Jackie Chan in Fists of Fire/Sam/Strategy
General Strategy
Sam has excellent movement and an incredible 5LP for dash in light/throw pressure. With good execution, he also has enormous damage against standing opponents. Unfortunately, all the opponent has to do is crouch to severely limit Sam's options. If Sam hits a crouching opponent, his combo routes are very short and often difficult to confirm. His heavy normals are also very combo-unfriendly. Because of this, he will usually have to create more openings than the opponent in order to win a round. Sam's anti-air game is quite weak relative to the cast, so some characters with strong jump normals can occasionally take to the air.
236P (Thousand Spear) is Sam's main confirm special, since it doesn't whiff on crouchers. This move is devastatingly unsafe on block, usually allowing for full jumpin punished, but many players who haven't labbed the matchup will get hit by the automatic followup strike. On whiff, 236P is still unsafe, but it can be hard for some characters to get a strong punish without accidentally running into the Thousand Spear's active frames. The HP version is most commonly used for its high damage, but in some matchups Sam can get an extra hitconfirm normal by opting to use 236LP.
236K (Rekka) is a good neutral tool, particularly against characters without a strong, mid-hitting 2LP. While the first hit whiffs on crouchers, it whiffs very quickly, allowing you to go into the second hit immediately. If the second hit is blocked, you can end with an overhead finisher or end the pressure early, perhaps opting for an immediate throw instead. This tactic can be punished if it is overused, but occasionally mixing up with it is useful to force the opponent to consider stand blocking. Rekka does have one major flaw, however - if you use it to knock an opponent down in the corner, you will switch sides and corner yourself. Because the knockdown forces the opponent to rise instantly, Sam can't easily reposition himself safely and is at greater risk of being thrown into the corner and juggled. Because of this, it is often a better idea to attempt a different ender after the 2nd Rekka - either a tight link into his Special Autocombo or a quick dash + throw reset.
Sam also has a divekick and a wall jump, but they are generally useless. Sam is far too floaty to jump effectively, and divekick is very reactable and punishable on block. At best, a well-spaced LK Divekick may be safe enough to avoid a meaningful punish, but the risk greatly exceeds the potential reward.
Sam's Getup Attacks are quite weak, so they should be used very rarely when knocked down. The opponent can crouch block to make Getup LK whiff, while blocking Getup HK (-12) for a big punish. Only use it if you know the opponent rarely baits them out. Instead, backdashing on wakeup is a safer tactic. There is one potential use for Getup LK - if the opponent attempts a badly timed safe jump after knocking Sam down, he can use it as a semi-reliable anti-air and juggle afterward. In practice it is difficult to time this properly, since early jumps will land fast enough to block, while late jumps will be too high up, causing the LK to whiff.
Dash Loop Infinite: -- 5LP can be looped into itself with 4 frames of dashing between each one.
Boss Version legality -- unless otherwise specified, Black Sam is usually tournament legal. He gains better corner combos with 236P, but not much else.
AA | Description |
---|---|
236K (1st Rekka) |
Fairly reliable against mid-ranged jumps
|
Dash under, 236P (Thousand Spear) |
Requires good reactions
|
2HK | Good AA hitbox
|
2HP / cl.5HK / far.5HK | Mediocre hitboxes, but can work
|
Reversal | Description |
---|---|
Super | Very invincible, but loses to crouching buttons
|
Sam vs. Lau Matchup
Opponent's Move | Punish |
---|---|
2HK | - Dash up 5LP can punish at almost any range if not cancelled into a special
|
236LK (LK Dragon Kick) |
- Throw (if done at close range)
-If Sam stand blocks, there is a chance the 2nd hit of 236LK will whiff
|
236HK (HK Dragon Kick) |
- Full TOD 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 TOD 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 TOD punish (see below)
- From slightly farther out, reversal 236HK or Super can punish |
Super (edge of Lau 2HK range) |
- Immediate 214LK can go over Super
- From max 2HK range to midscreen, Sam can jump over the Super for a j.HP punish
|
Super (mid-far range) |
- Immediate 214HK will punish
- Sam can backdash preemptively on Lau's wakeup to set this up, since Lau players often wake up with Super
|
Opponent | Confirm |
---|---|
Crouching | 2LP x5 xx 236P |
Standing | 2LP x4 xx 236P |
Standing | 3LK > 6HK (2 hits), link Super |
Standing | 2HK > 2HP (full combo into all specials/Super) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Only 1st hit is overhead, so you can stand block for a short time then crouch
|
Getup HK (whiff) |
2 hits; bait with backdash, whiff punish
|
Getup HK (block) |
Both hits are mid (despite sweep animation)
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset) |
HP Throw (Near Corner) |
2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP (knockdown) Dash + 2LK > 5LP xx 236HK (reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > 5LP xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK xx 236K (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Lau excels at poking with 2LK and 2HK, so unfortunately when Sam lands a hit it will probably be on a crouching opponent. Lau's invincible 623P makes it much riskier to use constant dash 5LP loops for pressure. Sam's best bet is to use 236HK > LK in neutral to hop over Lau's sweep, or just to force him to block the 2nd hit. From there, Lau is slightly plus on block so he can either go into the overhead ender or do a quick dash up throw instead. Be aware that Sam has TOD punishes after baiting a DP or close range Super, so practice these to ensure Lau can't survive a major mistake like that. In longer sets, this will often be enough to make the opponent give up on Lau's strong defensive options, which makes it easier to assert Sam's pressure game again.
