Jackie Chan in Fists of Fire/Thorsten/Strategy

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JCFoF Thorsten Win.png


General Strategy

Thorsten has some of the game's best low pokes with 2LK and 2HK, which both have incredible hitboxes with low recovery. After using these buttons to secure a life lead, he can run away with his long backdash and then teleport away, making it incredibly difficult for the opponent to chase him down. Fighting against this frustrating playstyle causes most people to overextend, providing opportunities for Thorsten to score additional hits.

Thorsten's high stun resistance means that getting hit once is less risky than it is for most characters. While Thorsten's reversal options aren't amazing, the threat of his fast 28LK may cause opponents to relent a bit to avoid it. And once Thorsten has a Super stocked, a single 2LK hitconfirm will lead to a kill. Thorsten can use the threat of 2LK xx Super to dash in and throw the opponent, which does enormous damage if near the corner.

Thorsten's dash speed is slightly below average, so it's harder for him to regain momentum if he is losing. If the opponent is playing defensively, it may be worthwhile to hang back and build meter yourself. Because Thorsten's super is so dangerous, it will likely make the opponent play more aggressively. Thorsten also has a very fast taunt, making it possible (but slightly risky) to use in neutral from far range.

Boss Version legality -- unless otherwise specified, Demon Thorsten is not tournament legal. His juggles are easily accessible and do massive damage and stun, virtually guaranteeing a stun off any stray hit.

Anti-Airs
AA Description
2HP Most common and rewarding AA
  • Can only special cancel during early active frames
  • On hit, dash + 2HP juggle into knockdown/reset
Super Fast, long range, strong hitbox
  • Drops several hits when used as AA
  • Invincibility doesn't last very long
  • Will lose/trade to some high-priority jump-ins
28K
(Gatling Kick)
Rewarding, but mediocre hitbox
  • Must be used early
46K
(Jackknife Storm)
Good vertical hitbox early on
  • Forward movement can dodge some jump-ins
16P
(Slash Sword)
Strong disjointed hitbox at longer range
  • Long recovery makes it less rewarding
Reversals
Reversal Description
28LK
(Gatling Kick)
Fast but not invincible
  • Only 3f landing recovery, hard to punish properly
Super Fast with partial invincibility
  • A move with many active frames may beat Super
  • Very rewarding on hit, can juggle afterward

Note: Teleport (28P) has 1f invincibility, but is not useful as a reversal because it will recover the same distance away from opponent.



Thorsten vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Reversal Super is a consistent punish if not cancelled into 236HP

- If badly spaced, you can punish with your own 2HK

236LK
(LK Dragon Kick)
- Throw (if done at close range)

- Can be difficult to punish properly, and Lau can use DP or Super to beat a failed punish

  • May be safer to backdash after blocking
236HK
(HK Dragon Kick)
- Full combo punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)
- cl.5HK can't punish if you block the 3rd hit standing, so stick with the usual 2LK combo starter

623P
(Rising Dragon)
- Full combo punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super
(close range)
- Block, then dash up into full combo

- If Super is done raw, Thorsten can react with LP Teleport during Super freeze to dodge the fireball
- If close enough, Thorsten can punish with Super or 2LK starter

Super
(mid range)
- HP Teleport to avoid chip damage

- Too far for a punish unless Lau used Super while backed into the corner
- Thorsten's jumping hurtbox is so wide that it's almost impossible for him to jump over a mid-range Super for a punish

  • He usually either gets hit, or is too far for j.HK to connect
Juggle Notes
Starter Ender
28K
(Gatling Kick)
Dash + 2HP juggle starter
  • Wait until Lau hits the ground before starting juggle
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2LK > 5LP > cl.5HK
  • 2HP > cl.5HK usually drops 1 hit of 2HP
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block, can punish with 28K or 2LK xx Super unless at max range
  • 4f gap between 2 hits, can interrupt blockstring with 28LK, Throw, or Super
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so 46HK can whiff against it
  • 6HK can hop over for a predictive punish, but this will lose to Getup LK
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Hitconfirm Notes
Starter Ender
2LK x4
2LK x5
xx 28LK (standing)
xx 28LK (crouching)
2LK x4
2LK x5
xx 28HK (standing)
xx 28HK (crouching)
2LK x4 xx 46HK (standing)
cl.5HK link 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible

Strategy

Lau is often considered to be one of Thorsten's hardest matchups. Both characters have strong low pokes, but Lau's can lead to more consistent damage, especially at mid-range. Lau also has the advantage in mobility, safety, and defensive options.

