Jackie Chan in Fists of Fire/Sam/Strategy

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JCFoF Sam Win.png


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.

Anti-Airs
AA Description
236K
(1st Rekka)
Fairly reliable against mid-ranged jumps
  • On hit, can dash up and continue juggle
Dash under, 236P
(Thousand Spear)
Requires good reactions
  • Sam's best option against close/crossup jumps
  • Hard to use against short/fast jumps like Kim, M. Lion
  • No followup juggle unless opponent corners themselves
2HK Good AA hitbox
  • Slow with only 2 active frames makes it hard to time
  • Not cancellable + slow recovery makes followup unlikely
2HP / cl.5HK / far.5HK Mediocre hitboxes, but can work
  • Very few active frames, hard to time properly
Reversals
Reversal Description
Super Very invincible, but loses to crouching buttons
  • 1st and 3rd hits whiff on crouchers, can be interrupted
  • 5th and 6th hits are overhead, may catch unaware opponent
  • Airborne opponents will fall out of juggle and punish
  • Mostly useful against throws, such as Thorsten/M. Lion corner throw loops
  • Work only at specific ranges



Sam vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Dash up 5LP can punish at almost any range if not cancelled into a special
  • Because Lau recovers crouching, it is very difficult for Sam to convert this into anything
236LK
(LK Dragon Kick)
- Throw (if done at close range)
  • Plink HP~HK for better chance at punishing

-If Sam stand blocks, there is a chance the 2nd hit of 236LK will whiff

  • In this case, be ready to punish with an immediate TOD combo
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
  • Risky because the spacing for this is tight
  • This can even work from a max range 2HK xx Super due to the gap in the blockstring

- From max 2HK range to midscreen, Sam can jump over the Super for a j.HP punish

  • Can't chain into another air normal, and jump must happen immediately
Super
(mid-far range)
- Immediate 214HK will punish
  • If too close, Sam will fly over Lau (safe unless Sam corners himself)
  • Lau players sometimes throw Super even at range just to force chip damage, so this is important to keep in mind

- Sam can backdash preemptively on Lau's wakeup to set this up, since Lau players often wake up with Super

  • If the super freeze happens while you are mid-backdash, 214HK may not punish fast enough
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block, so Rekka combos or Special Autocombo punishes work well
  • 4f gap between 2 hits, can interrupt with Super or Throw
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so Sam can only dash up and punish with a 236P combo
  • 2nd or 3rd Rekka can hop over Getup HK, but this is telegraphed and hard to time
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
HP Throw
(Near Corner)
2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • Microdash is possible if close enough to corner
  • If deep in the corner, Sam will swap sides (use 236HK here)
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset)
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK xx 236K (stun)
  • Standing only
  • If you start with 2LK > 2HP, no juggle is needed after Special Autocombo
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236HP,
juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • If you have a weaker opener, juggling with 2LK > 2HP can still allow for stun
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Dash + 5LP can punish at almost any range
  • Because Yeung recovers crouching, it is very difficult for Sam to convert this into anything
  • If Yeung chains into delayed Autocombo it will hit Sam
6HK - Throw punishes it on hit or block, followed by OTG infinite
  • Plink HP~HK for better chance at timing punish
  • If well spaced on block, may require a microdash before throw
63214P
(Crane Wings)
- LP version is generally safe in neutral
  • If cancelled into from 2LP, Sam can Dash + 5LP

-HP version is more unsafe but generally works the same way

  • At max range, Dash + 5LP will reach but followups will drop
  • Hard to differentiate between LP/HP versions; safer to assume it was LP
41236K
(Swallow Kick)
- Dash + combo into knockdown for OTG Infinite
  • Special Autocombo is good for corner carry if 236P won't leave you cornered
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

Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, so don't use Super and don't start with raw 236K
Getup HK
(block)
Must be blocked low
  • -7 on block, but usually too much pushback for a punish
Yeung OTG Infinite
Combo
2LK, Dash + 2LK > 5LP xx 236HP, repeat
  • In the corner, no dash needed
  • Don't get too close to the corner, or Yeung may get juggled behind Sam
    • If this happens, Black Sam can salvage the combo with a backwards input (214HP)
  • Can replace 5LP with 2HP for more damage
    • Can drop at some spacings, so it's not worth it unless time is running out
Juggle Notes
Starter Ender
All Hard Knockdowns: 2LK > 5LP xx 236HP should be used for simplicity since it leads to OTG infinite
  • 3rd Rekka knockdown does not allow for a followup juggle/OTG
  • Rekka air resets should also be avoided in this matchup