Dash + 5LP Infinite Leniency
8f vs. standing or crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 8 reps. Dashing 4f maintains the infinite combo.
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
Sam vs. Yeung Matchup
Opponent's Move | Punish |
---|---|
2HK | - Dash + 5LP can punish at almost any range
|
6HK | - Throw punishes it on hit or block, followed by OTG infinite
|
63214P (Crane Wings) |
- LP version is generally safe in neutral
-HP version is more unsafe but generally works the same way
|
41236K (Swallow Kick) |
- Dash + combo into knockdown for OTG Infinite
|
Super | - After the flip kick, interrupt with Thousand Spear (close range) or Divekick (far range)
- If you block the dash portion of the Super, it is safe |
Opponent | Confirm |
---|---|
Crouching | 2LP x4 xx 236P |
Standing | 2LP x4 xx 236P |
Standing | 2HK > 2HP (full combo into all specials/Super) |
Crouching | 2LP x4, link 236HK > HK > HK |
Crouching | 2LP x3, link far.5HP xx 236HK (whiff) > HK > HK |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Hits overhead, 0 on block (no punish)
|
Getup HK (whiff) |
Bait with backdash, whiff punish
|
Getup HK (block) |
Must be blocked low
|
Combo |
---|
2LK, Dash + 2LK > 5LP xx 236HP, repeat
|
Starter | Ender |
---|---|
All Hard Knockdowns: | 2LK > 5LP xx 236HP should be used for simplicity since it leads to OTG infinite
Do NOT dash behind Yeung before starting juggle (backturned state)
|
Throw (Near Corner) |
HP Throw deep in corner, dash out or Sam will face wrong direction
HK Throw allows for followup juggle due to Yeung's light weight |
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Deep in the corner, Sam will side switch after Autocombo
|
Super (corner) |
4f window to land a 2LK juggle starter
|
Black Sam extra juggle |
After KD, juggle with 2LK like any other juggle
After air reset, start next juggle with 2LP (2LK hits too low) |
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK xx 236K (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Sam has one of the easier midscreen OTG infinites against Yeung, so his goal is simply to score a single knockdown and win. This can be done by using his strong mobility to land a dash up throw, happily letting Yeung land stray hits. Be aware that the final hit of Sam's Rekka doesn't allow for an OTG afterward due to its KD0 property, so if you make Yeung block rekkas, it might be better to mix up with a strike/throw mixup instead. This is a rare matchup where 214K (Divekick) might actually be worth trying, as it can snipe a Yeung that autopilots slow normal or special moves. Just be aware that if the opponent is using Shadow Yeung, she might be able to punish it with a TOD combo.
