Jackie Chan in Fists of Fire/Thorsten/KFM

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I win!

Intro

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

Thorsten is the game's only charge character, which limits his opportunities to use his strong special moves. He makes up for this with strong low pokes that can keep the opponent at bay, and a projectile that travels along the ground, making it hard to avoid while giving him a useful option in fireball wars. However, his mediocre mobility makes it hard to create openings against most characters. He also lacks an invincible reversal until his Desperation is active. He is generally considered to be a solid mid-tier character that can fight competently against the entire cast.


Strengths Weaknesses
  • Strong pokes like 2LK, 2HK, and Far 5HK
  • Slow-moving projectile that can travel underneath opponent's projectiles
  • LK Jackknife Storm is plus on block, leading to continued offense
  • Fairly consistent anti-air with 2HP
  • Good setplay after knockdowns with crossup j.HK into Jackknife Storm
  • Crouch blocking hurtbox is short, making many attacks whiff against him
  • High stun resistance
  • 60f charge time on special moves is too long relative to the pace of the game
    • Thorsten generally can't charge a special after from a blockstring unless he starts with a jump-in
  • Desperation is his only reversal, which also requires charge time
  • Below average movement speed
  • Crouching hurtbox (while not blocking) is taller than usual, giving opponents stronger combo options


Character Stats

Prejump Frames: 4
Jump Frames: 44
Backdash Frames: 20 (all invincible)


Frame Data Info (click to expand)
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
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
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
Guard The way a move must be guarded against.
Throw = Cannot be blocked
Overhead = Must be blocked standing
Low = Must be blocked crouching.
Mid = Can be blocked both standing and crouching.
High = Can be blocked standing, whiffs against crouching.
  • Note: In Kung Fu Master, crouching hurtboxes vary significantly between characters, and between offensive crouch/crouch block. For high attacks, specific details about how the move interacts with crouchers will be noted in the description.
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 High attack 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).
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.
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.
HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning)
SKD = Soft Knockdown (opponent rises shortly after landing)
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.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled.
Attribute Self-chain = 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, and after hitstop/blockstop if it connects)
  • (slow) means the self-chain must be delayed until the move's recovery (all active frames must pass, including residual active frames that occur after hitstop/blockstop)

No-Chain = Normal attack that cannot be chained into another normal
Airborne = Attack puts the user in the air, making them immune to throws, and hits will cause an air reset.
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.
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent

Hitstun Type This property is noted in the move description when applicable. 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.

Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.


Normals


Standing Normals

Close Stand LP cl.5LP

cl.5LP
KFM Thorsten Close 5LP 1.png
KFM Thorsten Close 5LP 2.png
Startup Active Recovery Damage Stun
5 3*6 9 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-2 -6 High Y -
  • Only hits once despite 2 different sets of active frames
    • First 3 frames hit lower, final 6 frames hit higher up
  • Only hits crouching Thorsten/M. Lion, crouch blocking Kim
  • Hitstun Type: High


Far Stand LP far.5LP

far.5LP
KFM Thorsten Far 5LP.png
Startup Active Recovery Damage Stun
3 3 5 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 High Y Self-Chain
  • Whiffs completely on all crouching/crouch blocking characters
  • Hitstun Type: High


Close Stand HP cl.5HP

cl.5HP
KFM Thorsten Close 5HP 1.png
KFM Thorsten Close 5HP 2.png
Startup Active Recovery Damage Stun
6 (10) 2(2)6 12 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+6 0 High / Mid Y (1st hit) -
  • 2 hits; 1st hit whiffs on crouching Lau/Sam, crouch blocking Thorsten
  • Hitstun Type: Mid/Mid


Far Stand HP far.5HP

far.5HP
KFM Thorsten Far 5HP.png
Startup Active Recovery Damage Stun
8 6 18 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
0 -6 High N -
  • Whiffs completely on all crouching/crouch blocking characters
  • Hitstun Type: High


Close Stand LK cl.5LK

cl.5LK
KFM Thorsten Close 5LK.png
Startup Active Recovery Damage Stun
3 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Mid Y Self-Chain
  • Hitstun Type: Mid


Far Stand LK far.5LK

far.5LK
KFM Thorsten Far 5LK.png
Startup Active Recovery Damage Stun
4 6 7 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+3 -1 High N -
  • Whiffs completely on all crouching/crouch blocking characters
  • Hitstun Type: High


Close Stand HK cl.5HK

cl.5HK
KFM Thorsten Close 5HK 1.png
KFM Thorsten Close 5HK 2.png
Startup Active Recovery Damage Stun
5 4*8 17 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-5 -11 High N -
  • 2 sets of active frames, but only hits once
  • Only connects on crouching Thorsten/M. Lion, crouch blocking Kim
  • Hitstun Type: High


Far Stand HK far.5HK

far.5HK
KFM Thorsten Far 5HK 1.png
KFM Thorsten Far 5HK 2.png
Startup Active Recovery Damage Stun
4 (7) 2(1)6 17 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+1 (-2) -5 (-8) Mid / High N -
  • 2 hits; 2nd hit whiffs completely on all crouching/crouch blocking characters
    • 3f worse on hit/block if 2nd hit whiffs
    • 1st hit connects on everyone if they are close enough (narrow range)
  • Hitstun Type: Mid/High



Crouching Normals

Crouch LP 2LP

2LP
KFM Thorsten 2LP.png
Startup Active Recovery Damage Stun
3 3 5 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Mid Y Self-Chain
  • Hitstun Type: Mid


Crouch HP 2HP

2HP
KFM Thorsten 2HP 1.png
KFM Thorsten 2HP 2.png
Startup Active Recovery Damage Stun
7 (10) 2(1)6 22 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-4 (-7) -10 (-13) Mid / High Y (1st hit) -
  • 2 hits, 2nd hit is for anti-air purposes
  • 2nd hit whiffs on all crouching/crouch blocking characters
    • 3f worse on hit/block when 2nd hit whiffs
  • Hitstun Type: Mid


Crouch LK 2LK

2LK
KFM Thorsten 2LK.png
Startup Active Recovery Damage Stun
3 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Low Y Self-Chain
  • Great range for a light normal, chains can give Thorsten time to charge
  • Hitstun Type: Mid


Crouch HK 2HK

2HK
KFM Thorsten 2HK.png
Startup Active Recovery Damage Stun
6 6 22 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
SKD -10 Low N No-Chain
  • Great priority poke in neutral that's hard to punish at most ranges



Air Normals

Jump LP 8LP

8LP
KFM Thorsten 8LP.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Hitstun Type: Mid
  • Instant Overhead:
    • 3f timing vs. crouch blocking Sam, Kim-Maree
    • 2f timing vs. crouch blocking Lau, Yeung, Thorsten, M. Lion, Dragonball, Admiral
    • 1f timing vs. crouch blocking Drunk
    • 3f timing vs. crouching Thorsten, M. Lion
    • 2f timing vs. crouching Yeung, Kim-Maree, Dragonball, Admiral
    • 1f timing vs. crouching Lau, Sam, Drunk


Jump HP 8HP

8HP
KFM Thorsten 8HP.png
Startup Active Recovery Damage Stun
7 10 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Hitstun Type: Mid
  • Instant Overhead:
    • 1f timing vs. crouching Thorsten, M. Lion only


Diagonal Jump LK 9LK

9LK
KFM Thorsten 9LK.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Hitstun Type: Mid
  • Instant Overhead:
    • 1f timing vs. crouching M. Lion only


Neutral Jump LK 8LK

8LK
KFM Thorsten 8LK.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Decent air-to-air hitbox
  • Hitstun Type: Mid


Jump HK 8HK

8HK
KFM Thorsten 8HK.png
Startup Active Recovery Damage Stun
5 10 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Hitstun Type: Mid



Throws


HP Throw HP Throw

close 6HP/4HP
KFM Thorsten Throw 1.png
KFM Thorsten Throw 2.png
Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • -



Special Moves


Jackknife Storm (Scissor Kick) [2]8K

[2]8K
KFM Thorsten 28K 1.png
KFM Thorsten 28K 2.png
KFM Thorsten 28K 3.png
LK Startup Active Recovery Damage Stun
5 12 total 13 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD +3 Mid - Airborne ?-?f
  • Charge time: 60f
  • Excellent move to cancel into due to its frame advantage on block
HK Startup Active Recovery Damage Stun
6 17 total 21 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -8 Mid - Airborne ?-?f
  • Charge time: 60f
  • Tends to whiff over crouching opponents in combos, making it risky

Priority: above [4]6P

Slash Sword Wave (Ground Fireball) [4]6P

[4]6P
KFM Thorsten 46P 1.png
KFM Thorsten 46P 2.png
LP Startup Active Recovery Damage Stun
11 - 36 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-19 -18 Mid - -
  • Charge time: 60f, projectile travels slowly
  • HKD vs. airborne opponents possible before the projectile reaches the ground
    • Once the fireball hits the ground, the opponent can avoid landing into it by whiffing an air normal
  • Much better frame advantage at longer ranges where the arm hitbox doesn't connect
  • Projectile can go under moves like Lau Fireball/Desperation
HP Startup Active Recovery Damage Stun
11 - 36 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-19 -18 Mid - -
  • Charge time: 60f, projectile travels quickly
  • HKD vs. airborne opponents possible before the projectile reaches the ground
    • Once the fireball hits the ground, the opponent can avoid landing into it by whiffing an air normal
  • Much better frame advantage at longer ranges where the arm hitbox doesn't connect
  • Projectile can go under moves like Lau Fireball/Desperation

Priority: below [2]8K


Desperation


Deadly Jackknife Storm
Note: Active frames are listed as "xx" because they can't be easily measured without a hitbox viewer. For now, "Recovery" includes all active + recovery frames [2]8LK+HK

[2]8LK+HK
KFM Thorsten 28K 1.png
KFM Thorsten 28K 2.png
KFM Thorsten 28K 3.png
Startup Active Recovery Damage Stun
5 xx 55 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -7 (-11) Mid - Invincible ?-?f
  • Last hit can whiff on crouch block



Combos

-


Strategy

-

Anti-Airs

  • x - x

Reversals

  • x - x

Matchup Notes

Lau

Yeung

Sam

Thorsten

Kim-Maree

M. Lion

Dragonball Jackie

Drunk Jackie

Admiral Jackie


KFM Thorsten Idle.png KFM Thorsten Idle Crouch.png


External Links


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