted by 'xx'
--Ex: 2HK xx 236HP
Links are denoted by a comma
--Ex: 5LK, dash 2LK
[Square brackets] can mean different things depending on context:
--A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite
--Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner
--An optional attack that may be added for more damage; i.e. 2LK 2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage The amount of damage a move does. May be listed in a few ways:
100% = The combo is a Touch of Death (stuns or kills outright)
varies = The possible damage changes significantly based on various factors
x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific)
--Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful
--Damage variation between opponents is minimal, generally within a 1% range
Location Where on the screen the combo can be performed
Anywhere = The combo is not affected by screen position
Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work
--May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used
Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific The characters that a combo can be performed on
Universal = No character restrictions
May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)'
If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes Extra relevant information about the combo that may not easily be explained in the original notation
May include slight variations to the combo that are not important enough to warrant their own entry.
Video A link to the combo being performed. If part of a larger video, include the timestamp.

Hitconfirm Combos

Notation Damage Location Characters Notes
2LK > 2LP > 5LP xx 236HP,
[2LK > 2HP xx 236HP] (knockdown + damage)

36%
[65%]

Anywhere
[+Corner]

Universal

  • High damage when in the corner
  • Adjust number of LPs depending on opponent; see table below for hitconfirm details vs. each character
  • vs. Drunk Jackie, corner juggle into 2HK > 2HP instead for more damage


2LK > 2LP > 5LP xx 236HP,
[2LK > 5LP > 2HP xx 236HK] (reset)

36%
[53%]

Anywhere
[+Corner]

Universal

  • Less damage than previous route, but gives a strong corner reset for potential stun
  • Adjust number of LPs depending on opponent; see table below for hitconfirm details vs. each character
  • vs. Drunk Jackie, corner juggle into 2HK > 2HP instead for more damage


2LK > 2LP x2 > 5LP...
... xx 236HK>HK>HK
... xx (Super)

39%
(47%)

Anywhere

Universal
(Standing)

  • Universal BnB vs standing characters, with or without meter
  • Juggle after Super is possible vs. Yeung, but the OTG infinite makes this pointless


2LK > 2LP > 5LP...
... link 236HK>HK>HK
... [link far.5HP] xx 236HK (whiff) >HK>HK

40%
[43%]

Anywhere

Yeung
(Crouching)

  • Because Yeung's crouching hurtbox expands upward during hitstun, you can combo into Rekkas against her by linking instead of cancelling into it.
  • Both routes are a relatively easy 3f link
  • Linking straight into 236K allows for an extra 2LP for confirming (2LK > 2LP x2 > 5LP)
  • Sam can't OTG Infinite from Rekka knockdowns
    -A knockdown with Throw, 236P, or Super is preferable


2LK > 2LP x3 > 2HK > far.5HP...
... xx 236HK>HK>HK
... [xx Super]

53%
[62%]

Anywhere

M. Lion
(Standing)

  • Extended hitconfirm against Lion's wide hurtbox
  • One of the very few times Sam's 2HK is useful outside of a point blank punish


5LP > HP > HK > HP > 8LK+HK (Auto),
dash 2LK xx 236HP

54%

Anywhere*

Universal (Standing)

  • vs. Kim-Maree & Thorsten: corner is required for 236P juggle; 236HK can reach midscreen
  • vs. M. Lion: juggle has 1f timing, but can be done midscreen with no dash
  • In the corner, autocombo will switch sides; can add 2HP to juggle if positioning allows


2LK > 2LP > 5LP,
dash 5LP > HP > HK > HP > 8LK+HK (Auto),
dash 2LK > cl.5HP xx 236HK (stun)

100%

Anywhere*

Everyone but Thorsten & M. Lion (Standing)

  • Opening string gives more time to confirm opponent is standing; dash 5LP is relatively easy to time
  • Kim-Maree requires corner for this juggle
  • vs. Dragonball Jackie: final juggle spacing is strict; using 2LK > 5LP xx 236HP can also stun


2LK > 2LP x2 > 5LP,
dash 5LP, dash 5LP > HP > HK > HP > 8LK+HK (Auto),
2LK > 2HP xx 236HK (stun)

100%

Midscreen to Corner

Thorsten (Standing)

  • Ends facing the corner with a stronger 2LK > 2HP juggle
  • If you switch sides in the corner, can stun with 2LK > 2LP > 5LP xx 236HK (very difficult)


Number of possible chained Light Normals for hitconfirms
Opponent's Character xx 236P
(Crouch)
xx 236P
(Stand)
xx 236K
(Stand)
xx Super
(Stand)
Sam 2 4 6 6
Dragonball Jackie 3 (LP)
2 (HP)
4 6 6
Kim-Maree 3 3 5 5
Thorsten 4 (LP)
3 (HP)
3 5 5
Admiral Jackie 4 3 (LP)
2 (HP)
5 5
Drunk Jackie 4 4 (LP)
3 (HP)
5 6
Yeung 4 4 7 7
Lau 5 4 5 6
M. Lion 5 7 (LP)
6 (HP)
9 9

Note: This table assumes you are starting point blank, and chaining as quickly as possible.
Chains can start with 2LK, but ending a chain with 2LK causes more pushback that can make special moves whiff.
2LP can be rapid chained into itself
5LP should go at the end of the chain, since it has more range and damage.
236P is Sam's only combo route against crouchers, which is why this column is bolded.