Dash + 5LP Infinite Leniency
7f vs. standing
8f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 7/8 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
Funkdoc vs Spabobin 04-05-2022 - 0:00 to 10:51
Spabobin vs RCF 10-23-2021 - 0:00 to 19:50
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Thorsten Matchup
Opponent's Move | Punish |
---|---|
46LK (LK Jackknife Storm) |
- If Sam is crouching, combos into this will drop so be ready for a full punish
- On block, punish with 5LP, cl.5HP, or HP Throw combo starter
|
46HK (HK Jackknife Storm) |
- Punishable with a full BnB combo (TOD is possible)
- 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
- Note that 28LK whiffs extremely quickly, so punish quickly before he does another 28LK |
16P (Slash Sword) |
- Dash + full combo punish |
Teleport | - Due to Sam's short range, almost impossible to punish on reaction
|
Super | - 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
|
Opponent | Confirm |
---|---|
Crouching | 2LP x3 xx 236P |
Standing | 2LP x4 xx 236LP 2LP x3 xx 236HP |
Standing | 2HK > 2HP (into 236K/Super only) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
1st hit is an overhead; safe on block if both hits connect
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
2 low hits, true blockstring, safe on block
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset) |
HP Throw (Near Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
2LK > 5LP xx 236HK (reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP (knockdown) Dash + 2LK > 5LP xx 236HK (reset)
|
Getup LK | 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset)
|
Getup HK (Corner) |
2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK xx 236HP (knockdown) Dash + 2LK > 5LP xx 236HK (reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent. Midscreen, 2LK > 5LP xx 236HP can drop on Thorsten, so either use Rekka air reset or omit the 5LP.
Combo |
---|
2LK > 2LP x2 > 5LP, Dash + 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, juggle 2LK > 2HP xx 236HK (stun)
|
2LK > 2LP x2 > 5LP xx 236K>LK, 5LP>HP>HK>HK>8LK+HK, juggle 2LK (stun)
|
5LP>HP>HK>HK>8LK+HK, juggle 2LK xx 236HK, Dash + juggle 2HK > 2HP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Sam has a difficult time getting past Thorsten's 2LK and 2HK pokes. A well-spaced 236K > LK can hop over low pokes during part of the move animation, but this is unreliable and reactable. Sam has to make good use of his superior mobility to stand a chance in this matchup, taking stray hits wherever possible while not allowing Thorsten to freely build meter.
Thorsten's 28LK is very fast and has a good chance to interrupt Sam's dashing jab loops. It can be a good idea to stop your pressure occasionally to bait this out. The move whiffs quickly, so be prepared for an immediate dash up 2LK to begin the punish. If Thorsten does an air reset while Sam is backturned (i.e. corner throw or 28LK crossunder), then your only good defensive option is Super. Without meter, it is almost impossible to defend against a throw reset. A perfectly timed defensive throw can work, but Thorsten is likely to be out of throw range when you input this option.
Touch of death combos are rare to land against Thorsten due to his narrow hurtbox and heavy juggle weight, although Black Sam can occasionally do it with the right screen position.
Dash + 5LP Infinite Leniency
7f vs. standing
8f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 7/8 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 59:00 to 1:16:44
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Drunk Jackie Matchup
Opponent's Move | Punish |
---|---|
far.5HK | - Can Throw if too close (hitting before the apex of his hop arc)
- Preemptive 5LP xx 236K is good at stuffing the Butt approach and turning it into a juggle |
Light Normal > 6HK chain | - If the light normal hits, Super can punish
|
236P (Jug Throw) |
- Dash + Throw works well due to Sam's fast dash speed
- Dash + Super right as the jug hits the ground can work if Sam is far away
|
Blockstring into 236P Jug Throw |
- Reversal 214LK (Divekick) dodges the blast, and can lead to a juggle near the corner
- Reversal 236HK, then delay followup K
- Delayed Super can work (see above entry) |
621P (Drunk Dragon) |
- Dash + 5LP combo on hit or block, but can be hard to time the dash
- 236HK or Super are easy punishes, but it's important to maximize damage vs. Drunk |
236K (Tricky Kick) |
- Full TOD Combo punish on block |
28P (JackieCopter) |
- Full TOD combo punish
|
Super | - Full TOD combo punish
- Only has 10 landing frames, so be ready with 2LK as he lands
|
Dropped Butt Infinite (whiffs far.5HP) |
- Hold down back, Delay HK Rekkas or Super while his far.5HP whiffs
|
Opponent | Confirm |
---|---|
Crouching | 2LP x4 xx 236P |
Standing | 2LP x4 xx 236LP 2LP x3 xx 236HP |
Standing | 2HK > 2HP (into 236K/Super only) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Neutral Getup LK (whiff) |
If you backdash, Drunk will recover near you for an easy punish
|
Neutral Getup LK (block) |
-10 on block, try to start a 2LP confirm into TOD (or at least a Rekka combo)
|
Roll + Getup LK (whiff) |
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
|
Roll + Getup LK (block) |
-2 on block, completely safe |
Getup HK (whiff) |
Can backdash to make it whiff, but remember there are 2 hits
|
Getup HK (block) |
+1 on block, but -10 if 2nd hit whiffs at longer range
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2HK > 2HP xx 236HP/236HK (knockdown/reset)
|
HP Throw (Near Corner) |
2HK > 2HP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP (knockdown) Dash + 2LK > 5LP xx 236HK (reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent. Midscreen, 2LK > 5LP xx 236HP can drop on Drunk, so either use Rekka air reset or omit the 5LP.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP>HP>HK>HK>8LK+HK (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2HK > 2HP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Sam has to be extremely careful not to get hit standing, or Drunk will easily kill him with infinites. This means he has to be much more selective about dashing with 5LP, only using it from near its max range to reduce the risk. Unfortunately, this allows Drunk to throw more jugs, so you can't play too passively either. Take note of Sam's options against jug throws (both raw, and cancelled into) in the Punish section to ensure Drunk can't abuse them too heavily.
