Jackie Chan in Fists of Fire/System (Advanced)

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Advanced Throw Info

Throw Ranges
This information was calculated using a script that displays each character's x-coordinate. The resulting value is the difference between each character's X position.

There is no difference in throw range between forward and back throws, but forward throws cause a character to walk for one frame before activating (this also occurs while dashing). However, since characters do not walk immediately when recovering from their crouch animation, a forward throw out of a crouch will not gain this extra distance. As such, crouch throws will never gain extra walking range.

Characters with wider hurtboxes are NOT more susceptible to throws, as the game is only looking for their exact coordinate. This makes it harder to visually determine when one is in throw range against characters that appear wider, like M. Lion.

Character/Throw Range
Kim-Maree (41236KK Super) 93
Kim-Maree (Air Throw) 88
Kim-Maree (236K Command Throw) 85
Kim-Maree (HP/HK/Crouch Throw) 77
M. Lion (HP/Crouch Throw) 73
Yeung (HP Throw) 64
Dragonball Jackie (63214P Command Throw) 64
Drunk Jackie (HP Throw) 61
Thorsten (HP Throw) 60
Admiral Jackie (HK Throw) 58
Lau (HP/HK Throw) 58
Dragonball Jackie (HP Throw) 56
Sam (HP /HK Throw) 56

Same-Frame Throws
It is not currently known how the game decides which character wins when two throws are performed on the same frame. It does not follow a predictable pattern (such as even/odd frames, P1 or P2 priority, character priority, etc.) so for all intents and purposes it is entirely random. This randomness applies regardless of whether a normal throw, command throw, or Kim-Maree's Super throw are used.

Advanced Knockdown Info

The following table lists the duration of each character's wakeup animation by number of frames:

Character Forward Roll Back Roll Neutral Rise
Sam 45 44 32
Admiral Jackie 45 50 32
Yeung 47 49 32
Dragonball Jackie 49 32 32
Thorsten 55 41 32
Lau 55 47 32
Drunk Jackie 59 51 32
M. Lion 59 53 32
Kim-Maree 62 32 34


Knockdown Timer
There is a hidden "Knockdown Timer" that controls how long a character stays on the ground after a knockdown. This value functions the same way as Damage, including combo scaling and counterhit bonuses.

Mashing buttons and directions while knocked down causes this timer to decrease more quickly, until it either reaches 0 or it decreases by a specific maximum amount.

This hidden KD Timer increases by landing attacks before the knockdown, and rapidly decreases after a short time. This means that performing a long, powerful combo before a knockdown will cause the opponent to stay grounded for a longer time than if they simply knocked down with the attack on its own. It is not necessary for the entire sequence to be a combo -- for example, landing several light attacks followed by a throw will knock down for a longer time than just a throw.

It is not yet fully understood how moves with the "KD0" property are related to the KD Timer; recently updated training scripts have shown that the KD Value does not actually drop to 0, but the opponent is still able to rise immediately upon landing.

Guard Cancel

Inputting a reversal-timed normal, throw, special, or super out of blockstun will result in a guard cancel. The defender's attack cancels the final frame of blockstun, making all moves 1 frame less advantageous on block than they otherwise appear to be (the only exception being Lau's 236HK, which can be guard cancelled up to 2 frames early). All frame data in the wiki has this guard cancel frame taken into consideration, so that punishes are intuitive (a 4 frame attack can punish moves listed as -4, for example).

Note that walks, dashes, and jumps do not cancel the final blockstun frame. This means, for example, that an attack listed as +6 on block followed by a 7 frame normal would act as a true blockstring if the defender was trying to backdash out of pressure.

Special Move Buffering

After a button is pressed during a neutral state, the game will read directional inputs for 2 additional frames. If a special move input is completed during this time, that special will come out instead of the normal attack (the normal startup transitioning seamlessly into a special move is often referred to as kara-cancelling). During gameplay, this feels similar to "negative edge", but releasing the attack button does not actually trigger the move to come out.

When chaining attacks, this buffer is increased to 6 frames. There are some common scenarios where this can cause problems. For example, Lau's juggle combo of 2HK > 2HP xx 623P often results in an accidental 236P, as the forward input of his uppercut is interpreted as the end of a 236P input, even though he hit the HP button first. To avoid this, input the juggle chain quickly, then deliberately delay your special move input afterward.