Do NOT dash behind Yeung before starting juggle (backturned state)

  • This will cause all followups to drop
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
  • Dash back to the original side to avoid Yeung being backturned
Super
(corner)
4f window to land a 2LK juggle starter
  • If too close to the wall, Sam will corner himself while Yeung becomes backturned
  • If this happens, dash out of corner and just use OTG infinite
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)

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK xx 236K (stun)
  • Standing only
  • If you start with 2LK > 2HP, no juggle is needed after Special Autocombo
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236HP,
juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • If you have a weaker opener, juggling with 2LK > 2HP can still allow for stun
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF Thorsten LossKO.png
Important Punishes
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

  • Plink 5LP~HP for easier punish timing, then immediately cancel into 236LK
  • This is because if the HP comes out, Sam has no other useful chains but you can combo after LK Rekka
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
  • 2LK is a good starter because it won't hit Thorsten airborne (but has few active 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
  • With a predictive backdash right as Thorsten does HP Teleport, Sam can Super or 236HK to punish
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
- If chip damage is a concern, 2LP should beat it cleanly after the Super freeze

  • Dash for a juggle afterward
  • Can also use 5LP from midrange or cl.5HP/cl.5LK from point blank
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with Dash + 5LP xx 236HK/Super
    • Reversal 236HK/Super is possible at some ranges, but not worth the risk
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
HP Throw
(Near Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • If not fully cornered, 236P is likely to whiff (LP version is more consistent)
  • There is no time to microdash from farther ranges
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
2LK > 5LP xx 236HK (reset)
  • Extremely precise microdash is required to work midscreen
  • 236P is not recommended due to the high risk if combo is dropped
  • Deep in corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset)
  • If too deep in the corner, Sam may face wrong direction
Getup LK 2LK xx 236HP (knockdown)
  • Corner only

Dash + 2LK > 5LP xx 236HK (reset)

  • Can work midscreen if it connects from close enough
Getup HK
(Corner)
2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
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.

Touch of Death Combos
Combo
2LK > 2LP x2 > 5LP, Dash + 5LP,
Dash + 5LP>HP>HK>HK>8LK+HK,
juggle 2LK > 2HP xx 236HK (stun)
  • Standing only, must end near the corner for this juggle (but not too deep)
  • If you get a corner side switch, you can stun with:
    • juggle 2LK > 2LP > 5LP xx 236HK (very difficult)
2LK > 2LP x2 > 5LP xx 236K>LK,
5LP>HP>HK>HK>8LK+HK, juggle 2LK (stun)
  • Standing only; requires 1f link after Rekkas, 3f juggle into 2LK
  • Midscreen, a very difficult 1-2f microdash is required for the juggle
5LP>HP>HK>HK>8LK+HK, juggle 2LK xx 236HK,
Dash + juggle 2HK > 2HP xx 236HK (stun)
  • Black Sam + Standing only
  • Must be near corner for final 2HK juggle to reach
  • If you start with a longer hitconfirm, can use a weaker juggle to 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

JCFoF Drunk LossKO.png
Important Punishes
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
  • If the light normal was blocked first, Super will hit Drunk out of the air (punishable)
236P
(Jug Throw)
- Dash + Throw works well due to Sam's fast dash speed
  • Dash + close range 5LP, 2LK, 2HP, or 5HP can dodge the blast (especially if cancelled into 236K or Super)
  • Dash + HK Rekka on its own works great, but you have to delay the 2nd Rekka until the blast is gone

- Dash + Super right as the jug hits the ground can work if Sam is far away

  • Very risky, but this is the range Drunk is most likely to throw jugs
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

  • If you hit the 2nd Rekka too early, he will trade

- 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
  • Be sure to wait until he fully lands
Super - Full TOD combo punish

- Only has 10 landing frames, so be ready with 2LK as he lands
- The proximity guard of this move can prevent you from walking to position yourself for a punish