The one upside to this matchup for Sam is that Drunk doesn't have a crouching light normal that stuffs Rekka. If Drunk pokes with 2LK or 2LP, Sam could potentially hop over them to work his way inside. If he instead opts for far.5LK, this means Drunk will be standing more often and could get hit for much more damage, even off a stray Rekka conversion.
Be aware of Drunk's awkward juggle hurtboxes, especially near the corner. There may be situations where there is no practical way to juggle depending on screen position. In particular, 236HP can fall out in corner juggles unless you cancel straight from 2LK.
On the defensive end, remember that Super is not a viable answer if Drunk chains a blocked light normal into overhead because he will be hit airborne. You could try to purposely let him hit you with a light normal and hope he chains into overhead, but he could just kill you outright without the overhead in that instance so it's not worth the risk. Your only real option is to block and try to backdash when a gap presents itself.
Dash + 5LP Infinite Leniency
8f vs. standing
9f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 8/9 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
[ Video Links]
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Dragonball Jackie Matchup
Opponent's Move | Punish |
---|---|
6HP | - Duck the 2nd hit, then Dash + 5LP combo or 236HK/Super
|
236HK (HK Crush Kick) |
- Crouch block, then 5LP punish
|
41236P (Tiger Fist) |
- Reversal HK Rekkas or Super for an easy punish
|
Super | - Same as Tiger Fist
- Can use your own Super after the freeze to beat it clean, avoiding chip damage
|
Opponent | Confirm |
---|---|
Crouching | 2LP x3 xx 236LP 2LP x2 xx 236HP |
Standing | 2LP x4 xx 236P |
Standing | 2HK > 2HP (into 236K/Super only) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
2 hits, easy to backdash and punish with Dash + 5LP xx 236HP
|
Getup HK (block) |
-2 on block, both hits are low and a true blockstring
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
HP Throw (Near Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > 5LP xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK xx 236K (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Sam and Dragonball (DB) Jackie share a lot of gameplay similarities like high speed, special move utility, and throw conversions. However, DB Jackie does almost everything just a bit better, so the matchup is tilted in his favor. DB has more threatening low attacks with a faster, chainable 2LK, a 2HK that outranges Sam's buttons, as well as a much more useful 6HK overhead. DB's Crush Kick is more useful than Rekka as an approach tool since it hits crouchers, and his Tiger Fist is a more reliable (and less punishable) combo ender than Thousand Spear. To win with Sam, you need to capitalize on any mistakes and make better use of your movement tools than the opponent.
Sam has a very easy punish against blocked Tiger Fist or Super with his HK Rekka sequence. To make them even less likely to throw it out randomly, a dash up 5LP is possible, which can lead into jab loops and Special Autocombo. If you are using Black Sam, this has a strong chance to turn into a TOD punish, so it's definitely worth learning the timing. Sam isn't so lucky against Crush Kick; The LK version is completely safe, while the HK version can barely be punished by 5LP if you crouch block it from close range. It's possible to backdash predictively to make Crush Kick whiff, but even then it's hard to get back in for a punish unless Sam's back was near the corner.
It's important to note that a hitconfirm into 236HP is very difficult to do against crouching DB Jackie. Using the LP version instead gives you an extra hit to confirm, so it should be used for consistency.
Dashing 5LP loops, usually the cornerstone of Sam's offense, can be a bit more risky against Dragonball Jackie due to his command throw. It has significantly more range than Sam's throw, and it can be buffered during blockstun as a reversal. This allows DB block while option selecting a throw in case Sam gets close enough. Sam can mix up the opponent's timing by mixing single jabs with chains like 2LP > 5LP or something similar.