There is another way that special moves are buffered. For special moves that only require 2 directional inputs (like 236, 214, 46, or 28 inputs), the game reads your last 16 input frames to determine if the move will come out. For special moves that require 3 directional inputs (41236, 63214, 646, 623), this window is 20 frames. This window is quite lenient, so it is possible to get an unintended special move as a result.

This buffer window is useful to keep in mind when attempting to time a reversal. Using Admiral Jackie's 623K as an example, he could input 623 while in blockstun, mash K several times during the input window, and if any one of those K inputs took place during the 8 frame reversal window at the end of blockstun, a reversal 623K would come out. If he remains in blockstun too long, he will still be safely holding down back. Keep this in mind when being pressured, as you can potentially block while option selecting a special or super move through a gap in the opponent's pressure.

If 2 special move inputs overlap during this buffer window, the move with a higher priority will come out. The priority of each special move is listed under its entry in the character's wiki page.

(Note: quarter circle inputs, like 236 and 214, do not require the diagonal direction to be input, which is why these are described as only needing 2 directions. Likewise, half circles like 41236 and 63214 can be input as 426 and 624, so they require 3 directions.)

Jump Mechanics

Every jump begins with some prejump frames that are still considered grounded and throwable. During this time, a character can use a grounded attack, throw, or change their jump direction. Entering a proximity guard state during prejump (by switching to back or down+back) will cancel the jump entirely.

Empty Jumps will cause the character to be vulnerable for 1 frame as they land. There is no landing recovery after using a normal attack in the air.

The following table lists the number of frames for every character's jump arc:

Character Jump Frames Grade
Kim-Maree 8+50f A (Fast)
M. Lion 7+52f A (Fast)
Lau 5+56f B (Okay)
Sam 5+56f B (Okay)
Thorsten 6+56f B (Okay)
Admiral Jackie 3+58f C (Floaty)
Dragonball Jackie 5+58f C (Floaty)
Drunk Jackie 6+58f C (Floaty)
Yeung 3+68f F (Zero-Gravity)

Super Meter Advanced Info

The following table lists how quickly each character builds super meter by charging with HP or HK:

Character Meter Built per Frame
(Max 16384)
% per Frame % per Second
Lau 63/Frame 0.385% 23.1%
Yeung 68/Frame 0.415% 24.9%
Thorsten 57/Frame 0.348% 20.9%
Drunk Jackie 73/Frame 0.446% 26.7%
Dragonball Jackie 68/Frame 0.415% 24.9%
Admiral Jackie 63/Frame 0.385% 23.1%
Sam 68/Frame 0.415% 24.9%
Kim-Maree 47/Frame 0.287% 17.2%
M. Lion 52/Frame 0.317% 19.0%

Damage Scaling

After the first hit in a combo, all additional hits have their damage reduced by a certain percentage. This is done to avoid extreme damage from long combos without reducing the damage that individual hits can do. "Hits" in this context refers to anything that increases the combo counter. This means multi-hit attacks will scale a combo more heavily than a single hit attack. The scaling in Fists of Fire works as follows:

1st Hit 100% (normal) damage
2nd-6th hits Scaled to 75% damage
7th+ hits Scaled to 50% damage
Throw Immediately scales all followups by 50%
Stun (Dizzy) Combo scaling is reset, with hits 1-6 of the post-stun combo scaled to 75% and all further hits scaled to 50% as usual.
-A throw performed after a stun will not have its damage scaled, but the followup combo will be scaled by 50% as usual.
Chip Damage Reduced to 25% of a special/super's normal damage.
-Because combo scaling is not applied to blocked attacks, a blocked multi-hit attack will actually do more than 25% of a move's usual damage.
OTG Attacks Scaled to 25%
-Because of this low damage, it may be better to reposition for a mixup rather than attempt a 3rd OTG hit.
-Pursuit attacks, while technically hitting OTG, are scaled like regular combos.
Yeung OTG Infinite After landing an OTG vs. Yeung, any juggled attack will be scaled to 50% regardless of the number of hits.
-All further OTG hits will continue being scaled to 25% as usual.
-Stun will reset after an OTG relaunch

Damage in the Frame Data sections are listed in terms of Base Damage--this does not include scaling, even though all multi-hit moves will automatically have scaling built in. For example, Lau's Super has 6 hits of 10 base damage each. If done raw, the first hit would do full damage and the next 5 hits would do 75% damage each. Keep this in mind when comparing move damage. Some moves (particularly supers) may have more information in the description about how much damage a move actually does when considering scaling, as well as when used for chip damage.

Finally, damage is calculated by multiplying a move's "base damage" by a hidden Defense Value. A higher defense value (counterintuitively) means the character takes more damage. The difference in defense between characters is very minor, so this rarely impacts how many hits a character can take in a round. As a character takes damage, this defense value drops, causing attacks to do less damage in absolute terms. This means that later in the round, attacks will visually appear to do less damage on the life bar. Note that throws are not affected by this type of scaling. Keep this in mind when deciding if the opponent's health is low enough for a chip kill.

Characters Defense Value
M. Lion 232
Kim-Maree 236
Jackie Chan (all versions) 238
Lau, Sam, Thorsten, Yeung 240

In practice, this means that M. Lion and Kim-Maree may survive one more light normal per round, if it has any impact at all.

Note: Knockdown Time (the hidden value that determines how long the opponent stays knocked down) is also subject to damage scaling.

Button Priority

If inputs overlap in a way that the game could interpret in multiple ways, the resulting move will come out according to the following hierarchy:

  • Getup Attacks (only during 16f knockdown window; the final input during this window determines which strength comes out; LK > HK)
  • Supers1
  • Special Moves (H > L)2
  • Throws
  • Taunt
  • Command Normals (Heavy > Light)3 -- HP and HK command normals can't both be input from neutral due to Taunt taking priority; Dragonball Jackie 4LK takes priority over 5HP/5HK (this is the only situation that can prove command normals > regular normals when done from a neutral state)
  • Normals (Heavy > Light; Close > Far; P > K)4 -- Priority is checked in this order; 5LP is considered in between Close/Far. This hierarchy also proves that M. Lion's 5LK actually does have a close and far version, despite being otherwise identical. Yeung's 5HK cannot be tested the same way, as Taunt would take priority.

- *1: Kim-Maree's Super is the exception, as it has lower priority than her 236P Running Lariat.
- *2: Overlapping special moves are assigned their own individual priority, which is listed under the move name in each character's Special Move section.
- *3: This only applies when done from a neutral state; if chaining from a light normal, a regular heavy normal his higher priority than a command normal.
- *4: This only applies when done from a neutral state; chained normals have their own unique hierarchy.

Because of this priority system, it is impossible to "option select" a throw with a different button. An unsuccessful throw will always result in the whiffed HP or HK attack coming out (or the 6HP/6HK command normal if applicable). Attempting to option select with both HP and HK will cause a taunt to come out if the throw doesn't connect.

Input Priority for Chained Normals:

  • LP > LK or LK > LP alternating chain
    • Does not apply to self-chainable LP > LP or LK > LK; these always take priority
  • 5HK > 5HP > 5LK > 5LP
  • 2HK > 2HP > 2LP > 2LK
  • 6HK > 6HP > 6LK

For the most part, these are esoteric details without much practical application. It is included for completion's sake, and for the small possibility that some sort of option select could be found with this information.

Hitstun Reeling Animations

Two reeling animations for Drunk Jackie that greatly affect his hurtbox.

A character in standing hitstun has two possible reeling animations that play when taking damage; this animation is determined by the attack that connected. Combo routes can be affected by which type of hitstun occurred, as a character's hurtbox may be wider in a particular reeling animation.

For simplicity, these reeling states are referred to as "high" and "mid", although this doesn't always correlate to the actual guard properties of the attack (lows usually fall into the "mid" category). Within these two categories, there are slight differences between light and heavy hitstun, but for the most part they cause the same overall reeling animation to occur. The numbers associated with these hitstun types in the "Character Stats" sections (26/27 and 29/30) were obtained from a Lua script that outputs the hitstun memory value.