Thorsten's strongest gameplan is to take a life lead and run away, but it's hard to take the lead against a character who can constantly apply safe chip damage and land unreactable overheads in neutral. Lau also has a very easy punish on 46LK, being able to triple plink 2LK~2LP~2HP to time the 4f punish (and finishing with 2HK xx 236HK for huge damage).

If you attempt a corner throw loop on Lau, be aware that he can reversal HK Tatsu to beat any followup throws while scoring a big punish of his own. It's better to meaty with 2LK most of the time, as this will stuff any reversal attempts after the air reset. Once you condition the opponent this way, it may occasionally be worth attempting a real throw loop, but it's not recommended unless you can survive a wrong guess.

If you're worried about Lau chipping you out with Super, you can always react to the super freeze with HP Teleport to avoid it. There are other options to punish depending on range, but it's not easy to quickly determine your best course of action, so this will at least let you escape the chip.

Matchup Video Examples
Funkdoc vs. Sinistar - Friends of Fire 4 - 58:11 to 1:02:47
Sinistar vs. Funkdoc 07-08-2021 - 0:00 to 16:20
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:58
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:13
Funkdoc vs. Sinistar 05-29-2021 - 0:00 to 12:10
Funkdoc vs. Sinistar 04-28-2021 - 12:25 to 19:47
BlAzEdD0NuTs vs. Sinistar 04-28-2021 - 10:00 to 10:43


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - No punish at most spacings

- If too close, can be punished by Thorsten's own 2HK (or 2LK if very close)

far.5HP - Super can always punish on block
  • Can be difficult to do on reaction
6HK - Throw can punish on hit or block, unless it connects at max range

- 28LK is an easier option to punish on block, and leads to an easy OTG infinite

63214P
(Crane Wings)
- LP version is safe unless horribly spaced

- Super can punish if cancelled into on block, unless at her max 2LP range
- HP version can be punished by Super at any range, on block or hit

41236K
(Swallow Kick)
- Dash up 2LK xx 28K for a knockdown

- At max range, LK version can be a little harder to punish; take any knockdown you can get

Super - 2LK can reliably stuff the approach, and combo into 46LK
  • Try to connect it near max 2LK range

- 2HK can also stuff it reliably, but is very unrewarding
- At close range, be sure to duck the initial flip kick, then punish with 28K
- If the dash portion is blocked, it is not punishable

Juggle Notes
Starter Ender
28K
(Gatling Kick)
Dash + 2HP xx 28K
  • Knockdown is always better than reset due to OTG infinite
Corner Throw 2HP xx 28K knockdown into OTG infinite
  • Can also reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, so don't use 46HK in punishes
Getup HK
(block)
Must be blocked low
  • -7 on block, but a lot of pushback
  • Reversal Super doesn't reach fast enough
OTG Infinite
Combo
2HK, dash 2LK xx 28LK, repeat
  • You can also juggle 2HP after the 2LK juggle for more damage each rep (stricter spacing)
  • Be ready to OTG 2HK again right after Yeung lands, or she can mash to wake up
Hitconfirm Notes
Starter Ender
2LK x3
2LK x5
xx 28LK (full connect, standing/crouching)
xx 28LK (partial connect, standing/crouching)
2LK x3 xx 28HK (standing/crouching)
2LK x3 xx 46HK (standing)
cl.5HK link 2LK xx 28LK (standing)
  • Most hits of 28LK drop, so not very useful compared to 2LK starter

Longest possible confirms if starting point blank, chaining as fast as possible
-Partial connect 28LK only hits once, but still allows a juggle and OTG infinite

Strategy

Once you learn Thorsten's OTG infinite, this matchup becomes fairly simple. Yeung's good buttons and Thorsten's slow movement speed make it seem like he would struggle to land a knockdown, but it's surprisingly low-risk to whiff random LK Gatling Kicks against Yeung since she can't easily score a knockdown from mid-range. If you constantly dash forward while preparing to Gatling Kick her airborne Crow Shot, Yeung will back herself into a corner or use unsafe moves to try to keep you away, making it much easier to score that knockdown. Yeung's blockstrings are often not as tight as other characters, so there's a good chance you can use Gatling Kick as a pseudo-reversal too.