If there is one significant advantage for Sam, it's that Dragonball doesn't have a strong chainable 2LP like Admiral or Lau. This makes it harder to stuff Rekka in neutral, as DB's 2LK will whiff underneath it. If DB attempts to use standing normals instead, he is more vulnerable to Sam's high damage combos, so Sam comes out ahead regardless of how Dragonball tries to deal with Rekka.
Dash + 5LP Infinite Leniency
8f vs. standing
6f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 8/6 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
Spabobin vs. Daimax - Friends of Fire 5 - 1:18:49 to 1:23:03
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Admiral Jackie Matchup
Opponent's Move | Punish |
---|---|
2HK | - Dash + 5LP is technically possible, but very inadvisable
|
41236P (blocked) (Dragon Palm) |
- Dash + combo (TOD if possible)
|
41236P (crouching hit) (Dragon Palm) |
- Stay crouching until the 2nd hit whiffs, then Microdash + TOD punish |
623K (Double Dutch) |
- Block and punish with a TOD combo
|
Super (blocked) | - Dash 8-9f, 5LP into Special Autocombo
- Dash 6-7f into far.5HP xx Super also works, but incredibly risky |
Super (crouching hit) | - Backdash immediately after 1st hit, then Dash + TOD punish |
Opponent | Confirm |
---|---|
Crouching | 2LP x4 xx 236P |
Standing | 2LP x3 xx 236LP 2LP x2 xx 236HP |
Standing | 2HK > 2HP (into 236LP/236K/Super, but not 236HP) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Long 30f recovery, so you can backdash to bait and punish
|
Getup LK (block) |
-7 on block; 2 hits, only 1st is overhead
|
Getup HK (whiff) |
Long 34f recovery, so you can backdash to bait and punish
|
Getup HK (block) |
-11, must be blocked low
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 2HP xx 236HP (knockdown)
2LK > 5LP > 2HP xx 236HK (reset) |
HP Throw (Near Corner) |
2LK > 2HP xx 236HP (knockdown)
2LK > 5LP > 2HP xx 236HK (reset) |
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP (knockdown) Dash + 2LK > 5LP xx 236HK (reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 5LP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > 5LP xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP>HP>HK>HK>8LK+HK (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
When hitconfirming against Admiral, you have to be sure to always go into 236P vs. crouching and 236K vs. standing. Combos into Thousand Spear are fairly consistent against crouchers, but they are prohibitively difficult to confirm when Admiral is standing; at the same time, Rekka is easy to confirm against standing Admiral but it won't hit him crouching. By using 4 light normals, you should always have enough time to confirm into the correct ender based on standing/crouching.
Admiral's 41236P and Super (2nd hit) whiff against crouching Sam on hit, so always be ready to punish if he tries to use these against you (and make sure it fully whiffs before standing up). This also means that you are taking very little risk by using crouching buttons at mid range; do whatever you can to stop Admiral from getting close enough for 623K confirms or throw mixups.
When deep in the corner, it is almost impossible to juggle Admiral properly, especially after a throw, since he will get juggled behind Sam. Black Sam can somewhat mitigate this by juggling 2LK xx 214HP (Thousand Spears, but input in reverse) - Admiral technically flips out of the combo after 2LK, but Black Sam's extra juggle point allows the Thousand Spear to connect.
Dash + 5LP Infinite Leniency
6f vs. standing
9f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 6/9 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
[ Video Links]
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam Matchup (Mirror)
Opponent's Move | Punish |
---|---|
236P blocked (Thousand Spears) |
- After blocking, hold up forward and j.LK > j.HP, Dash + 2LP combo into TOD if possible
|
236P whiffed (Thousand Spears) |
- Stand just out of range, then 236HK>HK>HK or Super (safe option)
|
214K (Divekick) |
- Dash + 5LP into a combo (more difficult if LK Divekick is well spaced)
- Reversal 236HK can hit Sam out of the air, then Dash + juggle
- From closer ranges, backdash to make Divekick whiff, then punish with a full combo |
Super | - Punish with a full combo when he lands
|
Opponent | Confirm |
---|---|
Crouching | 2LP x2 xx 236P |
Standing | 2LP x4 xx 236P |
Standing | 2HK > 2HP (full combo into all specials/Super) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
Range is very short, so you can bait this without moving
|
Getup HK (block) |
-12 on block, hits low
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
HP/HK Throw (Near Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK xx 236K (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
Without meter, Sam has no good way to deal with his own Dash + 5LP/Throw pressure. Depending on your strengths and weaknesses as a player, your goal should either be to start this pressure by any means necessary, or desperately avoid blocking 5LP in neutral. To defend against Sam's pressure, it is a good idea to play a hit-and-run style game, never being too passive or predictable. With a good prediction, Sam can buffer far.5HP to stuff a dash in neutral, then combo this into Super or the 2nd hit of HK Rekka. Whiffing a heavy normal can be risky, however, as Sam has a potential TOD if he whiff punishes it.