Throw Combos

Notation Damage Location Characters Notes
HP Throw, 2LK > 2HP xx 236HP

53%

Corner

Everyone but M. Lion

  • Must be very close to corner for 2HP and 236P to juggle
  • vs. Drunk Jackie: can juggle into 2HK > 2HP
  • Micro dash before 2LK is possible against average/light weight characters


HP Throw, 2LK > 5LP xx 236HK

33%

Near Corner

Everyone but M. Lion

  • Works from slightly farther out than the previous combo; safe if juggle drops
  • At max juggle range, omit 5LP
  • Micro dash before 2LK is possible against average/light weight characters
  • vs. Thorsten: can't dash (3f juggle window)
    -May still be useful, as 236P can drop near max 2LK range


HK Throw, 2LK > 2HP xx 236HP

53%

Corner

Sam, Yeung

  • Not much reason to use this over HP Throw, and against Yeung you can just OTG infinite anyway
  • If throwing backwards into the corner, whiffing cl.5HK is better than whiffing cl.5HP, giving it a slight purpose
  • 4f juggle window vs. Sam, 10f vs. Yeung



Overhead Combos

Notation Damage Location Characters Notes
6HK, dash 2LP > 5LP xx 236HP

39%

Anywhere

Universal
(crouching)*

  • If chaining a low normal into overhead, use 3LK > 6HK to avoid overlap with 236K
  • vs. Lau, Yeung, & M. Lion: 236HP can work in this combo even if they are standing


6HK, dash 5LP xx 236HK>HK>HK

44%

Anywhere

Universal
(standing)

  • High execution combo if 6HK hits a standing opponent. Must start from very close range against most characters.
  • LK Rekka loops are possible afterward, but can be extremely difficult depending on the character


6HK...
... link 236HK>HK>HK
... far.5HP xx 236HK (whiff) >HK>HK

39%
(41%)

Anywhere

Yeung
(Crouching)

  • Works because Yeung's hurtbox rises during crouching hitstun
  • It is also possible to combo into dash 5LP loops, then link 236HK afterward, but it is much harder


6HK, dash 5LP, dash 5LP...

100%

Anywhere

Universal

  • Dash jab infinite can be started from overhead
  • Much easier to maintain spacing if 6HK hits crouching, but it is possible vs standing



OTG Options

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

~7%

Anywhere

Universal

  • Sam's only real OTG option for most of the cast
  • No dash required in the corner


2LK, 2LK xx 214LK

~9%

Midscreen*

Universal

  • Slightly higher damage; requires the 2nd 2LK to be near max range.
  • Against cornered opponents, you must dash through and perform on the opposite side; not worth giving up screen position unless it will kill.


2LK, (dash) 2LK > 5LP xx 236P

100%

Anywhere

Yeung

  • Yeung OTG infinite; dash is only required midscreen
  • 5LP is technically not necessary, but lowers the chance of accidental Rekka; can also use 2HP in the corner



Miscellaneous Combos

Combo Note: Sam often needs an optimal post-stun combo in order to kill without risking another difficult sequence.
The best route is neutral j.HP > j.HK, 2HP xx 236HK>HK>HK, but the stun animation can make the jump chain inconsistent.
A dash is usually required after the jumpin vs. Kim, Admiral Jackie, Dragonball Jackie, and Thorsten.
If you can charge enough meter, a quick combo like 2HK > 2HP xx Super can also be an effective stun combo.

Notation Damage Location Characters Notes
Getup LK, dash 2LK...
... xx 236HP (knockdown + damage)
... > 5LP xx 236HK (reset)

47%
(35%)

Anywhere*

Universal*

  • If Getup LK hits midscreen at farther ranges, 236P won't work; use 2LK xx 236HK instead
  • vs. Thorsten: Can only use 236HK route midscreen
  • Dash only necessary if not fully in the corner
  • Sam's Getup LK is uniquely useless since it whiffs on crouchers, so this is unlikely to work


Getup HK, dash 2LK...
... > 5LP xx 236HP
... > 2HP xx 236HK

49%
(39%)

Corner

Universal

  • Corner juggle from Getup HK (dash only necessary if not fully in corner)
  • 2HP works in juggles as long as you're fully in the corner; use 5LP if slightly too far out
  • Midscreen dash up 2LK xx 236HK is possible vs some characters but it's very strict and knocks the opponent away


Pursuit Counter, dash 2LK > 5LP...
... xx 236HP (knockdown + damage)
... xx 236HK (reset)

36%
(24%)

Anywhere

Universal*

  • Against Thorsten, Sam, and Drunk Jackie, skip the 5LP; delay the 236HP after 2LK, or Rekka will come out instead
  • Against Kim-Maree and M. Lion, you can replace 5LP with cl.5HP (inconsistent on other characters)
  • It is technically possible to combo Pursuit Counter into 214LK (useless, but a unique combo route)


