Jackie Chan in Fists of Fire/Yeung/Combos

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JCFoF Yeung Charge.png


Yeung's Combo Video Guide - Spabobin
Combo Section Info (click to expand)
Notation 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. 2LK 2LP [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 x3 > [cl.5HP] xx 41236LK,
dash 2LK > cl.5HP (1 hit) xx 41236HK

40%
[47%]

Corner*

Universal*

  • [cl.5HP] hits Standing opponents only, omit if crouching
  • Works midscreen vs. Lau, M. Lion if Yeung juggles as close as possible
    • Technically possible vs. midscreen Drunk, but ridiculously precise
  • Can also juggle into mashed 63214HP for worse damage/positioning
  • vs. Dragonball: can juggle 2LK > 5HK > cl.5HP (1 hit) xx 41236HK [55%]
    • Midscreen, all juggles will whiff after the cl.5HP


2LK x3 > [cl.5HP] xx 41236LK,
dash 2LK > 5LK xx 41236HK

39%
[46%]

Midscreen

Universal

  • More consistent midscreen version of Swallow Kick juggle
  • [cl.5HP] hits Standing opponents only, omit if crouching


2LK x3 > 5LP xx 41236LK...
(end in OTG infinite)

up to 100%

Anywhere

Yeung
(crouching)

  • Due to Yeung's unique crouching hitstun animation, it is possible to confirm into 5LP during crouching combos
  • Delay the 5LP slightly (slow chain or a link both work)
  • This gives more time to hitconfirm and may even make the execution into 41236K easier
  • 2LK > link cl.5HP also works, but this gives no time to hitconfirm


2LK x3 > [cl.5HP] xx 41236LK, Dash...
... 2LK > cl.5HP (2 hits) > 5HK (corner)
... 2LK > 5LK > 5HK (midscreen)

47%
(35%)

Anywhere*

Universal*

  • Reset ender, allowing for better followup pressure
  • Less effective midscreen, but dash up into low/overhead is possible
  • [cl.5HP] vs Standing only
  • vs. Drunk Jackie: only juggle cl.5HP (1 hit) at the end


far.5HP...
... > 6HK (safer)
... > 2HK (more range + damage)

23%
(27%)

Anywhere

Universal

  • Squeeze out some extra damage from far.5HP, an excellent poke with limited followup options


2LK > 2LP x4 xx 63214LP

28%

Anywhere

Universal

  • Defensive string to push the opponent away on hit or block.
  • Input with 3LP before starting half circle back input, or 236LP will come out instead.
  • You can also use 236LP to keep the opponent out, but it doesn't combo
Max number of 2LKs for hitconfirming
Opponent's Character 2LKs > cl.5HP
(Standing)
2LKs xx 41236LK
(Crouching)
Lau 4 7
Yeung 4 6
Thorsten 4 6
Drunk Jackie 3 7
Dragonball Jackie 4 5
Admiral Jackie 3 5
Sam 5 5
Kim-Maree 4 6
M. Lion 4 7

This assumes starting at point blank, chaining as quickly as possible.
From farther ranges, confirms are more strict.


Throw Combos

Notation Damage Location Characters Notes
Throw, dash 2LK > cl.5HP (2 hits) > 5HK (reset)

43-46%

Near Corner

Universal

  • Works around 1/3 screen from corner, but must be closer to juggle heavy characters
  • Mixup after the air reset can lead to stun, or substitute 5HK with 41236K for knockdown + OTG damage
  • vs. Drunk Jackie: only one hit of cl.5HP will juggle


Throw, dash 2LK > 5LP xx 41236HK

44%

Midscreen

Everyone but Thorsten

  • Extremely difficult midscreen juggle; more lenient against Sam and Yeung
  • Wavedashing makes the 2LK juggle timing much easier, but is difficult to time and execute properly
  • Can also end juggle with 63214HP to avoid whiffing Flip Kick
  • vs. M. Lion: omit 5LP unless cancelling into 63214P



Overhead Combos

Notation Damage Location Characters Notes
6HK (meaty), 2LK x3 xx 41236LK,
dash 2LK > cl.5HP xx 41236HK

50%

Anywhere

Universal

  • Overhead must be done perfectly meaty; most reliable when done from an air reset. Otherwise it's just the basic BnB confirm against crouchers.
  • Linking directly into 41236LK is 1f more lenient, but gives no hitconfirm time.