  • Dash away from Drunk, then walk/dash forward as he descends
Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, Delay HK Rekkas or Super while his far.5HP whiffs
  • Always option select this punish in case the infinite drops
  • Will whiff if you start with a normal
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, try to start a 2LP confirm into TOD (or at least a Rekka combo)
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • Dash + 5LP combo works pretty consistently, or Super/Rekka for consistency
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • Super or HK Rekkas are the most consistent punish
  • Can also Dash + 5LP start, but hard to avoid the 2nd hit while getting close enough
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Dash + 5LP is the only thing that can punish, but no followups
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2HK > 2HP xx 236HP/236HK (knockdown/reset)
  • If not fully cornered, use Dash + 2LK instead
  • 2HK won't usually work after LP Thousand Spear, so be sure to use HP version
HP Throw
(Near Corner)
2HK > 2HP xx 236HP/236HK (knockdown/reset)
  • If not fully cornered, use Dash + 2LK instead
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
  • If this happens, delay the 2LK
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset)
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
Pursuit Counter Dash + 2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • Dash + 2HK > 2HP is also possible, but very hard to time
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236K>LK,
5LP>HP>HK>HK>8LK+HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
  • Alternate starter: point blank 2LP xx 236LK, 2LP xx 236K>LK
2LK > 2LP > 5LP xx 236HP,
juggle 2HK > 2HP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • If you have a weaker opener, juggling with 2LK > 2HP can still allow for stun
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Duck the 2nd hit, then Dash + 5LP combo or 236HK/Super
  • Can be too far for 236K or Super if spaced at max range
236HK
(HK Crush Kick)
- Crouch block, then 5LP punish
  • Very weak, can't really convert into anything besides more Dash + 5LP/Throw pressure
41236P
(Tiger Fist)
- Reversal HK Rekkas or Super for an easy punish
  • Dash + 5LP starter also works great but is slightly harder
Super - Same as Tiger Fist

- Can use your own Super after the freeze to beat it clean, avoiding chip damage

  • If activated around half screen, Sam's 2HK can stuff it in neutral
  • If blocked from point blank (i.e. wakeup Super), can link 236HK>LK into 5LP extension
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, it's very difficult to dash in for a punish
Getup LK
(block)
-5 on stand block
  • 5LP xx Rekkas/Super can punish, but better to just duck under it
Getup HK
(whiff)
2 hits, easy to backdash and punish with Dash + 5LP xx 236HP
  • Can also use immediate HK Rekkas (1st hit will whiff)
  • Combo into Rekkas won't work since it recovers crouching
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Slightly delayed reversal 236P can punish if this happens, but don't stand into the 2nd hit
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • Use 5LP instead of 2HP if not fully cornered
  • Before Rekka, you can juggle 2LK > 5LP > 2HP for slightly more damage
HP Throw
(Near Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • Microdash is possible if close enough to corner
  • Before Rekka, you can juggle 2LK > 5LP > 2HP for slightly more damage
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • If too deep in the corner, Sam may face wrong direction
  • Use 5LP instead of 2HP if not deep in corner
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
  • Use 5LP instead of 2HP if not deep in corner
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only, strict juggle spacing
  • Alternate (riskier) juggle ender: 2LK > 5LP xx 236HP
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK xx 236K (stun)
  • Standing only
  • If you start with 2LK > 2HP, no juggle is needed after Special Autocombo
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 5LP xx 236HP,
juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • Since only 2 light normals can combo into 236P against crouching Dragonball, this is hard to confirm into
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Dash + 5LP is technically possible, but very inadvisable
  • Unrewarding punish, and a ranged/delayed cancel into Dragon Palm can hit Sam out of his dash
41236P (blocked)
(Dragon Palm)
- Dash + combo (TOD if possible)
  • Stand blocking has less pushback, making it easier
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
  • LK DP can whiff really quickly in neutral, so be careful if it was used at range
Super (blocked) - Dash 8-9f, 5LP into Special Autocombo
  • Can also combo into 236K, but must dash exactly 9f

