Jackie Chan in Fists of Fire/Sam/Combos
Combo Section Info (click to expand) | |
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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 |
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36% |
Anywhere |
Universal |
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36% |
Anywhere |
Universal |
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39% |
Anywhere |
Universal |
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40% |
Anywhere |
Yeung |
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53% |
Anywhere |
M. Lion |
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54% |
Anywhere* |
Universal (Standing) |
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100% |
Anywhere* |
Everyone but Thorsten & M. Lion (Standing) |
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100% |
Midscreen to Corner |
Thorsten (Standing) |
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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 |
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53% |
Corner |
Everyone but M. Lion |
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33% |
Near Corner |
Everyone but M. Lion |
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53% |
Corner |
Sam, Yeung |
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Overhead Combos
Notation | Damage | Location | Characters | Notes |
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39% |
Anywhere |
Universal |
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44% |
Anywhere |
Universal |
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39% |
Anywhere |
Yeung |
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100% |
Anywhere |
Universal |
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OTG Options
Notation | Damage | Location | Characters | Notes |
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~7% |
Anywhere |
Universal |
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~9% |
Midscreen* |
Universal |
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100% |
Anywhere |
Yeung |
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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 |
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47% |
Anywhere* |
Universal* |
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49% |
Corner |
Universal |
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36% |
Anywhere |
Universal* |
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34% |
Anywhere |
Universal* |
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51% |
Corner |
Universal |
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54% |
Anywhere |
Lau, Kim-Maree, M. Lion (Standing) |
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100% |
Anywhere |
Everyone but Thorsten & M. Lion (Standing) |
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100% |
Anywhere |
M. Lion |
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100% |
Anywhere |
Everyone but Thorsten, M. Lion (Standing) |
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100% |
Anywhere* |
Thorsten, M. Lion (Standing) |
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100% |
Anywhere |
Universal |
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Black Sam Combos
Notation | Damage | Location | Characters | Notes |
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100% |
Corner |
Universal* |
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100% |
Anywhere |
Everyone but Thorsten & M. Lion (Standing) |
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100% |
Midscreen to Corner |
Thorsten (Standing) |
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100% |
Midscreen to Corner |
M. Lion |
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100% |
Midscreen to Corner |
M. Lion |
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28% |
Anywhere |
Universal |
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