OTG Options

Notation Damage Location Characters Notes
2HP, 2LK, 2HP

~9%

Anywhere

Universal

  • Most consistent OTG route to get all 3 hits
  • Using 2HP x3 is often too slow, and 2HK makes followup OTGs awkward to space


2LK, dash 2LK > 5LK xx 41236LK

100%

Anywhere

Yeung

  • Yeung's OTG infinite in the mirror match
  • Dash only necessary midscreen
  • In the corner, walk out after each 41236LK to maintain corner position
    • You can also use cl.5HP in place of 5LK in the corner


Miscellaneous Combos

Notation Damage Location Characters Notes
Getup LK,
dash 2LK > 5LK xx 41236HK

23-32%

Anywhere

Universal

  • Can also end with cl.5HP xx mash 63214HP
  • In the corner, no dash needed and use cl.5HP in place of 5LK
    • Alternatively, use 2LK > cl.5HP > 5HK reset in corner
  • Getup LK can hit twice (extra damage), but generally only gets one hit


Pursuit Counter,
dash 2LK > 5LK xx 41236LK

28%

Anywhere

Universal

  • Near the corner, ending with 2LK > cl.5HP > 5HK reset is better
    • Midscreen resets are far less effective, so Damage + corner carry is more important
  • Pursuit Counter launches so high that Yeung can usually side switch
    • Juggles can be awkward on characters facing the wrong direction, especially into 41236K


cl.5HP xx 236LP, 41236LK,
2LK > cl.5HP (2 hits) > 5HK

55-58%

Corner

Everyone but Admiral, Dragonball
(Standing)

  • vs. Drunk Jackie: only use cl.5HP (1 hit) in ending juggle


[2LK] > cl.5HP xx 236LP, [2LK] xx 41236LK,
2LK > cl.5HP (2 hits) > 5HK

57-58%

Corner

Lau, M. Lion
(Standing)

  • [2LK] starter only works on M. Lion, helps hitconfirms
  • The 2LK after LP Crow Shot is unnecessary, and actually makes the link harder
    • Can only one of these [2LKs] in the combo vs. M. Lion, or there is too much pushback
  • Sets up spacing for the "corner pogo" combos


cl.5HP xx 236LP, 41236HK,
Dash out of corner,
2LK > cl.5HP (2 hits) > 5HK

62%

Corner

Yeung
(Standing)

  • HK Swallow Kick reaches more consistently
    • LK version can work, but is more prone to dropping
  • It is also possible to link 2LK after LP Crow Shot
    • If you do this, cancel into 41236LK instead of HK


[2LK x2-3] xx 236LP, 41236LK,
2LK > cl.5HP (2 hits) > 5HK

51-54%

Corner

Universal
(Crouching)

  • The [2LKs] are just for spacing, not part of the combo
    • Use 2LK x2 for everyone except Admiral (x3)
  • Walk out of corner slightly before juggle vs. Lau, Yeung, Drunk, Admiral


2LK x2 > 5LK xx Super,
[2LK > cl.5HP xx 41236HK]

42%
[59%]

Anywhere
[+Corner]

M. Lion
(Standing)

  • Yeung's only combo into Super
    • Must cancel quickly or pushback will make Super whiff
  • Corner juggle has a 2 frame window
  • Inputting 5LK as 6LK makes the Super execution easier
    • It's generally safe to whiff 5LK in a blockstring if it turns out Lion was crouching


"Corner Pogo" Combo
2LK x3 > cl.5HP xx 41236LK, forward jump,
j.2HK x6 > j.HK > j.HP (stun)

100%

Near Corner

Lau,
Dragonball,
Kim-Maree (Standing)

  • vs. crouching: combo works without cl.5HP, but no stun
  • Requires a specific spacing near corner, but not all the way in.
  • Will stun if the number of [2LK + j.2HK] adds up to 9.
  • vs. Kim-Maree: timing on the 2nd j.2HK is a 1f window.