A character in crouching hitstun has the same reeling animation regardless of which attack connects.


Miscellaneous Info

Corners -- It is impossible to cross up a cornered opponent. Jumps will never reach the opposite side, and any crossup attempt can be blocked both directions. In the case of Drunk Jackie's Tricky Kick, he can cross through the opponent but even this can be blocked both directions. Teleports from Thorsten or M. Lion are the only exception, as they can side swap regardless of screen position (though this is not usually a good idea). Note that a knocked down character is not considered fully cornered, so it is always possible to dash through them while they wake up.


Sam wavedashing to gain greater forward distance.

Wavedashing -- Characters can advance more quickly by cancelling their first forward dash into another forward dash very quickly. The input is 6646. The 4 (back) input can also be input as down-back; the important part is that the final two forward inputs are close enough together that they still count as a dash input. Because dashes are fastest at the very beginning (slowing down as they move farther), fast characters can cover an incredible distance in a very short period of time.

Note that because of how the game reads simultaneous left + right inputs, this can be hard to do on a keyboard or an all-button controller without proper SOCD cleaning. The directional inputs must be done in quick succession without ever inputting both directions on the same frame.


Autocombos -- The number of active and recovery frames for each hit of an Autocombo can vary slightly, depending on the exact timing of each button press. This will rarely (if ever) matter, but it's an interesting quirk. For the purposes of frame data, the startup of an autocombo attack is calculated by inputting each button as late as possible during the sequence. Active and Recovery frames were calculated by inputting each followup button on the first active frame of the previous attack.


Pursuit Attacks -- It is possible for a pursuit attack to connect against an opponent that has risen from a knockdown, although the opponent must still be down when it is input. This is usually unsafe on hit or block, although in rare cases some characters can be safer if the Pursuit Attack hits perfectly meaty. Pursuit attacks hit as an overhead in these cases, and are often capable of hitting as a crossup. Note that a Pursuit Counter cannot be used to punish in this scenario, as only a knocked down character can attempt a counter.

Some characters can actually set this up intentionally; for example, after Sam's corner 236P, he can juggle with 2LK and immediately input Pursuit attack before the opponent is juggled. This will cause his 2LK to special cancel into a Pursuit Attack that hits right as the opponent flips out of the juggle. There is no practical reason to ever do this; it is more likely to come out by accident during a 2LK > 2HP juggle. Interestingly, the 2HP in this scenario can sometimes trigger a Pursuit Attack to come out. It is still unknown why this bug occurs, as the usual input requires the Up direction to be held.


Stun Decrease during Dizzy -- Stun decreases by 52/frame, or 468 on any frame that has a new input (multiple simultaneous inputs have no extra effect). For M. Lion, these numbers are 70/630; for Kim-Maree, they are 105/945. This makes it quite easy for Kim-Maree to escape stun if the opponent hesitates when timing an optimal dizzy combo.


Spinning Juggle Animations -- Certain throws launch the opponent into a spinning animation mid-air. The speed at which the opponent spins can vary; some throws cause a single half-rotation but will occasionally have more rotations. This could affect the timing of a followup juggle, as the opponent's hurtbox rotates alongside the spinning character sprite. It is not yet clear why the same throw can cause different juggle states, or if the opponent could face the wrong direction depending on the juggle timing.


Same-Frame Attacks -- There are very few situations where a player can land two separate hits on the same frame. The most likely scenario would be M. Lion's mid-range 236HP Bomb followed by 2HK. When this occurs, the two hits are counted as one on the combo counter, and combo scaling is not applied to either hit. However, there is a specific order in which the damage is calculated -- in this example, the 2HK damage comes first, and the damage from the bomb is calculated according to the opponent's new "Defense Value". The Defense Value has a very minimal impact on the damage calculation, so this has no real-world impact beyond understanding how the game is programmed.

There is another unusual fact about this scenario -- it is seemingly possible to get hit and block at the same time. If M. Lion's 2HK hits a stand blocking opponent at the same time his bomb explodes, the slide will hit low while the opponent is stuck in a block animation. The bomb hits won't combo and will do chip damage instead.


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