Jackie Chan in Fists of Fire/Sam/KFM
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Intro
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. To compound this, his only low is 2LK, which knocks down for very little damage, so even stand blocking against Sam is low-risk. Sam has many moves with character-specific interactions that force him to change his approach in each matchup. Despite all this, he can quickly melt the opponent's life bar if he lands a solid point-blank punish into his Spiral Kicks.
Strengths | Weaknesses |
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Character Stats
Prejump Frames: 3
Jump Frames: 44
Wall Jump: 12f sticks to wall
Backdash Frames: 16 (all invincible)
Frame Data Info (click to expand) | |
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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 |
Stun | Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun. 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 |
Guard | The way a move must be guarded against. Throw = Cannot be blocked Overhead = Must be blocked standing Low = Must be blocked crouching. Mid = Can be blocked both standing and crouching. High = Can be blocked standing, whiffs against crouching.
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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 High attack 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). |
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. 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. HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning) SKD = Soft Knockdown (opponent rises shortly after landing) |
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. |
Special Cancel | The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled. |
Attribute | Self-chain = 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, and after hitstop/blockstop if it connects)
No-Chain = Normal attack that cannot be chained into another normal |
Hitstun Type | This property is noted in the move description when applicable. 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. |
Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.
Normals
Standing Normals
Close Stand LP cl.5LP
cl.5LP
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Far Stand LP far.5LP
far.5LP
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Close Stand HP cl.5HP
cl.5HP
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Far Stand HP far.5HP
far.5HP
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Close Stand LK cl.5LK
cl.5LK
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Far Stand LK far.5LK
far.5LK
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Close Stand HK cl.5HK
cl.5HK
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Far Stand HK far.5HK
far.5HK
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Crouching Normals
Crouch LP 2LP
2LP
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Crouch HP 2HP
2HP
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Crouch LK 2LK
2LK
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Crouch HK 2HK
2HK
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Air Normals
Jump LP 8LP
8LP
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Jump HP 8LP
8HP
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Diagonal Jump LK 9LK
9LK
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Neutral Jump LK 8LK
8LK
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Diagonal Jump HK 9HK
9HK
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Neutral Jump HK 8HK
8HK
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Throws
HP Throw
HP Throw
close 6HP/4HP
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HK Throw HK Throw
close 6HK/4HK
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Special Moves
Spiral Kick (Rekka)
Note: Any strength of 236K can chain into any other strength (i.e. 236LK > 236HK > 236LK)
236K
236K
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Priority: N/A
Thousand Spears (Hands)
Note: Active frames are listed as "xx" because they can't be easily measured without a hitbox viewer. For now, "Recovery" includes all active + recovery frames
P~P~P~P
P~P~P~P
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Priority: N/A
Diving Kick 6K (from wall)
6K (from wall)
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Priority: N/A
Desperation
Flurry Combination
Note: Active frames are listed as "xx" because they can't be easily measured without a hitbox viewer. For now, "Recovery" includes all active + recovery frames
236LK+HK
236LK+HK
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Combos
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Strategy
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Anti-Airs
- 2HK - Serviceable anti-air from mid-farther ranges
- far.5HK - Another far range AA that hits higher up
- Desperation - Only hits once, but has invincibility and causes HKD so Sam recovers safely
Reversals
- Desperation - Sam's only invincible attack. Does great damage/stun, but often drops even on hit if the opponent was crouching. Can be useful if you read the opponent's throw however.
Matchup Notes
Lau
- From close range vs. crouching Lau, Sam can combo into 236LK > 236HK
- 3rd Rekka won't combo but will connect
- The first Rekka won't connect vs. crouch unless it's comboed into (i.e. from 2LP/5LP)
- HK Rekka x3 will connect if Lau is crouch blocking
- There will be gaps that Lau can interrupt if they know the matchup, and the 3rd hit is punishable if they stand block
- Desperation will not combo against crouching Lau
- If Lau just holds straight down, the entire attack whiffs on him and the last hit hops over him
- vs. crouch block, 2nd/4th hits whiff, and the last hit hops over Lau
Yeung
- Sam can combo Rekkas vs. crouching Yeung because her hurtbox extends upward during crouching hitstun
- Be sure to end with HK 3rd Rekka
- Rekkas generally whiff if she crouch blocks (with the exception of 2nd HK Rekka)
- Desperation will fully hit crouching Yeung (raw or in a combo)
- However, it whiffs entirely on crouch block, making it useless for chip
Sam
- Rekka will not combo against crouching Sam
- HK Rekkas will connect on crouch block (LK is less consistent due to range)
- Desperation won't combo on crouching Sam
- If Sam just holds straight down, the entire attack whiffs on him and the last hit hops over him
- vs. crouch block, 3rd hit whiffs, allowing opposing Sam to interrupt
Thorsten
- Rekkas fully connect vs. crouching Thorsten (raw or in a combo)
- Use HK Rekkas for consistency
- Rekkas will not connect vs. crouch block, so they aren't useful for chip
- Desperation will fully hit crouching Thorsten (raw or in a combo)
- However, the first 4 hits whiff vs. crouch block, making it useless for chip
Kim-Maree
- vs. crouching, Sam can combo into HK Rekka x2
- Rekka combo drops on final hit
- HK Rekkas fully connect vs. crouch block, making it good for chip
M. Lion
- vs. crouching, Sam can combo into HK Rekka x2
- Rekka combo drops on final hit
- HK Rekkas fully connect vs. crouch block, making it good for chip
- Be careful, as Lion has better punish options than most characters; if he stand blocks the 3rd HK Rekka, he can get a TOD punish
Dragonball Jackie
- Rekkas are practically useless against crouching, raw or in combos
- Desperation whiffs completely vs. crouch and crouch block
Drunk Jackie
- Rekkas are practically useless against crouching, raw or in combos
- Desperation whiffs completely vs. crouch and crouch block
Admiral Jackie
- Sam can link HK Rekka after 2LP or 5LP
- only the first Rekka will combo, but you can continue for chip damage unless they know to interrupt with 623K
- HK Rekkas fully connect vs. crouch block, making it good for chip
- Desperation will not combo against crouching Admiral
- vs. crouch block, 2nd/4th hits whiff, and the last hit hops over Admiral
External Links
- Kung Fu Master frame data sheet--Sam by Spabobin