"Corner Pogo" Combo
2LK x4 > cl.5HP xx 41236LK, forward jump,
j.2HK x8 > j.LK > j.HK > j.HP (stun)

100%

Near Corner

M. Lion (Standing)

  • vs. crouching: combo works without cl.5HP, but no stun
  • Requires a specific spacing near corner, but not all the way in.
  • The timing on the first j.2HK is a 1f window (unbelievably difficult)
    • Input is Up+Forward, then 2HK exactly 3f later
    • Difficulty comes from Yeung having only 3 prejump frames



6HK Loops

With the right spacing, Yeung can chain into her 6HK Overhead with enough frame advantage to combo afterward. The exact spacing varies based on the opponent and whether they are standing/crouching. It is also possible to set up this spacing against a crouch blocking opponent, allowing an overhead combo if they don't react to the 6HK.

The "starters" section indicates what combo string is required to achieve this optimal spacing. It assumes starting at point blank, chaining as quickly as possible unless otherwise specified. After each starter, the frame advantage (+3) or (+4) is given; +3 means you can link into LK Swallow Kick, and +4 allows links into LK/HK Swallow Kick or 2LK. Links into Swallow Kick are much easier, as they have a lenient buffer, but extended loops with 2LK make it much easier to stun, especially if you're not using Shadow Yeung.

The "Infinite Loop" section indicates a sequence that can be repeatedly looped after a +4 On Hit starter. Each sequence in this section will also be +4 on hit to allow further reps, unless otherwise specified. Some loops are Pseudo-infinites, meaning they will drop or lose frame advantage later on, and therefore must convert into a different followup.

All of these combos can be done anywhere on the screen, and the damage varies based on how you choose to end the combo, so these will not be listed in the combo template. Shadow Yeung can stun most characters off any of these conversions into a basic juggle. Against Thorsten and M. Lion, some specific TOD routes for Shadow Yeung are listed as they have higher stun.


6HK Overhead Loop Setups
vs. Lau
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK x3 > 2LP > 2HP > 6HK (+4)
2LK x5-6 > far.5HP > 6HK (+4)
2LK x3-4 > 2LP > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK x3 > 2LP > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x5 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
2LK x2 > 2HP > 6HK
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
  • Easiest, most consistent route
2LK x6 > far.5HP > 6HK (+4)
  • 2LKs must be chained as quickly as possible (difficult)


vs. Yeung
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LK, link 2LK > far.5HP > 6HK (+4)
2LK x3 > 2LP > far.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > 2HP > 6HK
Starters:
2LK > slight delay 2LK > 2HP > 6HK (+4)
  • 2LKs are still chained, but not at fastest speed
2LK x4 > 2HP > 6HK (+3)
  • Can be +4 if you delay 6HK
  • Due to OTG Infinite, +3 into 41236LK is good enough

Infinite Loops:
2LK x2 > 2HP > delay 6HK
  • Without the delay, can't maintain +4 Adv.
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
  • Easiest, most consistent route
2LK x6 > far.5HP > 6HK (+4)
  • 2LKs must be chained as quickly as possible (difficult)
  • It's possible to use 2LK x5 with slower chains, but inconsistent


vs. Thorsten
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x2 > 2LP > 2HP > 6HK (+4)
2LK x4 > 2HP > 6HK (+4)
  • Shadow Yeung can kill from just this starter:
41236LK, dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > 5LK xx 41236HK (stun)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x5 > far.5HP > 6HK (+4)
  • Shadow Yeung TOD route:
41236LK, dash 2LK > 5LK > 41236HK,
dash 2LK > cl.5HP xx mash 63214HP (stun)
2LK x4 > 2HP > 6HK (+4)
  • Shadow Yeung TOD route:
41236LK, dash 2LK > 5LK xx 41236HK,
dash 2LK > cl.5HP xx mash 63214LP (stun)
  • 63214HP won't stun
  • Alternatively, end with 2LK > 5LK > 5LP > 41236HK (much harder, juggle as late as possible)

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK > 2LP x2 > far.5HP > 6HK (+4)


vs. Drunk Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+3)

Infinite Loops:
2LK x2 > 2HP > delay 6HK
Starters:
2LK x5 > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x5-6 > far.5HP > 6HK (+4)
  • This one also works with slowed down 2LK x3