Once Sam has meter, it becomes dangerous for the opponent to attempt his looping pressure. Reversal Super is invincible, and Sam's 5LP or Throw input will get buffered during Super freeze; since he will be standing, he gets hit by the Super immediately. This is in contrast to other characters who use crouching normals in their pressure, as they will dodge the first Super hit.
Sam's 2LP is fairly stubby, but it's useful for interrupting Rekka in neutral due to its fast self-chain property. At worst the opponent might outpoke you with 2LK, but this won't lead to anything substantial. Comboing into Thousand Spears is very difficult to do if Sam is crouching, so you have to use your movement to weave in and out of the opponent's range and snag some stray hits or an occasional throw. Don't be too predictable with dashing, because random Rekkas in neutral can easily catch you as you stand up. This also goes for random unsafe moves like Divekick - the risk of getting punished standing is too high for the meager reward of landing it once or twice in a round.
Dash + 5LP Infinite Leniency
7f vs. standing or crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 7 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
Spabobin vs. Funkdoc 03-02-2022 - 0:00 to 27:23
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Kim-Maree Matchup
Opponent's Move | Punish |
---|---|
2HK | - No useful punish
|
6HK | - Throw can punish on hit or block
- On block, Sam can punish with 5LP or cl.5HP
|
236P (Running Lariat) |
- Crouch, then use 2LK or 2LP combo starter right as she reaches you
|
28P (I Want You!) |
- Dash + full combo punish (TOD if possible) |
Opponent | Confirm |
---|---|
Crouching | 2LP x3 xx 236P |
Standing | 2LP x3 xx 236P |
Standing | 3LK > 6HK (2 hits), link Super |
Standing | 2HK > 2HP (into 236K/Super only) |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
You will get thrown if you stand (unless too far out of throw range)
|
Getup LK (block) |
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
|
Getup HK (whiff) |
The long animation and active frame window makes it hard to backdash this
|
Getup HK (block) |
+6 on block overhead, completely safe
|
Starter | Ender |
---|---|
236P Thousand Spears (Corner) |
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset) |
HP Throw (Near Corner) |
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
|
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
Dash + 2LK xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > cl.5HP xx 236HK (stun)
|
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK xx 236K (stun)
|
2LK > 2LP > 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP > 5LP xx 236HP, juggle 2LK > 5LP > 2HP xx 236HP, juggle 2LK > 2HP xx 236HP (stun)
|
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK, Dash + juggle 2LP > 5LP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
A surprisingly fair matchup on both ends. Sam's movement can run circles around Kim, but his buttons struggle to compete with her long range low pokes and it's hard for him to meaningfully punish their whiffs. Sam's mediocre anti-air game is a real detriment in this matchup, as Kim's jump can actually be a threat. Remember to stay stand blocking if her jumpin connects, as she can easily chain her jump heavies together for big damage. It's also important to avoid being cornered, as Sam's light weight makes him easily juggled off HK Throw or I Want You.
Always be ready to punish Running Lariat with a low starter as she gets near you; good Kim players won't even bother with that move outside of desperate circumstances, but it has a tendency to come out accidentally due to its high input priority so you should still be aware of it. I Want You is very unsafe and allows Sam to dash in for a TOD punish, so it's worth baiting her reversal during pressure occasionally (just be sure to stay out of command throw range when doing this).
Kim has one unique advantage that no one else has against Sam - her Super can punish 3rd LK Rekka. This means that once you see her bar filled up, you should always stop after the 2nd one and backdash for safety. In general, it becomes risky to maintain close pressure as she can buffer command throws/Super during blockstun, so you have to vary your approach timing a bit. It may even be worth playing for a time-out if you have a life lead, as Kim's openings usually stem from an overextending opponent rather than her own offensive capabilities.