- 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
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Recommend Dash + 5LP combo starter into a TOD
    • Special Autocombo route is the easiest, but Rekka/Super combos also work
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • At close range, HK Rekka/Super or 5LP can punish on block
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Dash close and punish with a 2LK combo into 236HP
  • Immediate 214LK can also work, but is risky
  • Recovers crouching, so don't use Rekka/Super in punishes
Getup HK
(block)
-11, must be blocked low
  • Dash + 5LP can punish, but at longer ranges this won't lead to anything
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2LK > 2HP xx 236HP (knockdown)
  • If too deep in corner, Admiral juggles on the wrong side and drops out
  • As Black Sam, you can input Hands as 214P and Admiral will fall into it with the extra juggle

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

HP Throw
(Near Corner)
2LK > 2HP xx 236HP (knockdown)
  • If deep in corner, Admiral juggles behind Sam
  • As Black Sam, you can input Hands as 214HP and Admiral will fall into it with the extra juggle

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

5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP (knockdown)
Dash + 2LK > 5LP xx 236HK (reset)
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 5LP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236K>LK,
5LP>HP>HK>HK>8LK+HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236HP,
juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • Only use this on crouching Admiral since it's hard to confirm into Hands when he is standing
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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)

JCFoF Sam LossKO.png
Important Punishes
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
  • Timing for air normal is tight
  • Too early and jumpin whiffs, too late and opponent can block
236P whiffed
(Thousand Spears)
- Stand just out of range, then 236HK>HK>HK or Super (safe option)
  • Can dash into a combo when the animation ends, but very difficult and risky
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

  • 236HK/Super can hit Sam grounded, but hard to time this

- From closer ranges, backdash to make Divekick whiff, then punish with a full combo

Super - Punish with a full combo when he lands
  • The 5th and 6th hits are overheads, so block these high
  • If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LP combo starter
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 5LP can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Recovery is fast, so a backdash bait requires great movement to land a punish
  • The last 7 recovery frames are standing, so stand-only punishes like Super, Rekkas, and Special Autocombo can punish
Getup HK
(block)
-12 on block, hits low
  • Super works at all ranges because the final recovery frames are standing
  • At closer ranges, HK Rekka or Dash + 5LP starters will punish
Juggle Notes
Starter Ender
236P Thousand Spears
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • Before Rekka, you can juggle 2LK > 5LP > 2HP for slightly more damage
HP/HK Throw
(Near Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • Before Rekka, you can juggle 2LK > 5LP > 2HP for slightly more damage
  • Microdash is possible if close enough to corner
  • No advantage to using HK Throw (stricter 4f juggle timing)
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK > cl.5HP xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • Before Rekka, you can juggle 2LK > 5LP > 2HP for slightly more damage
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK xx 236K (stun)
  • Standing only
  • If you start with 2LK > 2HP, no juggle is needed after Special Autocombo
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236HP,
juggle 2LK > 5LP xx 236HP, juggle 2LK > 5LP xx 236HP (stun)
  • Black Sam + Corner only
  • If crouching, only 2 light normals are possible in hitconfirm, making it rather difficult
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - No useful punish
  • Dash + 5LP can work if poorly spaced, but usually gets nothing afterward
6HK - Throw can punish on hit or block
  • Poor throw range can leave him too far away if well spaced
  • Plink HP~HK if attempting a throw punish to increase the timing window, especially on hit

- On block, Sam can punish with 5LP or cl.5HP

  • Plink LP~HP to make it a 2f punish window, and cancel into 236K
  • Be careful when attempting this, as Kim can Command Throw/Super if you mistime your punish
236P
(Running Lariat)
- Crouch, then use 2LK or 2LP combo starter right as she reaches you
  • You can turn this into a TOD if your 2LK hits from close range, or with an extra Dash + 5LP mid-combo
28P
(I Want You!)
- Dash + full combo punish (TOD if possible)
Hitconfirm Notes
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2LP xx Rekkas if you manage to make her whiff nearby
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Juggle Notes
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)
  • Microdash is possible if not fully cornered
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
Dash + 2LK xx 236HP/236HK (knockdown/reset)
  • Deep in the corner, Sam will side switch after Autocombo
  • Tight juggle; attempting to add midscreen cl.5HP makes the dash frame perfect
214K Divekick
(Near Corner)
Dash + 2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
  • If too deep in corner, Kim may be juggled the wrong direction
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.