While it may be tempting, using random Scissor Kick is probably not the greatest idea, as Yeung has an easy punish with LK Swallow Kick and its followup juggles. After this, Yeung is able to reposition however she wants, giving herself plenty of room to work her zoning gameplan again.

Once you have Super, some of Yeung's ranged attacks become much more punishable. It's still not a guaranteed punish on max range LP Crane Wings, but the threat of it may dissuade the opponent from trying it anyway.

If for some reason you want to attempt a corner throw loop instead of an OTG infinite, be aware that her LK Swallow Kick will beat a followup throw. You can still use meaty 2LK to force her to block just like any other air reset situation.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten Matchup (Mirror)

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- Reversal 28LK for reset or 28HK for damaging knockdown

- If near the corner, Throw is generally a stronger option, especially if going for a backturned reset
- 2LK combo starter is also possible

  • Difficult to time, but can lead to a TOD with Super
  • Plinking 2LP~2LK can make this easier
46HK
(HK Jackknife Storm)
- Punishable with a full BnB combo

- Might fly over your head if you are crouching

28K
(Gatling Kick)
- Punish with a 2LK or Throw combo, depending on screen position

- Only has 3f of landing recovery, making the punish harder
- 2LK hits low enough that the opposing Thorsten will land into it for an easier punish

16P
(Slash Sword)
- Super is a reliable punish on hit or block, if the fist hits you on the way down

- Dash up 2LK can punish, but depends heavily on range and which version was used

  • Not recommended to attempt a combo into 28K due to finicky range

- Safe if the explosion hits as a ranged meaty connect (hand doesn't hit you on the way down)

Teleport - Predict the direction with a dash, then 2HK (or 2LK combo if close enough)

- Thorsten's long backdash makes it good at catching HP teleports as a prediction

Super - Block, then punish with a full combo

- LP Teleport can dodge the Super's chip damage and leave you closer for a punish

  • Timing is more difficult if the Super is used from a long range
Juggle Notes
Starter Ender
28K
(Gatling Kick)
2HP juggle starter
  • No dash required
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with Super or Dash + 28LK (harder)
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button
Hitconfirm Notes
Starter Ender
2LK x3
2LK x4
xx 28LK (standing)
xx 28LK (crouching)
2LK x3
2LK x2
xx 28HK (standing)
xx 28HK (crouching)
2LK x3 xx 46HK (standing)
cl.5HK link 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible

Strategy

The Thorsten mirror match is mostly determined by who can hit 2LK better. This button's great range, speed, and hitbox makes it almost impossible to dash in for a throw or overhead mixup. A well-spaced 2HK can counterhit this button, but it's not easy to find the range and timing to make this work.

It is possible to use LK Scissor Kick to hop over 2LK, but this is incredibly dangerous if blocked; LK Gatling Kick will punish it easily, leading to a high damage juggle and an ambiguous followup mixup. While a little harder to time, 2LK or 2LP can also punish, and if comboed into Super this will lead to a TOD combo.

Once a life lead is established, it's fairly easy to run away from another Thorsten using backdashes and teleports. However, if the opponent has Super, they can predictively backdash, react to your teleport, and punish with Super. If you think the opponent is looking to call this out, you can bait them by teleporting in place with the LP version to make them second-guess their punish.

Matchup Video Examples
Funkdoc vs. Sinistar - 04-28-2021 - 0:00 to 12:18


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png
Important Punishes
Opponent's Move Punish
far.5HK - Reversal 28LK can punish fairly consistently unless well spaced (connecting after the apex of the hop)

- Putting yourself at a range where far.5HK is unsafe on hit/block is a good idea, especially if the opponent likes to abuse this move
- Throw can also punish, but is harder to time than a reversal special
- 2LP is good at preemptively stuffing an approaching far.5HK

Light Normal > 6HK chain - 28LK will force a trade in your favor, but only if you blocked the light normal

- If the light normal hits, Thorsten has no option to counter the 6HK

236P
(Jug Throw)
- Preemptive 46K or Super can work, but is difficult to do on reaction

- Thorsten's best counter is to start a forward dash, then upon seeing a jug was thrown, continue forward into Throw, 2LK, or 28LK
- This works well because despite Thorsten's mediocre dash speed, he continues gliding forward for a long distance without having to stop for a second dash

Blockstring into
236P Jug Throw
- Reversal 28LK will hit the extended hand hurtbox, while avoiding the blast
621P
(Drunk Dragon)
- Super punishes all versions on hit or block

- Dash up Throw or 28LK also punishes all versions

  • Strict timing if punishing HP version on hit
236K
(Tricky Kick)
- 2LK or Throw combo starter
28P
(JackieCopter)
- 2LK or Throw combo starter

- Make sure to wait until he fully lands

Super - 2LK or Throw combo starter

- Only has 10 landing recovery frames, so be ready with the proper timing
- The proximity guard of Super can prevent you from walking to position yourself for a punish

  • Dash away from Jackie, then walk/dash forward as he descends
Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 28LK or 2LK xx Super/46LK while his far.5HP whiffs
  • 28LK only hits once, but allows a followup juggle
  • 2LK xx Super won't grant a stun combo
  • Always option select a punish in case the infinite drops
Juggle Notes
Starter Ender
28K
(Gatling Kick)
Dash + 2HP juggle starter
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2LK > 5LP > cl.5HK
  • 2HP > cl.5HK usually drops 1 hit of 2HP
Getup LK (full connect) Dash + 2LK xx 28LK
  • Difficult timing; wait until very end of dash before 2LK juggle
  • 28HK is possible, but 28LK is much safer to whiff
Pursuit Counter Dash + 2LK xx 28HK
  • Wait until very end of dash before 2LK juggle
Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, 2LK combo or reversal 28LK are easy punishes
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a whiff punish, but recovery is fast
  • Immediate 46LK or Super can work on reaction
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • Immediate 46LK or Super can work on reaction
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • Super or far.5HK can punish the partial connect
Hitconfirm Notes
Starter Ender
2LK x2
2LK x4
xx 28LK (full connect, standing/crouching)
xx 28LK (partial connect, standing/crouching)
2LK x4 xx 28HK (standing/crouching)
2LK x4 xx 46HK (standing)
cl.5HK link 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible
-Partial connect 28LK only hits once for low damage, but Dash + 2LK juggle is still possible

Strategy

The Drunk Jackie matchup can be hard to deal with due to his amazing far.5LK in neutral, combined with Jug Throw. Jugs do great chip damage and make it very risky to throw out any slow buttons like 2HK. Thorsten can dash through them as a prediction, but if he gets hit while attempting this it can end horribly. If Drunk Jackie cancels a normal into Jug, Thorsten can react with an immediate LK Gatling Kick to punish the extended hurtbox; this is somewhat difficult, but important to take back control of the neutral game. If the opponent likes to use far.5HK (the Butt), a good counter is to microdash forward and then immediately crouch block. If the Butt hits you from too close, you can punish with reversal LK Gatling Kick here as well. In general, if the Butt hits you before or during the apex of its hop, it is punishable. It's a good idea to practice this to ensure you don't misjudge the spacing.

Thorsten's heavy weight severely limits Drunk's potential juggle opportunities; outside of one extremely obscure combo, he has to use LP Jackiecopter near the corner in order to get a followup. This does far less damage and has less corner carry than the HP version, so it won't lead to a one-touch stun even off a 6HK overhead starter. 6HK can be a bit of a problem for Thorsten, as it can hop over 2LK The best he can do against chains into overhead is to trade with LK Gatling Kick, but this only works if you blocked the light normal first; if you can't survive the overhead, then you simply have to block and let Drunk Jackie run his offense for a while.

If Thorsten lands a corner throw, it is almost impossible for Drunk to escape the throw loop without Super. He has no early airborne or invincible moves, and he doesn't have exceptional throw range to counter-throw. Once he has meter, it becomes riskier to attempt any more throws, but a meaty 2LK will beat this reversal clean and lead to a powerful combo. If you aren't too predictable with your options, even a full-meter Drunk Jackie is unlikely to successfully escape a corner throw situation.

When Drunk Jackie stand blocks, his lower hurtbox is recessed, making it harder to connect with low pokes. This forces Thorsten to either dash in or risk whiffing buttons at a range where Drunk can whiff punish. Luckily for Thorsten, Drunk's punishes against midrange crouching opponents are fairly weak, so it's not as dangerous as it could be.

One important thing to note is that Drunk Jackie's Butt Infinite is much harder to perform on Thorsten than other characters. It's a good idea to assume it will drop, and be ready to punish when his far.5HP whiffs. This requires some practice and awareness of what the combo looks like, as you probably won't be able to punish this whiff on reaction without some familiarity.

If the opponent uses his Drunk Dragon special move, remember that you can always punish this on hit or block with Super. This move is usually the result of an execution error, as it has extremely lenient inputs, so take full advantage when you see it.

Matchup Video Examples
Spabobin vs. Funkdoc - Friends of Fire 4 - 1:10:00 to 1:24:40
Spabobin vs. RCF 02-13-2022 - 1:30:30 to 1:40:33
Funkdoc vs. Spabobin 07-15-2021 - 0:00 to 13:41
Funkdoc vs. Spabobin 07-11-2021 - 0:00 to 26:30
Spabobin vs. Funkdoc 05-04-2021 - 0:00 to 26:35
Spabobin vs. Sinistar 05-02-2021 - 0:00 to 6:38


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Generally not punishable if blocked (Super can punish if poorly spaced)

- Duck under the 2nd hit, then 2HK (or 2LK xx Super) to whiff punish

236HK
(HK Crush Kick)
- 28LK can punish, unless spaced near its max range
  • Crouch blocking causes significantly less pushback, making the punish more viable
  • 28HK can also reach, but if it only hits once then it won't lead to a juggle
41236P
(Tiger Fist)
- Super and 2HK are the main easy, reliable punishes

- Microdash 2LK xx 46LK also reaches for a quick knockdown
- You can get more 2LKs, but is very difficult to combo into 28K

Super - Same as Tiger Fist

- 2HK will stuff a raw Super if activated from mid/far range

Juggle Notes
Starter Ender
28K
(Gatling Kick)
2HP juggle starter
  • No dash required
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, it's very difficult to dash in for a punish
    • Even Super won't reach unless the backdash was very early
Getup LK
(block)
-5 on stand block
  • 2LK can usually reach, 28K is inconsistent; much better to just duck under it
Getup HK
(whiff)
2 hits, easy to backdash + reaction Super or 46HK vs. whiff
  • Dash up 2HK or 28LK is also possible
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Punish with 2LK xx 46LK or reversal 28LK if this happens
Hitconfirm Notes
Starter Ender
2LK x4
2LK x3
xx 28LK (standing)
xx 28LK (crouching)
2LK x4
2LK x3
xx 28HK (standing)
xx 28HK (crouching)
2LK x4 xx 46HK (standing)
cl.5HK link 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible

Strategy

Dragonball Jackie can be annoying with his faster movement and good special moves, but Thorsten outclasses him in neutral. It's fairly easy to run away and teleport while charging meter, as Dragonball doesn't have a strong punish on this tactic. Once you have Super, any hitconfirm can end the round. 2LK is a bit less effective in this matchup compared to others, as Crush Kick will hop right over it. Instead, you should use 2LP to stuff his approach in neutral, and only use 2LK when you have the momentum and are likely to actually connect with it. For the same reason, 2HK in neutral is not usually a great idea unless it is chained into.

Before you have full meter, Thorsten's punishes against blocked Tiger Fist are fairly weak, with a simple 2HK being the most consistent option. Against blocked HK Crush Kick, you can punish with LK Gatling Kick at most ranges; this is much easier to do if you crouch block the move. For this reason, it's important to visually distinguish between LK and HK Crush Kick. They have different travel distances, but it can be hard to see this if the move is cancelled into.

If Dragonball has full meter, it's generally a bad idea to hit a button after blocking his special moves, as he will likely go straight into Super hoping to catch your move startup. This is especially true after Crush Kick, but it's not uncommon to mistime a Tiger Fist punish as well.

Dragonball Jackie does have a fairly strong 6HK overhead that can hop over lows, so at low health you don't want to sit around crouch blocking. He has no combo afterward unless it was perfectly timed as a meaty, and this is generally only viable after an air reset.

Be aware that Hyper Dragonball Jackie has a TOD route against Thorsten in the corner, so you should try not to do anything unsafe if your back is close to the wall.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Super can punish at any range

- 2HK can punish if badly spaced, but if Admiral whiffs a chained 2HP this almost never reaches

41236P
(Dragon Palm)
- 46HK and Super are both reliable punishes on block

- Dash up Throw or 2LK combo is also fairly easy

  • Practice your dash timing so you know when blockstun ends
623K
(Double Dutch)
- Full 2LK or Throw combo
  • Stand blocking 623HK can prevent it from going over your head
Super - Reversal Super will always punish Admiral (practice the reversal timing)