Many Kim players rely on a gimmick of 2LK/5LK chained into 6HK overhead. If you block a light normal, you should always block low for a few frames (in case she chains into sweep), then stand block. Overhead is -4 on block, so you can plink your HP and HK Throws to get an easily timed reversal punish. Don't attempt a strict punish like 2LP, as she can buffer a command throw to safely blow past any mistimed punish attempts. If her 6HK does hit you, she is still -1 and technically throw punishable; however, she can use a similar (risky) tactic by doing I Want You to beat a mistimed punish. It's safer to just backdash any time the move hits you dash back in for a punish if she does this.
Dash + 5LP Infinite Leniency
5f vs. standing
8f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 5/8 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
Spabobin vs. Funkdoc 03-02-2022 - 45:33 to 57:40
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Sam vs. Mysterious Lion Matchup
Opponent's Move | Punish |
---|---|
6HP | - If blocked, can 236HK or Super unless used at max range
|
2HK | - HK Rekkas unless perfectly spaced
|
646LP (LP Lion Crusher) |
- Microdash into 5LP combo starter |
646HP (HP Lion Crusher) |
- If Lion corners himself or recovers close, Dash + full combo punish
- If he recovers far away, can't usually punish
|
Normal xx 236LP (Lion Bomb) |
- Dash forward (let the dash fully complete to avoid the blast)
-Dash + delayed Super can work from farther ranges, but has very tight timing
|
Teleport | - Predict the direction with a dash, then 5LP combo |
Super | - From around 2/3 screen or closer, 214LK during Super freeze can hit Lion out of the transformation
- Once transformed, 2LK is the only normal that can touch crouching Chibi-Lion (no combo followups)
|
Opponent | Confirm |
---|---|
Crouching | 2LP x5 xx 236P |
Standing | 2LP x7 xx 236LP 2LP x6 xx 236HP |
Standing | 3LK > 3LP > 6HK (2 hits), link 236HK/Super
|
Standing | 2HK > 2HP (full combo into all specials/Super) |
Standing/Crouching | 6HK, Dash + 2LP > 5LP xx 236HP |
Standing | 2LP x4 > 2HK > far.5HP xx 236HK>HK>HK
|
Standing | Dash + 5LP Infinite -- extremely lenient due to wide hurtbox |
Assumes point blank start + fastest possible chain timing
You can start a chain with 2LK or end with 5LP for the same results
Scenario | Punish |
---|---|
Getup LK (whiff) |
Backdash to bait and punish
|
Getup LK (block) |
-6 on block, hits overhead
|
Getup HK (whiff) |
Can backdash to bait, then Dash + combo into 236P
|
Getup HK (block) |
-3 on block, hits low (completely safe) |
Starter | Ender |
---|---|
236HP Thousand Spears (Corner) |
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
|
HP Throw | None |
5LP>HP>HK>HK>8LK+HK (Special Autocombo) |
2LK xx 236HP/236HK (knockdown/reset)
|
214K Divekick (Near Corner) |
Dash + 2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
|
Getup LK | Dash + 2LK xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset) |
Getup HK (Corner) |
2LK > 2HP xx 236HP/236HK (knockdown/reset)
|
Pursuit Counter | Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset) |
Black Sam extra juggle |
After KD, same as any juggle (2LK starter) After air reset, start extra juggle with 2LP (2LK hits too low) |
In general, 2LK > 2HP should only be used in deep-corner juggles. 2LK > 5LP is much more consistent.
Combo |
---|
2LP > 5LP xx 236K>LK, 5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
|
2LK > 2LP x2 > 5LP xx 236K>LK, 5LP>HP>HK>HK>8LK+HK, juggle 2LK (stun)
|
5LP>HP>HK>HK>8LK+HK, juggle 2LK > far.5HP xx 236HK, Dash + juggle 2HK > 2HP xx 236HP (stun)
|
2LK > 2LP x2 > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK, juggle 2LK xx 236HK, Dash + juggle 2LP > cl.5HP xx 236HK (stun)
|
Note: In combos starting with 2LK, you can generally replace it with 2 additional LPs to achieve the same stun output. The only exception is when this causes too much pushback to finish the combo. In that case, Microdash + LP can keep Sam close enough for the full combo.
