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. 2LK2LP [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 x5 xx 46LK
28%
Anywhere
Everyone but crouching Sam
Simple, reliable hitconfirm
Sam's crouching hurtbox shrinks when he takes damage, so always try to combo into 28K against him
2LK (x2-x6) xx 46HK
25-34%
Anywhere
Universal (Standing)
46HK works on standing opponents only, and number of possible 2LKs depends on opponent
vs. Kim & Drunk/Admiral Jackie, use 2LK x2; any more will cause most of 28LK to whiff, lowering damage and weakening the mixup
If you cross under the opponent before 2HP, opponent will be backturned after the juggle, allowing for a strong 2LK/Throw mixup that can't be backdashed
For a left/right mixup, Thorsten must stay on the same side and be close to the corner after the second juggle
2LK x3 xx 28HK,
(dash) 2HP xx 28HK
44%
Anywhere
Universal
See table below for number of possible 2LKs that can be used to confirm into 28HK
vs. Yeung & Drunk/Admiral Jackie, dash before juggling 2HP
vs. Lau, delay 2HP juggle until he visibly hits the ground
5LP > 5LP (Autocombo), 28LK,
dash 2HP xx 28HK
40%
Anywhere
Universal (Standing)
Link 28LK after 2nd hit of LP Autocombo
2LK x2-4 xx Super,
2HP xx 28HK(stun)
100%
Anywhere
Universal
TOD combo with meter; 2LK x4 needed to stun Thorsten
Can often stun even without 2LK hitconfirm, but depends on exactly how many hits of Super connect
Execution tip: hold down + forward when inputting LKs, then quickly tap back + forward KK for Super.
Number of 2LKs for 28K hitconfirms
Opponent's Character
28LK Stand
28LK Crouch
28HK Stand
28HK Crouch
Lau
4
5
4
5
Yeung
3 (5)
3 (5)
3
3
Thorsten
3
4
3
2
Drunk Jackie
2 (4)
2 (4)
4
4
Dragonball Jackie
4
3
4
3
Admiral Jackie
2 (3)
2 (5)
3
3
Sam
3 (4)
3 (4)
4
3
Kim-Maree
2 (3)
2 (4)
3
3
M. Lion
7
5
7
5
Numbers in (parentheses) indicate a partial connect 28LK. This will do way less damage but still allows a followup juggle. Partial connect 28HK has too much recovery to juggle afterward.
Throw Combos
Notation
Damage
Location
Characters
Notes
Throw, 46HK
36%
Midscreen
Universal
Works from anywhere
Throw, dash [2LK] xx 28HK
43-45%
Corner
Universal
Works near corner; 28HK can drop hits if you juggle too early or use more normals beforehand
If too far for 28HK, dash up 2HP xx 28LK is almost as much damage
Throw (into corner)...
...2HP (2 hits) > cl.5HK (reset)
...2LK > 5LP > cl.5HK (reset)
46% (43%)
Corner
Universal*
Opponent is left in a backturned state, making it harder to escape the mixup
Can stay on same side, cross under, or immediately throw loop again
Use the 2LK version vs. Drunk Jackie and Lau for consistency
OTG Options
Notation
Damage
Location
Characters
Notes
2HK, 2HK, 2HK
~15%
Anywhere
Universal
May require a dash midscreen depending on positioning, making it slightly harder to land all 3 sweeps.
2HK, dash 2LK xx 28LK (repeat)
100%
Anywhere
Yeung
Dash is only necessary midscreen
Juggling with 2LK > 2HP works, but the spacing is more strict
28LK gives more time for repositioning than 28HK
Much more difficult if Yeung lands backturned (like after Throw) -Try to reposition in front of her if this happens
Miscellaneous Combos
Notation
Damage
Location
Characters
Notes
cl.5HK, [2LK] xx 28HK,
2HP xx 28HK
57%
Anywhere
Everyone but Kim, Admiral Jackie (Standing)
Punish combo starting with cl.5HK
[2LK] only links against Yeung and M. Lion
Link straight into 28HK against everyone else
28K only hits once vs. Yeung, so this route is not that useful
cl.5HK, 28LK,
dash 2HP xx 28HK
44%
Anywhere
Kim-Maree, Admiral Jackie (Standing)
Same as above, but 28LK is required for Kim and Admiral -Fairly weak as a punish, standard hitconfirm is usually better
Getup LK,
dash 2LK > [5LP] xx 28HK
36-38%
Anywhere
Universal
The [5LP] is optimal for damage, but if Getup LK connects at farther ranges it can be difficult to juggle properly.
Drunk Jackie gets launched farther back and is harder to juggle; should wait until the very end of dash before using 2LK.
Pursuit Counter,
dash 2LK xx 28HK
31%
Anywhere
Universal
Let the dash fully complete before inputting 2LK; timing is lenient but slower than most juggles
Against heavier characters who are not launched as far, dash 2HP is possible for slightly more damage
(2LK, dash) x5-10
17-29%
Anywhere
Universal*
Thorsten doesn't have a dash infinite because his dash is too slow to make up for the pushback on 2LK
No real purpose other than to show off, since he can chain multiple 2LKs without a dash
Number of possible 2LKs depends on opponent's lower hurtbox (x5 vs Drunk Jackie, x10 vs Lau)
46LK and Super are the only potential enders after the max number of dash 2LKs
Demon Thorsten Combos
Notation
Damage
Location
Characters
Notes
28LK, dash 2HP xx 28HK,
2HP xx 28HK(stun)
100%
Anywhere
Everyone but Thorsten & M. Lion
Any Gatling Kick starter will lead to guaranteed stun against most of the cast, making reversal 28LK much more dangerous
2LK x1-4 xx 28HK,
2LK > 5LP xx 28HK,
2LK > 5LP xx 28HK(stun)
100%
Anywhere
Thorsten, M. Lion
Thorsten requires 2LK x1 to stun (x2 if juggling with 2HP)
M. Lion requires 2LK x 4 to stun (x5 if juggling with 2HP)
2LK > 5LP xx 28HK must be input quickly to get all hits
Throw, dash 2HP xx 28HK...
... 2HP xx 28HK (knockdown)
... dash 2LK > 5LP > cl.5HK (reset)
52-53%
Near Corner
Universal
Throw becomes much more dangerous as Demon Thorsten
The knockdown route leads to extra damage from OTGs
The reset route leads to a dangerous corner mixup for stun