- Can also dash 6-9f, 2LK xx 46LK
- If Admiral does raw Super, Thorsten can stuff it with 2HK during Super freeze
- A point blank raw Super has less pushback, making punishes easier (i.e. a blocked wakeup Super attempt)

  • 2HK or dash up Throw can punish in this scenario
Juggle Notes
Starter Ender
28K
(Gatling Kick)
Dash + 2HP juggle starter
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Recommend immediate Super or 46HK
  • Dash + 2LK or 28LK starter can work, but timing is more strict
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Safe unless stand blocked from very close range where 2LK can reach
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Reaction 46HK or Super is easiest
  • Can also get close enough for combo into 28K
Getup HK
(block)
-11, must be blocked low
  • Punishable by Super, 2HK, or 2LK xx 46LK at all ranges
  • From close range, raw 28K can also punish
Hitconfirm Notes
Starter Ender
2LK x2
2LK x3
2LK x5
xx 28LK (full connect, standing/crouching)
xx 28LK (partial connect, standing)
xx 28LK (partial connect, crouching)
2LK x3 xx 28HK (standing/crouching)
2LK x2 xx 46HK (standing)
cl.5HK link 28LK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible
-Partial connect 28LK only hits once for low damage, but Dash + 2LK juggle is still possible

Strategy

A somewhat difficult matchup due to Admiral's great speed, and light normals that can match Thorsten's quite well. Thorsten's 2LK still does a fine job at keeping Admiral at bay, but you will need strong movement if you want to set the pace of the match.

One advantage Thorsten has in this matchup is his heavy weight, which makes Admiral's post-juggle mixups to be much weaker midscreen. In general, it's safe to assume he will not crossup on a left/right mixup unless he whiffs HP Dragon Palm, and this tactic can be punished on reaction. Another matchup quirk in Thorsten's favor is his narrow hurtbox; it's extremely difficult for Admiral to hitconfirm into Double Dutch, so most confirms will just lead into Dragon Palm knockdowns. Always be ready to punish a whiffed Double Dutch just in case, as the opponent may not know how strict the confirms are against Thorsten.

Thorsten should never attempt a random Scissor Kick in this matchup, as Admiral can easily punish with his reversal Double Dutch into massive damage. You generally want to play as safe as possible, although the occasional random LK Gatling Kick can be effective in making the opponent stop their advances.

Thorsten does a great job at running away, charging meter, and teleporting to safety. Admiral has a short backdash that makes it hard for him to chase teleports, but you have to make sure there's a long distance between the characters when activating it and that you don't put yourself directly into the corner. Once you have meter, Admiral has to be much more careful, as his sweep becomes Super punishable and any 2LK can turn into a TOD confirm. Additionally, Super allows you to punish Admiral's Super on block, which is commonly used for "safe" chip damage.

Matchup Video Examples
Spabobin vs RCF 02-13-2022 - 1:17:40 to 1:30:14
Spabobin vs RCF 10-23-2021 - 1:42:38 to 1:59:14


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- After blocking, hold up forward and punish with j.HP > j.HK, dash 2LK x3 xx 28HK starter

- Or just use a Super combo for an easy stun

236P whiffed
(Thousand Spears)
- Stand outside the active range, then immediately 2HK when you see the animation stop

- 46LK or Super are possible, but require great reactions or a risky prediction
- You can also use HP Teleport to get behind Sam (not recommended)

  • If he whiffed 236HP there is time for a punish, but 236LP will recover safely
214K
(Divekick)
- Reversal Super will punish any divekick

- 2HK is also fairly reliable at most ranges

Super - Punish with a full combo when he lands

- The 5th and 6th hits are overheads, so block these high
- If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter

  • These hits whiff on crouchers
Juggle Notes
Starter Ender
28K
(Gatling Kick)
2HP juggle starter
  • No dash required
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, and doing so would be difficult
Getup LK
(block)
-5 on stand block
  • 28K can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Recovery is fast, so backdashing makes it hard to punish afterward
Getup HK
(block)
-12 on block, hits low
  • Super and 2HK punish at any range, 2LKs can connect at closer range
Hitconfirm Notes
Starter Ender
2LK x3
2LK x4
xx 28LK (full connect, standing/crouching)
xx 28LK (partial connect, standing/crouching)
2LK x4
2LK x3
xx 28HK (standing)
xx 28HK (crouching)
2LK x4 xx 46HK (standing)
cl.5HK link 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible
-Partial connect 28LK only hits once for low damage, but Dash + 2HP juggle is still possible

Strategy

Spamming 2LK in neutral makes this nearly unwinnable for Sam. His buttons are unable to compete in terms of range and hitbox priority, and Rekkas will lose cleanly. It's possible for Sam to space it so his first Rekka whiffs and the 2nd one hops over lows, but since he has to start so far away, it's easy to react and stop hitting buttons. It's important not to take any unnecessary risks against Sam, as he has high damage and stun potential in the hands of a skilled player from one good opening.