Touch of Death Combos
Combo
2LK > 2LP > 5LP, Dash + 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK > cl.5HP xx 236HK (stun)
  • Standing only
2LK > 2LP > 5LP xx 236LK, 5LP>HP>HK>HK>8LK+HK,
Dash + juggle 2LK xx 236K (stun)
  • Standing only
  • If you start with 2LK > 2HP, no juggle is needed after Special Autocombo
2LK > 2LP > 5LP xx 236K>LK,
5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after Rekkas
2LK > 2LP > 5LP xx 236HP,
juggle 2LK > 5LP > 2HP xx 236HP, juggle 2LK > 2HP xx 236HP (stun)
  • Black Sam + Corner only
5LP>HP>HK>HK>8LK+HK, Dash + juggle 2LK > 5LP xx 236HK,
Dash + juggle 2LP > 5LP xx 236HK (stun)
  • Black Sam + Standing only

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

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - If blocked, can 236HK or Super unless used at max range
  • Can also duck under it and 236HK/Super as a whiff punish due to Lion's extended hurtbox
2HK - HK Rekkas unless perfectly spaced
  • Works from about round start distance
  • This works because Lion extends his hurtbox upward during 2HK recovery, allowing first Rekka hit to connect
  • Dash + 5LP can reach but Lion will still be crouching, so it's hard to convert afterward
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

  • If you backdash in prediction of this move, you can force him to recovery close enough for a Dash + 5LP punish
Normal xx 236LP
(Lion Bomb)
- Dash forward (let the dash fully complete to avoid the blast)
  • Then punish with 2LK or 2LP combo starter (or throw for safety)

-Dash + delayed Super can work from farther ranges, but has very tight timing

  • If the bomb hits you, Lion wins the round so don't take too many risks
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)

  • Sam's only real options are run away, or try to chip with LK Divekicks (risky)
Hitconfirm Notes
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
  • Can also add another 5LP before Super only
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
  • Unique combo route vs. Lion
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

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards j.LK can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
  • In the corner, it is rarely possible for Rekka/Super/Microdash + 5LP to punish
Getup HK
(whiff)
Can backdash to bait, then Dash + combo into 236P
  • Recovers crouching, so no Rekka, Super, or Special Autocombo in punish
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)
Juggle Notes
Starter Ender
236HP Thousand Spears
(Corner)
2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
  • Strict 3f juggle timing
  • No juggle possible after LP Thousand Spear
HP Throw None
5LP>HP>HK>HK>8LK+HK
(Special Autocombo)
2LK xx 236HP/236HK (knockdown/reset)
  • Recommend using Rekka for safety since the timing is frame perfect
  • Deep in the corner, Sam will side switch after Autocombo
214K Divekick
(Near Corner)
Dash + 2LK > 5LP > 2HP xx 236HP/236HK (knockdown/reset)
  • From farther out, omit 2HP
  • If too deep in the corner, Sam may face wrong direction
Getup LK Dash + 2LK xx 236HP (knockdown)
  • In corner, no dash needed and you can add 2HP or 5LP

Dash + 2LK > 5LP xx 236HK (reset)

Getup HK
(Corner)
2LK > 2HP xx 236HP/236HK (knockdown/reset)
  • If slightly outside corner, a quick microdash can work
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.

Touch of Death Combos
Combo
2LP > 5LP xx 236K>LK,
5LP xx 236K>LK, 5LP xx 236HK>HK>HK (stun)
  • Standing only; requires 1f link after both sets of Rekkas
2LK > 2LP x2 > 5LP xx 236K>LK,
5LP>HP>HK>HK>8LK+HK, juggle 2LK (stun)
  • Standing only; requires 1f link after Rekka and 1f juggle timing
  • With a weaker start, you can still stun by cancelling the 2LK into Rekka
  • With a stronger start (including Dash + 5LP loops), no juggle needed after Autocombo
5LP>HP>HK>HK>8LK+HK,
juggle 2LK > far.5HP xx 236HK,
Dash + juggle 2HK > 2HP xx 236HP (stun)
  • Black Sam + Standing only, 2LK is a 1f juggle
  • Must end near the corner to get final juggle, but not to deep
2LK > 2LP x2 > 5LP,
Dash + 5LP>HP>HK>HK>8LK+HK, juggle 2LK xx 236HK,
Dash + juggle 2LP > cl.5HP xx 236HK (stun)
  • Black Sam + Standing only, 2LK is a 1f juggle

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




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Lau
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Drunken Fist Jackie
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