Infinite Loops:
2LK x2 > 2HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x5 > 2LP > far.5HP > 6HK (+4)
2LP x4 > far.5HP > 6HK (+3)
2LK, link 2LP x2 > 2HP > 6HK (+3)


vs. Dragonball Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK > 2LP x2 > cl.5HP (1 hit) > 6HK (+4)
2LP x3 > cl.5HP (1 hit) > 6HK (+4)
2LK, link 2LP > cl.5HP (1 hit) > 6HK (+3)
2LK > slight delay 2LP > 2HP > 6HK (+3-4)
  • Very difficult to get the exact spacing

Infinite Loops:
2LK x2 > Delay 2HP > 6HK
  • Only +3 if you don't delay properly
Can still link 41236LK for stun combos
Starters:
2LK x3 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x4 > 2HP > slight delay 6HK (+3-+4)
  • Against crouch blocking DB Jackie, there is no 100% consistent setup
  • Far 5HP doesn't work properly due to proximity, and 2HP routes don't give great results without a manual delay
  • You can also try something like slowed-down 2LK x3 for example


vs. Admiral Jackie
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x3 > 2HP > 6HK (+4)
2LK > 2LP > 2HP > 6HK (+4)
2LK x2 > 2LP > cl.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
Starters:
2LK x5 > far.5HP > 6HK (+4)
2LK, link 2LK > 2HP > 6HK (+4)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • After this, 41236LK is most consistent
  • 2LK x3 > far.5HP > 6HK can loop, but hit too close/far
Starters:
2LK x2 > 2LP x2 > far5HP > 6HK (+3-4)
  • Delay 6HK to make it +4
2LK x2, link 2LP > 2HP > 6HK (+3)


vs. Sam
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4-5 > 2HP > 6HK (+4)
2LK > 2LP x2 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LP x3 > 2HP > 6HK (+4)
2LK x5 > cl.5HP > 6HK (+4)
2LK x6 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK x2 > 2HP > 6HK
  • Other sequences can work, but move slightly closer each time:
2LK x2 > far.5HP > 6HK
2LK > 2LP > far.5HP > 6HK
Starters:
2LK x3 > 2HP > 6HK (+3)
2LK > 2LP > 2HP > 6HK (+3-4)
  • This route is inconsistent; if you hit 2LP as fast as possible, it can be too close, but too slow will make 6HK whiff

Infinite Loops:
2LK x2 > 2HP > 6HK
  • It's hard for to set up a +4 6HK situation on Sam, but if you can manage it then this loops
Starters:
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)
  • From this 6HK, you can link into 2LK > 2HP > 6HK (+3), then 41236LK
  • The usual crouching infinite route with 2LK x2 whiffs here
2LK x5 > 2HP > 6HK (+4)


vs. Kim-Maree
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x4 > 2HP > 6HK (+4)
2LK x2 > 2LP > 2HP > 6HK (+4)
2LP x3 > far.5HP > 6HK (+4)
2LK > 2LP x2 > far.5HP > 6HK (+4)
2LK x2 > 2LP x2 > far.5HP > 6HK (+4)

Infinite Loops:
2LK > 2LP > far.5HP > 6HK
Starters:
2LK > delay 2LK > 2HP > 6HK (+3-4)
  • The delay to get +4 is very precise
  • Safer to assume it will be +3 and link into 41236LK
2LK x2 > 2LP > 2HP > 6HK (+3)
2LP > slight delay 2LP > 2HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK x3 > far.5HP > 6HK (+4)
Then 2LK x2 > 2HP > 6HK is +3, continue with 41236LK
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)


vs. M. Lion
Standing Hit Crouching Hit Crouch Block
Starters:
2LK x6 > 2HP > 6HK (+3)
  • Shadow Yeung can kill from just this starter:
41236LK, dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > cl.5HP xx 41236LK (stun)
2LK > slight delay 2LK > 2LP > 2HP (+3-4)
2LK x3, link 2LK > far.5HP > 6HK (+3)
2LP x4 > far.5HP > 6HK (+3)
2LK > 2LP x3 > far.5HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • After 2nd loop, becomes +3; use 41236LK at that point
Starters:
2LK x6 > far.5HP > 6HK (+4)
2LK x3-4 > 2LP > far.5HP > 6HK (+3)