If Sam is pressuring with Dash + 5LP loops, it's usually best to try backdashing to escape; if that fails, LK Gatling Kick can often interrupt, but this has the potential to be baited for a big punish.

Thorsten's corner throw loops are extremely powerful against Sam until he has meter; he has no reversals that can escape quickly enough, and he can't backdash due to his backturned state. Once he has meter, you have to be more careful. It's a good idea to use meaty 2LK to condition the opponent to block, as this will even beat reversal Super. Once you've established this, it's possible to loop your throws, although you shouldn't attempt it if the Super will kill you.

Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 59:00 to 1:16:44


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Super will punish at any range on block

- 2HK can only punish if very badly spaced

6HK - Throw can punish on hit or block
  • Very strict timing on hit, there's a good chance Kim will attempt 28LP to beat a mistimed punish
  • Not terribly risky since she can't juggle Thorsten afterwards

- 28LK or 28HK can punish on block with easy reversal timing
- 2LK can also punish on block (useful for a TOD Super combo), but requires 1f timing

  • Plink 2LP~2LK to make it easier
  • Kim can safely attempt a command throw if you mistime this punish, so be careful
236P
(Running Lariat)
- Crouch until Kim reaches you, then start a full 2LK combo
28P
(I Want You!)
- Dash up into a full 2LK or Throw combo
Juggle Notes
Starter Ender
28K
(Gatling Kick)
2HP juggle starter
  • No dash required
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2LK x2 xx 46K/Super if you manage to make her whiff nearby
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Hitconfirm Notes
Starter Ender
2LK x2
2LK x3
2LK x4
xx 28LK (full connect, standing/crouching)
xx 28LK (partial connect, standing)
xx 28LK (partial connect, crouching)
2LK x3 xx 28HK (standing/crouching)
2LK x4 xx 46HK (standing)
cl.5HK link 28LK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible
-Partial connect 28LK only hits once for low damage, but Dash + 2LK juggle is still possible

Strategy

Use your superior normals to land a single hit, then backdash to fullscreen and use HP Teleport to run away while charging meter when possible. Kim has no options to reasonably deal with this strategy. Her command grabs prevent you from landing any safe chip damage, and her jumpins can be difficult to anti-air, so don't even put yourself in a situation where these are a factor. Playing lame and forcing Kim to do all the work is all it takes to make this a near 10-0 matchup.

If time is running out and no one has landed a hit, you can make her block a 2LK and cancel into Super. If timed properly, she will take chip damage but the clock will run out before she can attempt a punish. The only risk is being too predictable and getting counterhit as you try to get into 2LK range, but this requires a good read from the Kim player. Doing this with a special move like 46K is much riskier, as it's harder to time properly as the timer runs out. Attempting to chip with just a raw Super or special move is not recommended, as Kim can interrupt these.

Matchup Video Examples
Spabobin vs RCF 10-23-2021 - 1:17:01 to 1:42:18


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Thorsten vs. Mysterious Lion Matchup

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Super can punish on block at max range

- Duck under the hit and whiff punish with 2HK

2HK - 28LK, 2LK xx Super, or 2HK can punish if badly spaced
646LP
(LP Lion Crusher)
- 2LK combo starter on block
  • Can also punish on hit if they didn't get the mashed knockdown
  • Because M. Lion recovers standing, Thorsten can get many 2LKs before 28K
646HP
(HP Lion Crusher)
- Super or 46HK can punish if Lion uses HP Lion Crusher from around halfscreen

- Safe from close range if Lion doesn't corner himself
- If Lion corners himself or uses it from fullscreen, punish with a full 2LK combo

Normal xx 236LP
(Lion Bomb)
- Reversal Super or 46K can beat the gap in the blockstring if done quickly

- Dash + 2LK requires a harder prediction or reaction, but is also reliable
- Chained 2LK keeps Thorsten's hurtbox shifted forward out of the blast radius, so chain a few into 28K or Super
- Throw is also possible after dashing

  • Thorsten may not reach M. Lion fast enough if the bomb was cancelled at max 5LP range
Teleport - Predict a direction, and dash + 2HK (or 2LK if close enough)

- Thorsten's long backdash makes it good at catching HK teleports as a prediction

Super - 46HK or Super during the freeze can knock him out of the transformation

- Once transformed, poking with max range 2HK is a fairly safe gameplan

  • At worst, you will trade with Selfdestruct and take minimal damage
Juggle Notes
Starter Ender
28K
(Gatling Kick)
2HP juggle starter
  • No dash required
  • Combo into 28HK for damage, cl.5HK for reset
Corner Throw Reset with 2HP (2 hits) > cl.5HK
Getup LK (full connect) Dash + 2LK xx 28HK
Pursuit Counter Dash + 2LK xx 28HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards jump normal can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
Getup HK
(whiff)
Can backdash to bait, then Super or Dash + 2LK punish
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low
  • 28LK punishes from surprisingly far away
Hitconfirm Notes
Starter Ender
2LK x7
2LK x5
xx 28LK (standing)
xx 28LK (crouching)
2LK x7
2LK x5
xx 28HK (standing)
xx 28HK (crouching)
2LK x6 xx 46HK (standing)
cl.5HK link 2LK xx 28HK (standing)

Longest possible confirms if starting point blank, chaining as fast as possible

Strategy

A fairly even matchup between the two upper-mid tiers. Both characters are good at running away safely once they have a life lead, so it usually tends to be a more defensive battle. Thorsten's teleport, if used from max distance, recovers much farther away than Lion's teleport, but Lion also has a great backdash + 2HK to punish it if he predicts the timing, so it's not a free escape like in some matchups.

2HK is generally Thorsten's strongest poke, but you have to be careful when using it against M. Lion. If he throws out a bomb before your sweep connects, it will explode during Thorsten's recovery and allow Lion to convert into a combo. If Lion uses his own 2HK from too close, you may be able to punish with LK Gatling Kick, although it's tricky to visually confirm that it will reach. It's rarely a good idea to attempt random Scissor Kicks in neutral, as Lion has a consistent LP Lion Crusher punish, or an even easier Throw punish.

Thorsten's corner throw loops are a little hard to land against Lion since he has superior throw range. It can help to slightly delay your dash in, resulting in Lion whiffing 2HP instead of crouch throw. If you are too obvious about this, Lion can simply escape with a teleport or hit a button instead. If Lion lands a corner throw against you, the situation is a little more dire. Your teleport is useless as an escape since you will recover at close range, and your shorter throw range means Lion can throw you at a range you can't defend against. LK Gatling Kick is fast enough that it can often work as a reversal, but if the throw is perfectly timed then even this will lose. Additionally, Lion's meaty 2LK will beat any defensive option Thorsten uses, including Super.

If M. Lion ticks into Bomb from a light normal, your best bet is to dash forward on reaction. Thorsten's dash is a little slower than average, but it's good enough for this application if done quickly enough. From there, you can do an immediate LK Gatling Kick, or push your body into Lion and start chaining 2LKs to dodge the explosion before finishing the combo. It is possible to use reversal Super or Scissor Kick to move past the bomb, but the timing is fairly strict and it's more rewarding to get a longer juggle combo.

vs. Chibi Lion:
Thorsten can react to the Super transformation from over half screen with HK Scissor Kick. Lion's only real way to activate it safely is to knock Thorsten down first, or throw out a long-range HP Lion Bomb and hope he blocks it first.

If he succeeds in transforming, your 2LK, 2HK, and 6HP Overhead can all hit Chibi-Lion. If you space your 2HK near max range, it will beat Self-Destruct cleanly, so this is one of the few matchups where Chibi-Lion can't control the pacing very effectively. If you're worried about the opponent using Short Hop + Drone Assist, you can crouch block near your max 2LK range and juggle him into 28LK the moment you see him go airborne. This also keeps you out of throw range in case the transformation suddenly ends.

Thorsten's 46LK is safe on block against Chibi Lion, and will knock down if it hits or trades with any of his moves. If Lion is trying to timer scam with a narrow life lead, the chip damage from this move can even things out again. It is possible for a perfectly timed Self Destruct to beat Scissor Kick, but this usually does minimal damage to Thorsten.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 1:03:13 to 1:18:44


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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