Strategy
To win, Sam must move in and out unpredictably without overcommitting on offense. M. Lion can win an entire round off one well-placed bomb confirm, so it's important that any action you take recovers fast enough to block the bomb explosion on reaction. Being thrown near the corner can also be a death sentence for Sam, as he has no practical way to defend against the corner throw loop without Super meter. Sam's safest approach in neutral is to use repeated dash 5LP loops while staying out of Lion's throw range. This can be difficult, as Lion's throw range is longer than most of the cast, and he can input throw while holding down back. If you think the opponent is mashing a defensive crouch throw, simply stop your dash loop and react to his whiffed 2HP with a quick punish (note: Lion will be crouching, so combos into 1st hit Rekka will not work).
Lion players often use Slide as a neutral tool, as it is unreactable and highly damaging. Sam is uniquely good at punishing this with his 236HK, on both hit and block unless perfectly spaced. This works because Slide has a raised hurtbox during recovery, allowing the first hit of 236K to connect despite Lion's crouch state. Note that Lion will return to his normal crouching hurtbox after taking one hit, so Sam cannot punish with Super or use Rekka loops in this scenario.
If you can read or react to a Lion Bomb being thrown, you can dash past it to punish Lion while he is still standing. The blast of Lion Bomb is wide and hard to punish without getting hit yourself. If you land a 236K against Lion right as he activates a bomb, the startup of the 2nd Rekka will shift your hurtbox back into the explosion; by delaying the followup, Sam can often avoid the blast entirely. This is extremely important because Lion gets an easy guaranteed stun combo from the bomb trade at this range. Super can be used to go through a bomb, but it requires a frame-perfect activation right before the bomb explosion hits. This makes it too risky to attempt unless Sam has no other option to survive.
M. Lion's weight makes him impossible to juggle after any throw, and the juggle after corner 236HP requires a strict 3f timing (236LP has no followup juggle). After a knockdown, Lion's Getup LK is an incredibly strong overhead option, especially if he rolls out of the corner. It's important to frequently show that you are willing to back off and bait on Lion's wakeup or he can use this as a free escape every time. One option is to backdash out the Getup LK range, then dash up with a Rekka combo. If M. Lion is knocked down in the corner and you suspect he will roll out, you can jump back with j.LK. If timed properly, it will hit him out of the air for a juggle, or force him to block while remaining cornered. Once you have conditioned the opponent to stop using getup attacks, you can start pressuring the opponent on their wakeup occasionally.
After Sam's LK Rekka sequence on block (-1), his 2LP will stuff a reversal Lion Crusher by ducking under the initial hitbox. This can be useful in late-game scramble situations where both characters are low on life, as Lion is usually looking to seal the round with guaranteed chip damage at that point. However, Lion can still use his own 2LP or 2LK to beat yours if he times it well.
Sam has some unique double Rekka TODs against standing M. Lion, but they involve two 1f links. If your execution is strong enough to do this consistently, Lion players will have to be more careful about taking risks in neutral, which makes the matchup much easier for Sam.
vs. Chibi Lion:
Sam can reliably punish Lion's Super transformation with LK Divekick from around 2/3 screen or closer. From closer range he can get a more powerful juggle sequence like repeated 2LP xx 236HK, dashing in between each rep to push Lion into the corner. If the transformation is successful, 2LK is Sam's only normal that connects on crouching Chibi-Lion. At this point, Sam's best option is to run away or crouch block near his max 2LK range; on reaction to any short hop, Sam can juggle with 2LK xx LK Divekick to punish and end the transformation. If time is running out and Sam is at a life deficit, he can try to chip with LK Divekicks, as Chibi-Lion has no punish on block. However, it is possible for Chibi-Lion to avoid this with a well-timed Self-Destruct. This is likely to lead to a trade scenario in Sam's favor, so it's still worth considering.
Dash + 5LP Infinite Leniency
11f vs. standing
10f vs. crouching
- This is the total number of dash frames that Sam can miss before he is pushed out of range for any additional 5LPs.
- For example, if Sam dashes for 3f between each 5LP, the infinite will drop after 11/10 reps. Dashing 4f maintains the infinite combo.
Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 12:27 to 36:17
Spabobin vs. Funkdoc 03-02-2022 - 28:10 to 37:20
Spabobin vs RCF 02-13-2022 - 0:00 to 39:17
Spabobin vs RCF 12-16-2021 - 0:00 to 24:55
Spabobin vs RCF 12-05-2021 - 1:06:37 to 1:33:09
Spabobin vs RCF 11-04-2021 - 0:00 to 1:27:37
Spabobin vs RCF 10-23-2021 - 20:03 to 58:47
Spabobin vs RCF 09-09-2021 - 56:31 to 1:02:13
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion