Jackie Chan in Fists of Fire/Thorsten

From Mizuumi Wiki
Jump to navigation Jump to search


I Win!

Intro

JP Name: トステン

Thorsten is played by German actor Thorsten Nickel, who starred alongside Jackie Chan in 1995's Thunderbolt as the villain Warner "Cougar" Kaugman.

Thorsten fights with high-priority normal pokes, damaging throw combos, and runaway tactics with the help of his teleports. He also has one of the game's most reliable touch of death combos involving his powerful super. Thorsten uses these advantages to mitigate his mediocre movement speed that makes it hard to force his own offense when at a life deficit.


Strengths Weaknesses
  • Easy touch of death combo with meter, and very high damage meterless
  • 2HK poke is completely safe with an amazing hitbox
  • His amazing teleports make it almost impossible to chase him down if he has a life lead
  • Heavy weight makes him less susceptible to juggles
  • High stun resistance makes him more difficult than average to stun
  • LK Gatling Kick, at 3f startup, acts as a powerful pseudo-reversal
  • Confirms into his best juggle starters can be difficult
  • Below average dash speed weakens his offensive options
  • Buffered special moves are all unsafe


Character Stats


General Stats
Base Defense Stun Defense Throw Range
240 (Average) 11520 (High) 60 (B)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 55f 41f


Meter Data
Charge Rate Charge Recovery
20.9% /sec 5f
Taunt Meter Drain Taunt Duration
15.2% 41f


Movement Data
Weight Prejump Frames Jump Frames
Heavy 6f 56f (OK)
Backdash Duration Backdash Distance Back Walkspeed
22f (Slow) 158 (Very Far) Below Average
Forward Dash Speed Forward Walkspeed
3.9 (B-) Average



Frame Data Info (click to expand)
Startup The number of frames it takes for a move to become active.
If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.
If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
Active The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.
Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.
--Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)
--Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames
For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
Attacks with more active frames are more effective as pokes and anti-airs.
Recovery The number of frames that a character cannot act after startup and active frames have passed.
For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
Guard The way a move must be guarded against.
High = Can be blocked standing, whiffs against crouching.
Mid = Can be blocked both standing and crouching.
Low = Must be blocked crouching.
Overhead = Must be blocked standing
Throw = Cannot be blocked
Hit Adv The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
--Example: A move listed as +4 on Hit may link into a move with 4f Startup.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Hit may be punished by a move with 6f Startup, if it is in range.
KD means the attack knocks down if it hits.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Block Adv The frame advantage of an attack on block.
This includes the final Guard Cancel frame (see the 'reversal' section of the Basic System page for more details)
0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
--Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
Throws cannot be blocked, so the column is left empty in this case.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.
--Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
Damage Base Damage of the attack, not accounting for scaling or opponent's defense value.
Damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical damage, it will be listed as A x B to save space
--Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage
See Basic System page for details on damage scaling and defense.
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
Most characters have a maximum stun threshold of 10240, while Thorsten has 11520 and M. Lion has 12800.
Stun damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical stun, it will be listed as A x B to save space
--Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun
See Basic System page for details on stun.
Knockdown Timer KD Timer damage of the attack, not accounting for any scaling (follows normal damage scaling rules).
The higher a character's KD Timer value, the longer it takes to wake up after a knockdown.
See "Damage" for more information on how to read the values.
See Advanced System page for details on KD Timer.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Command normals can never be special cancelled. Specials cannot be cancelled into supers like in some other games. The only special cancellable air normal is Admiral Jackie's j.LP (into Air Dragon Shot).
Attribute Self = Light normal that can be rapidly chained into itself on hit, block, or whiff.
By default, self chains can be input very quickly (after the first active frame, whether it connects or not)
  • (slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)

No-Chain = Normal attack that cannot be chained into another normal
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.
Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.
Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames
Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.
KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up
Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)

Hitstun Type Against standing opponents, attacks can inflict two types of reeling animations.
They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks.
The hitstun reeling animation can affect combo routes due to different hurtbox widths.
Crouching opponents always have the same reeling animation regardless of attack.


Normals


Standing Normals

5LP
JCFoF Thorsten 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 High +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
  • Start of Special Autocombo (LP>LP>HP>HP>HP>HK>HK>LK+HK)
cl.5HP
JCFoF Thorsten Close 5HP 1.png
JCFoF Thorsten Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
6 2(2)2 23 Mid / Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8 1024*512 256*128 Y (1st Hit) KD0 High / Mid
  • 2 hits
  • OTG vs M. Lion
  • Proximity range: ≤ 93
far.5HP
JCFoF Thorsten Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
10 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N - High
  • Proximity range: ≥ 94
cl.5LK
JCFoF Thorsten Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 Y - Mid
  • Proximity range: ≤ 65
far.5LK
JCFoF Thorsten Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 High +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 N - High
  • Proximity range: ≥ 66
cl.5HK
JCFoF Thorsten Close 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 2 18 High +6 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
27 768 432 N - High
  • Allows for high damage link combos afterward against some standing characters
  • Proximity range: ≤ 91
far.5HK
JCFoF Thorsten Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
3 (8) 3(2)2 18 Mid / High +6 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*15 1024*768 192*240 N - Mid / High
  • 2 hits
  • Proximity range: ≥ 92


Crouching Normals

2LP
JCFoF Thorsten 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 Y Self-chain Mid
  • Mainly used in matchups where the opponent can easily hop over 2LK (Lau, Dragonball Jackie)
  • Frame advantage when chained into whiffed 5LP: +4/+2
2HP
JCFoF Thorsten 2HP 1.png
JCFoF Thorsten 2HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
8 2(2)3 23 Mid -4 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 1024*1024 128*256 Y (1st Hit) - Mid
  • Good anti-air; can hit twice vs airborne (2nd hit will not be cancellable in this case)
  • OTG vs M. Lion
2LK
JCFoF Thorsten 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 3 8 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 Y Self-chain Mid
  • Primary hitconfirm button and fast whiffing poke
  • Frame advantage when chained into whiffed 5LP: +4/+2
  • OTG vs M. Lion
2HK
JCFoF Thorsten 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 7 18 Low +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
27 768 432 N OTG, No-Chain Mid
  • Footsies


Air Normals

j.LP
JCFoF Thorsten 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - - Mid
  • Great hitbox and active frames for a jumpin
j.HP
JCFoF Thorsten 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
8 7 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1280 480 - Spike, Squish Mid
  • Similar to j.LP but much more damage; a little more effective from longer range
j.LK
JCFoF Thorsten 9LK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - Crossup High
  • Fairly weak as a crossup, as followup jump chains will generally whiff
nj.LK
JCFoF Thorsten 8LK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - - High
  • Good air-to-air normal, can chain into j.HK then followed up with a juggle after landing
j.HK
JCFoF Thorsten 8HK.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1280 480 - Crossup* High

Very weak crossup hitbox; far more likely to be blockable in both directions rather than truly hit crossup


Command Normals

6HP
JCFoF Thorsten 6HP 1.png
JCFoF Thorsten 6HP 2.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
19 3(2)2 23 Overhead / Overhead +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 512*1024 128*256 - KD0 High / Mid
  • 2 hits
  • OTG vs M. Lion
6HK
JCFoF Thorsten 6HK.png
Mid Kick
Mid Kick
Startup Active Recovery Guard Hit Adv Block Adv
10 2 23 Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 - - Mid
  • Hitbox makes this poke effective against many low pokes


Throws

HP Throw
JCFoF Thorsten Throw 1.png
JCFoF Thorsten Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
40 0 640 - Backturn -
  • Leads to strong juggles near the corner; opponent will be backturned, so they can't backdash out of a reset
  • Range: 60

Special Moves


Slash Sword (Molotov) 16P

16P or 13P
JCFoF Thorsten 16LP.png
JCFoF Thorsten 16HP.png
Input Priority:
above 46K, 28K, and 28P
Input Priority:
above 46K, 28K, and 28P
LK Startup Active Recovery Guard Hit Adv Block Adv
11 19 25 Mid -17 -21
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 4096 512 - OTG, Projectile -
  • Can anti-air at some ranges, but rarely a good option
  • Much safer if only the projectile part hits, rather than his arm
HK Startup Active Recovery Guard Hit Adv Block Adv
14 18 32 Mid -23 -27
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
36 4096 512 - OTG, Projectile -
  • Can anti-air at some ranges, but rarely a good option
  • Much safer if only the projectile part hits, rather than his arm


Jackknife Storm (Scissor Kick) 46K

46K
JCFoF Thorsten 46K 1-2.png
JCFoF Thorsten 46K 3-4.png
Input Priority:
above 28K and 28P, below 16P
Input Priority:
above 28K and 28P, below 16P
LK Startup Active Recovery Guard Hit Adv Block Adv
9 2(3)2(2)2(1)1 26 Mid KD -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10*10*16 1280x2*2048 160x2*256 - KD0, OTG, Airborne 7-19f -
  • Mashable for (extra damage) on hit or block
    • Extra mashed hit does 4 dmg/256 stun/64 KD Time
  • 2nd set of active frames hits behind/above Thorsten
HK Startup Active Recovery Guard Hit Adv Block Adv
11 3(2)2(2)3(2)4 31 Mid KD -12
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*12*20 1536x2*2560 192x2*320 - KD0, OTG, Airborne 8-27f -
  • Mashable for (extra damage) on hit or block
    • Extra mashed hit does 4 dmg/256 stun/64 KD Time
  • 2nd set of active frames hits behind/above Thorsten
  • Usually whiffs in combos against crouching characters


Gatling Kick (Upkicks) 28K

28K
JCFoF Thorsten 28K 1.png
JCFoF Thorsten 28K 2.png
Input Priority:
above 28P, below 16P and 46K
Input Priority:
above 28P, below 16P and 46K
LK Startup Active Recovery Guard Hit Adv Block Adv
3 3(2)3(2)3 22 + 3 land Mid KD -14
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8*8 2048*512x2 256*128x2 - Airborne 6-36f -
  • Landing recovery makes it difficult to punish with a grounded combo
  • This is easier to confirm into than the HK version, but less rewarding most of the time
  • Not invincible, but it can be used like a reversal due to its speed
HK Startup Active Recovery Guard Hit Adv Block Adv
4 3(2)2(3)2(2)2(3)2 46 + 3 land Mid KD -42 (-47)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10*8x4 1280*512x4 160*128x4 - Airborne 7-70f -
  • Landing recovery makes it difficult to punish with a grounded combo
  • This is the optimal move to hitconfirm into for damage, stun, and corner carry, but can be hard to confirm


Teleport 28P

28P
JCFoF Thorsten Teleport 1.png
JCFoF Thorsten Teleport 2 New.png
Input Priority:
below 16P, 46K, and 28K
Input Priority:
below 16P, 46K, and 28K
LP Startup Active Recovery Guard Hit Adv Block Adv
45 - 6 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-45f -
  • Only punishable during the final 6 recovery frames
  • Disappears ~ frame 10, and reappears in the same place ~ frame 36
  • Hard to visually confirm which side Thorsten ends up on; must guess which way to dash in order to attempt a punish
HP Startup Active Recovery Guard Hit Adv Block Adv
45 - 6 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-45f -
  • Only punishable during the final 6 recovery frames
  • Disappears ~ frame 10, and reappears ~ frame 36 on the opposite side, the same distance away from opponent
  • Teleporting into the corner can cause the distance between characters to decrease
  • Hard to visually confirm which side Thorsten ends up on; must guess which way to dash in order to attempt a punish


Super


Spinning Death Saw 646LK+HK

646LK+HK
JCFoF Thorsten Super.png
Startup Active Recovery Guard Hit Adv Block Adv
0+9 31 28 + 13 land Mid KD -19 (-26)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 each 512 each 96 each - Invincible 1-6f -
  • 19f super flash; will lose to 4f attacks post-flash
  • Chip Damage: ~13% standing, ~11% corner crouching, ~8% midscreen crouching
  • Usually 13-16 hits; number will vary based on character hurtbox, standing/crouching, proximity to corner; will lose hits vs airborne opponents
  • Hitbox can be inconsistent if used as a frame-perfect punish, especially against crouching moves -- should work consistently against moves that are -10 or worse
  • (Data vs crouching opponent)
  • Can get one OTG hit in very specific circumstances (opponent already bouncing)

Wakeup/Knockdown

Getup Attack Detailed Info (click to expand)
  • Getup LK or HK must be input within a specific 16 frame window during the wakeup animation.
  • The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
  • During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Getup LK takes priority.
  • The Getup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
  • For some characters, there is very little time between the end of the 16 frame Getup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Getup Attacks.
  • After inputting a Getup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Getup Attack window is active, as you may get an unexpected special move way after it was input.


Getup LK
JCFoF Thorsten GetupLK 1.png
JCFoF Thorsten GetupLK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
9 2(7)2 21 Overhead / Mid KD (-11) +2 (-13)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 1024x2 256x2 - Invincible 1-8f -
  • 2 hits; (data if only 1st hit connects)
  • Only the 2nd hit knocks down, but this can whiff even if the first hit connects
  • Knockdown allows for a dash into juggle
Getup HK
JCFoF Thorsten GetupHK 1.png
JCFoF Thorsten GetupHK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 2(11)2 25 Low / Low KD -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*16 1024x2 256x2 - Invincible 1-6f, OTG -
  • 2 hits
  • Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
Pursuit Attack
8LP or 8HP
JCFoF Thorsten PursuitA 1.png
JCFoF Thorsten PursuitA 2.png
Startup Active Recovery Guard Hit Adv Block Adv
52 4 32 Overhead [-20] / (-14) [-16] / (-10)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 * (4 each) 1536 - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 16 damage, all mashed followups do 4 damage each
  • Damage scales as though it is part of a combo (rather than OTG scaling)
  • Auto-tracks to the opponent's position at the time the Pursuit Attack is input
  • If the opponent recovers from knockdown before the Pursuit Attack connects:
    -[Frame Advantage] on standing/crouching opponents (bounces very far away)
    -(Frame Advantage) only if the final active frame connects, causing Thorsten to not bounce away
Pursuit Counter
Any 2 Buttons
JCFoF Thorsten PursuitC 1.png
JCFoF Thorsten PursuitC 2.png
Startup Active Recovery Guard Hit Adv Block Adv
- - - - KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 0 320 - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • Thorsten will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Thorsten wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Gets stronger juggles near the corner, but can combo from anywhere

Auto Combos


Normal Autocombo - LP > LP > LP > LP > LP > LP

JCFoF Thorsten Autocombo N2 S2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
8 4 12 High +3 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as cl.5LP from Kung-Fu Master
JCFoF Thorsten Autocombo N3.png
> LP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
12 3 20 Mid +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as 16P (Slash Sword); hits OTG vs. M. Lion
JCFoF Thorsten Autocombo N4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
16 3 20 High +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as far.5HP
JCFoF Thorsten Autocombo N5.png
> LP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
15 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as cl.5HK
JCFoF Thorsten Autocombo N6.png
> LP

(6)
Startup Active Recovery Guard Hit Adv Block Adv
8 2 26 High -1 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as far.5HK


Special Autocombo - LP > LP > HP > HP > HP > HK > HK > LK+HK

JCFoF Thorsten Autocombo N2 S2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
8 4 12 High +3 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 1024 128 N - -
  • Same animation as cl.5LP from Kung-Fu Master
JCFoF Thorsten Autocombo S3.png
> HP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
11 3 20 Mid +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as cl.5HP; can hit OTG
JCFoF Thorsten Autocombo S4.png
> HP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
9 3 20 Mid +3 0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as cl.5HP (again); can hit OTG vs. M. Lion
JCFoF Thorsten Autocombo S5.png
> HP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
31 2 30 Overhead -6 -9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1536 192 N - -
  • Doesn't combo; same animation as 2HP (with a forward slide) despite being an overhead
JCFoF Thorsten Autocombo S6.png
> HK

(6)
Startup Active Recovery Guard Hit Adv Block Adv
11 2 23 High +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 1280 160 N - -
  • Same animation as cl.5HK
JCFoF Thorsten Autocombo S7.png
> HK

(7)
Startup Active Recovery Guard Hit Adv Block Adv
17 3 30 High -7 -10
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1536 192 N - -
  • Doesn't combo, same animation as far.5HK
JCFoF Thorsten Autocombo S8 All.png
> LK+HK

(8)
Startup Active Recovery Guard Hit Adv Block Adv
19 12 24 Mid KD -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 2048 256 N - -
  • Doesn't combo, same animation as 46K (Jackknife Storm)
  • Airborne 10-29f



Hurtboxes/Hitstun

Standing (L High) Standing (H High) Crouching
JCFoF Thorsten Hitstun 26.png
JCFoF Thorsten Hitstun 27.png
JCFoF Thorsten Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF Thorsten Hitstun 29.png
JCFoF Thorsten Hitstun 30.png
JCFoF Thorsten Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Thorsten Blockstun Stand.png
JCFoF Thorsten Blockstun Crouch.png
JCFoF Thorsten OTG.png

"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32


Colors

Default Colors

LP/HP Green/Blue
LK/HK Purple/Red

Boss Version Colors

Demon Thorsten P1 - Blue/Purple
Demon Thorsten P2 - Gray/Blue

Select Boss variant with Start+Button on character select screen

Character Poses

Taunt Win Time Loss/Draw
JCFoF Thorsten Taunt.png
JCFoF Thorsten Win.png
JCFoF Thorsten Draw.png
Charge Perfect Loss (KO)
JCFoF Thorsten Charge.png
JCFoF Thorsten Perfect.png
JCFoF Thorsten LossKO.png


Stages

JCFoF ThorstenStage1L.png JCFoF ThorstenStage1R.png
JCFoF ThorstenStage2L.png JCFoF ThorstenStage2R.png
JCFoF ThorstenStage3L.png JCFoF ThorstenStage3R.png


External Links




General
FAQ
Controls
HUD
System (Basic)
System (Advanced)
Strategy
Glossary
Community
Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion