Jackie Chan in Fists of Fire/Spiritual Kung-Fu Jackie/Combos

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JCFoF Spiritual Charge.png


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

Hitconfirm Combos

Notation Damage Location Characters Notes
2LK x3 > 2LP xx 236K

23-34%

Anywhere

Universal

  • Basic, safe hitconfirm
    • 236K only hits once vs. crouching (2 hits vs. Yeung)
  • 236LK -- slight frame advantage, but often whiffs 1st hit
  • 236HK -- more damage, but slightly negative on hit


2LK x3 > 2LP xx 41236HP,
[2HK > 2HP xx 236HK]

38%
[55%]

Anywhere
[+Corner]

Universal

  • Meterless knockdown BnB with juggle potential near the corner
  • vs. M. Lion: 2HK juggle is slightly strict (4f)
    • 2LK can be used for consistency


cl.5HK > 2HP xx 41236HP,
[2HK > 2HP xx 236HK]

50%
[67%]

Anywhere

Universal
(Standing)

  • High damage punish combo from point blank
  • Good post-stun combo route, but whiffs on crouchers


2LK x3 > 2LP xx Super

46%

Anywhere

Universal

  • Near the corner, Tiger Fist + Juggle does more damage
  • Switches sides, so don't use on cornered opponents


2HK, 2LK ...
... xx 41236HP, [2HK > 2HP xx 236HK]
... xx 236HK
... xx (Super)

44[62]%
32-41%
(53%)

Anywhere
[+Corner]

Everyone but Drunk, Dragonball, Admiral Jackie

  • Hitconfirm from point blank 2HK, which is a useful meaty (+4 on block)
  • vs. M. Lion: can use 2LK > 2LP for more damage
    • Also works for Lau, but only into 236HK or Super
  • Damage varies drastically based on followup choice
    • Corner juggle, 236K vs stand/crouch, etc.


2HK, 2LP ...
... xx 41236HP, [2HK > 2HP xx 236HK]
... xx 236HK
... xx (Super)

47[64]%
35-44%
(55%)

Anywhere
[+Corner]

Everyone but Drunk Jackie

  • Hitconfirm from point blank 2HK, which is a useful meaty (+4 on block)
  • Difficult 1f link timing, but 2LP has more range
  • Only useful vs. Dragonball/Admiral Jackie since 2LK whiffs
  • Damage varies drastically based on followup choice
    • Corner juggle, 236K vs stand/crouch, etc.



Throw Combos

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

44%

Corner

Yeung, Sam, Kim*, Dragonball Jackie

  • Must be very close to corner for the 2HP to juggle properly
  • vs. Sam, Yeung: dash before 2HK juggle
  • vs. Kim: 1f juggle (2LK is much easier)
  • Can work vs. Lau; requires impractically difficult dash


Throw, 2LK > 2HP xx 236HK

38%

Corner

Thorsten, Kim

  • vs. Thorsten: 2f juggle timing, must start deep in the corner
  • vs. Kim: this route is much more consistent than 2HK


Throw, 2HK > cl.5HP (1 hit) xx 236HK

43%

Corner

Lau

  • Most consistent route vs. Lau
    • Works on everyone, but 2HP is usually better
  • If slightly too far, microdash into 2LK juggle


Throw, 2LK > far.5HP > far.5HK

40%

Corner

Drunk Jackie, Admiral Jackie

  • Drunk and Admiral have awkward corner juggles, so this is the best route for getting damage and a mixup
  • May require a slight walk/dash, especially vs. Admiral


63214K (Command Throw),
2HK > 2HP xx 236HK

43%

Near Corner

Universal

  • If not quite in the corner, dash before 2HK
  • 2HP will drop if not close enough to the wall



Overhead Combos

Notation Damage Location Characters Notes
6HK (meaty), 2LK > 2LP xx 236HK

36%

Anywhere

Universal

  • Requires very precise meaty timing
    • Air resets are the only practical setup
  • 236K is used for safety, as 41236P can drop in some combos



OTG Options

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

~9%

Midscreen

Universal

  • Works consistently midscreen
  • After Super, 2LK > 2LK > 2HK is a safer option


2HK, 2HK, 2HK

~13%

Corner

Universal

  • Corner gives you more time to connect 3 sweeps


2HK, 2LK > 5LP xx 236HK

~15%

Midscreen

Yeung

  • Yeung OTG relaunch into air reset
  • 5LP keeps Yeung close for a mixup (5HP/2HP can push her away)
  • OTG 2HK, wait, OTG 2HK, 2LK relaunch does more damage


2HK, 2HK > 2HP xx 236HK

~24%

Corner

Yeung

  • Must be close for 2HP (1st hit) to connect
  • If slightly out of corner, use 2HK > dash up 2LK instead
  • OTG 2HK, wait, OTG 2HK, 2HK relaunch does more damage


(Hyper DB Jackie only)
2LK, 2LK > 2HP xx 236LK,
neutral j.LP > j.HP, (land and repeat)

100%

Corner*

Yeung

  • Delay j.LP as late as possible, slightly delay j.HP chain
  • After Tiger Fist, Command Throw, Super: walk out of corner after landing + 2LK
  • Starting midscreen can take you to the corner:
    • OTG 2LK, dash 2LK > 5LK > 5LP xx 236LK, diagonal j.LP



Miscellaneous Combos

Notation Damage Location Characters Notes
Getup LK, dash 2HK > 2HP xx 236HK

36%

Near Corner

Universal

  • Can use cl.5HP if not deep enough in the corner for 2HP 1st hit
  • vs. Sam: midscreen, dash 2LK xx 236HK
    • Wait until very end of dash before 2LK juggle


Pursuit Counter, dash 2LK > 5LP xx 236HK

23%

Anywhere

Universal

  • Most consistent juggle that still allows a mixup
  • 2HK > 2HP can work deep in the corner
    • Pursuit Counter causes backturn, making this difficult


236LK, 2LK > 2LP xx ...
... 236HK
... Super
... 41236HP, [2HK > 2HP xx 236HK]

35%
(47%)
[55%]

Anywhere
[+ Corner]

Everyone but Drunk Jackie (Standing)

  • If 236LK whiffs (vs. crouching), sets up quick tick throw
    • Can option select with 63214,1LK (HCB, Downback+LK)
    • Throw will take priority if possible, otherwise 2LK comes out
  • Tiger Fist only combos vs. Lau, Sam, Kim-Maree, M. Lion


Super (while cornered),
2HK > 2HP xx 236HK

55%

Corner (Back)

Everyone but Thorsten, M. Lion

  • If backed into the corner, juggle is possible after Super
  • vs. Sam, Dragonball: dash before juggling
    • Dash 2LK recommended vs. Dragonball for consistency
  • vs. Yeung: better to just use the OTG relaunch


Super (while cornered),
2LK > 5LP xx 236HK

47%

Corner (Back)

Thorsten

  • From absolute point blank, cornered Super only
    • Most practical if Super beats Thorsten's throw loop attempt
  • Can also use 2HK > 6HP (slightly more damage, worse mixup)


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

40%
(55%)

Anywhere

Everyone but Dragonball & Drunk Jackie (Standing)

  • Link out of Special Autocombo on standing opponents
  • Mostly for style, as it doesn't do much more than standard hitconfirm
  • If near the corner, use the combo below instead


5LP > HP > HP > HK (Auto),
2LK xx 41236HP,
[2HK > 2HP xx 236HK] (stun)

100%
(65%)

Near Corner

Everyone but Dragonball & Drunk Jackie (Standing)

  • Autocombo can lead to TOD near the corner
  • vs. Thorsten, M. Lion: combo works but no stun
    • One followup mixup can potentially stun


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

100%

Anywhere

Lau, Yeung*
(Standing)

  • TOD from looped Special Autocombos
  • vs. Yeung: must Dash 1f between Autocombo loops
  • Can start with 2LK x1 or x2 into a dash 5LP (more difficult)


2LK x2-3, dash 5LP > HP > HP > HK (Auto),
dash 1f, 5LP > HP > HP > HK (Auto),
dash 1f, 5LP > HP > HP > HK > HK (stun)

100%

Anywhere

M. Lion
(Standing)

  • The 2LK starter is useful for confirms, but unnecessary
  • If starting directly from 5LP, only one of the two microdashes is required


[2LK, dash 4f], repeat

varies

Anywhere

Universal

  • Dash loop; not a true infinite like Drunk/Admiral, but can extend hitconfirms
  • Using a few reps can help push opponent to the corner
  • 5LP can also loop, but gets pushed out on some characters



Hyper Dragonball Jackie Combos

Notation Damage Location Characters Notes
2LK x3 > 2LP xx 41236HP,
2HK > 2HP xx 236HK,
cl.5HP (2 hits) > cl.5HK (stun)

100%
(63%)

Corner

Universal*

  • vs. Thorsten, M. Lion: no stun
  • 2HK > 2HP will only work deep in corner
    • Dash can help with positioning
  • Delay cl.5HP until opponent is almost on the ground
    • May need to walk out of corner first


2LK x4 > 2LP xx 41236HP,
2HK > 2HP xx 236HK,
cl.5HK > 2HP xx 236HK (stun)

100%

Corner

Thorsten

  • Variation of above combo that stuns Thorsten
  • Very strict timing on the final cl.5HK > 2HP juggle
    • Must do as low to the ground as possible


5LP > HP > HP > HK (Auto), 2LK > 5LK > 2LP xx 41236HP,
2HK > 2HP xx 236HK, neutral j.LP > j.HK (stun)

100%

Near Corner

M. Lion
(Standing)

  • Hyper Dragonball has lots of ways to kill after Special Autocombo so this is mostly a for-fun route
  • The only part of this that's Lion-specific is the 2LK > 5LK > 2LP extension


(6HP/4HP or 63214K Throw),
2HK > 2HP xx 236HK,
cl.5HP (2 hits) > cl.5HK

51%

Corner

Universal*

  • vs. Thorsten, M. Lion: 2HK > 2HP only works after Command Throw
  • See "Throws" section for character-specific juggle details





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