236K (Anti-Air), dash 5LP xx 236HP

34%

Anywhere

Universal*

  • Anti-Air juggle into knockdown; must juggle the 5LP as low to the ground as possible
  • Use 236LP for more consistency but less damage (especially vs. midscreen Thorsten)


214LK (Divekick), dash 2LK...
... > 2HP xx 236HP (knockdown + damage)
... > 5LP xx 236HK (reset)

51%
(32%)

Corner

Universal

  • Must be near corner to pick up the juggle on time
  • 2HP can drop if not deep in corner, so use 5LP if unsure
  • If 214K (especially HK version) hits awkwardly deep in corner, Sam might face the wrong direction afterward


3LK > 6HK (2 hits), Super

54%

Anywhere

Lau, Kim-Maree, M. Lion (Standing)

  • Input 2LK with down + forward (3LK) to avoid Rekka cancel
  • If the 2LK hits the opponent standing from point blank, these 3 characters are wide enough for the Super to fully connect
  • vs. M. Lion: can start with 2LK > 2LP > 5LP > 6HK and still link Super; can also link 236HK series (45% dmg, max 1-2 light normals)


2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)

100%

Anywhere

Everyone but Thorsten & M. Lion (Standing)

  • Extended rekka combo vs standing characters; requires one-frame link
  • Can also link into 2LP after 236LK, except vs. Admiral Jackie


2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)

100%

Anywhere

M. Lion
(Standing)

  • M. Lion variation of above combo
  • Requires two consecutive one-frame links


2LK > 2LP > 5LP xx 236LK,
5LP > HP > HK > HP > 8LK+HK (Auto),
dash 2LK xx 236K (stun)

100%

Anywhere

Everyone but Thorsten, M. Lion (Standing)

  • TOD combo using LK Rekka links and Special Autocombo
  • vs. Admiral & Drunk Jackie: must use 236LK>LK or the Autocombo will whiff; no juggle required after Autocombo
  • In a punish scenario, can also start with 2LK > 2HP to avoid the ending juggle


2LK > 2LP x2 > 5LP xx 236K>LK,
5LP > HP > HK > HP > 8LK+HK (Auto),
2LK xx 236HK (stun)

100%

Anywhere*

Thorsten, M. Lion (Standing)

  • Variation of above combo on heavies
  • vs. Thorsten: 2LK is a 3f juggle, stuns without 236HK; must microdash 1-2f midscreen
  • vs. M. Lion: 2LK is a 1f juggle, works midscreen; if deep in the corner, must input Rekka the opposite direction


[5LP, dash], repeat

100%

Anywhere

Universal

  • Infinite with 5LP, uniquely good as a 4f standing mid with great frame advantage and good range
  • 5LP frame data along with Sam's fast dash makes this one of the easier dash infinites, but it can be difficult to convert to anything else due to Sam's lackluster combo buttons



Black Sam Combos

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

100%
(69%)

Corner

Universal*

  • Stuns everyone except Thorsten & M. Lion; it is still possible to stun them by using extended routes, like LK Rekka loops as a starter
  • vs. Thorsten: omit 5LP in juggles due to pushback
  • Be aware of hitconfirm length into 236HP
    -Especially vs. crouching Sam/Dragonball & standing Admiral


5LP > HP > HK > HP > 8LK+HK (Auto),
dash 2LK > 5LP xx 236HK,
dash 2LP > 5LP xx 236HK (stun)

100%

Anywhere

Everyone but Thorsten & M. Lion (Standing)

  • May stun earlier if you add more hits to confirm into Autocombo


5LP > HP > HK > HP > 8LK+HK (Auto),
2LK xx 236HK, dash 2HK > 2HP xx 236HK (stun)

100%

Midscreen to Corner

Thorsten (Standing)

  • Must be near corner for dash 2HK to reach Thorsten
  • Can use easier ending juggle if you add more early hits to confirm into Autocombo


5LP > HP > HK > HP > 8LK+HK (Auto),
2LK > far.5HP xx 236HK,
2HK > 2HP xx 236HP (stun)

100%

Midscreen to Corner

M. Lion
(Standing)

  • M. Lion variation of Special Autocombo stun route
  • 2LK juggle is 1f timing, won't work if started too close to the corner


2LK > 2LP x2 > 5LP,
dash 5LP > HP > HK > HP > 8LK+HK (Auto),
2LK xx 236HK, 2LP > cl.5HP xx 236HK (stun)

100%

Midscreen to Corner

M. Lion
(Standing)

  • Same as above, but starting with more normals makes the ending easier


236HK (Anti-Air), dash 2LP > cl.5HP xx 236HK,
dash 2LP > cl.5HP xx 236HK

28%

Anywhere

Universal

  • Extended anti-air sequence with near fullscreen corner carry
  • If ending up near the corner, can switch to 236HP for more damage





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Characters
Lau
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Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
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Mysterious Lion