Pseudo-Infinite Loops:
2LK > 2LP > far.5HP > 6HK (+4)
  • If you repeat this again, the next loop is only +3
  • 2LK x3 > far.5HP > 6HK will be +4 when used here, but generally unnecessary (just 41236K instead)
Starters:
2LK x2 > 2LP x2 > 2HP > 6HK (+4)
2LK > slight delay 2LK > 2LP > far.5HP > 6HK (+4)

Shadow Yeung Combos

Combo Note: After a stun, 5HK > cl.5HP xx 41236K will generally kill (if not, a quick OTG will be enough)

Notation Damage Location Characters Notes
2LK x4 xx 41236LK,
dash 2LK > cl.5HP xx 41236LK,
dash 2LK > cl.5HP xx 41236LK (stun)

100%

Anywhere

Lau, Yeung, Admiral, Kim, Drunk*

  • Stun is affected by the starter and whether you use LK/HK Swallow Kick (remember that HK is more likely to drop midscreen). These combinations do 100% stun:
    • 2LK x4 vs. crouch, all LK Swallow Kicks
    • 2LK > cl.5HP vs. stand, all LK Swallow Kicks
    • 2LK x3 start, end with HK Swallow Kick in the corner
  • vs. Drunk: midscreen, must wavedash to get close enough for last Swallow Kick


2LK x4 xx 41236HK,
dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > 5LK > 5LP xx 41236HK (stun)

100%

Anywhere

Dragonball, Sam

  • If standing, can start with 2LK > cl.5HP instead
  • vs. Sam: very difficult to get both juggles
    • 2LK must be done very early before opponent hits the ground, otherwise 5LP whiffs


2LK x5 xx 41236HK,
dash 2LK > 5LK > 5LP xx 41236HK,
dash 2LK > cl.5HP xx mash 63214HP (stun)

100%

Anywhere

Dragonball, Sam

  • Variation of previous combo
  • If standing, can start with 2LK > cl.5HP instead
  • To get enough hits of 63214HP, must be very close
  • It's very hard to get 2LK x5 to combo into 41236HK vs. crouching Sam, so it's easier to stun him if he is standing


41236HK, 2LK > cl.5HP (2 hit) > 5HK,
5HK > cl.5HP xx 41236HK (stun)

100%

Corner

Universal*

  • 5HK > cl.5HP juggle has strict timing, must be done low to the ground
    • If you use a stronger opener, you can end with 2LP > cl.5HP instead
    • Strong opener also allows for 41236LK juggle starter, making stun easier
  • vs. Drunk: cl.5HP can't hit twice; must start with at least 2LK x2
  • vs. Thorsten: must start with 2LK x3 or cl.5HP to stun
  • vs. M. Lion: must start with 2LK x6 or 2LK x3 > cl.5HP to stun
  • Somewhat difficult on Admiral due to corner turnaround bug


"Corner Pogo" Combo
2LK x4 xx 41236LK,
dash 2LK > 5LK, dash + neutral jump,
j.2HK x5 > j.LK > j.HK > j.HP (stun)

100%

~1/3 screen from corner

Lau, Yeung, Kim, Admiral, Dragonball, Drunk*

  • More 2LKs at the beginning will reduce the number of j.2HKs required to stun, and vice versa
  • Can start with 2LK > cl.5HP vs. standing
  • Jump should be performed when almost underneath the opponent
  • vs. Drunk Jackie: Must jump forward instead of straight up


"Corner Pogo" Combo
2LK x4 xx 41236LK,
dash 2LK > cl.5HP xx 41236LK, forward jump,
j.2HK x5 > j.LK > j.HK > j.HP (stun)

100%

~1/3 screen from corner

M. Lion

  • Can start with 2LK > cl.5HP vs. standing


"Corner Pogo" Combo
2LK x4 xx 41236LK,
dash 2LK > cl.5HP (2 hits) > 5HK, forward jump,
delayed j.2HK x2 > j.HK > j.HP (stun)

100%

Near Corner

Sam

  • Can start with 2LK x2 > cl.5HP vs. standing
  • Must be fully in the corner when juggling into cl.5HP (2 hits)
  • Delay the first j.2HK as late as possible





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Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion