Jackie Chan in Fists of Fire/Mysterious Lion: Difference between revisions
Line 534: | Line 534: | ||
|advHit=-7 (-9 partial mash) | |advHit=-7 (-9 partial mash) | ||
|advBlock=-10 (-12 partial mash) | |advBlock=-10 (-12 partial mash) | ||
|attribute=Mashable, Airborne | |attribute=Mashable, Airborne 8-27f | ||
|description=*Active frame distribution: 3<small>(4)</small>2*[3]*4 -- 16f start to finish, 12 actual active frames | |description=*Active frame distribution: 3<small>(4)</small>2*[3]*4 -- 16f start to finish, 12 actual active frames | ||
*This move should always be mashed, as it's safer on block and leads to juggles on hit | *This move should always be mashed, as it's safer on block and leads to juggles on hit | ||
Line 549: | Line 549: | ||
|advHit=KD | |advHit=KD | ||
|advBlock=-8 | |advBlock=-8 | ||
|attribute=Mashable, Airborne | |attribute=Mashable, Airborne 8-27f | ||
|description=*Active frame distribution: 3<small>(4)</small>2*[3]*4*[3] -- 19f start to finish, 15 actual active frames | |description=*Active frame distribution: 3<small>(4)</small>2*[3]*4*[3] -- 19f start to finish, 15 actual active frames | ||
*The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward | *The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward | ||
Line 563: | Line 563: | ||
|advHit=-38 (KD from range) | |advHit=-38 (KD from range) | ||
|advBlock=-41 | |advBlock=-41 | ||
|attribute=Mashable, Airborne | |attribute=Mashable, Airborne 10-55f | ||
|description=*Active frame distribution: 3<small>(4)</small> 2<small>(5)</small> 2<small>(7)</small> 2<small>(7)</small> 3<small>(6)</small> 3 -- 44 frames start to finish, 15 actual active frames | |description=*Active frame distribution: 3<small>(4)</small> 2<small>(5)</small> 2<small>(7)</small> 2<small>(7)</small> 3<small>(6)</small> 3 -- 44 frames start to finish, 15 actual active frames | ||
*Can knock down on final hit if started from far away, which may lead to juggle | *Can knock down on final hit if started from far away, which may lead to juggle | ||
Line 578: | Line 578: | ||
|advHit=-40 (KD from range) | |advHit=-40 (KD from range) | ||
|advBlock=-39 | |advBlock=-39 | ||
|attribute=Mashable, Airborne | |attribute=Mashable, Airborne 10-55f | ||
|description=*The (2) damage represents the extra hits when mashed; not all hits of the move can connect | |description=*The (2) damage represents the extra hits when mashed; not all hits of the move can connect | ||
*Active frame distribution [=extra hits]: 3<small>(4)</small> 2*[3]*4*[3]<small>(4)</small> 2*[3]<small>(4)</small> 3*[2]<small>(4)</small> 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames | *Active frame distribution [=extra hits]: 3<small>(4)</small> 2*[3]*4*[3]<small>(4)</small> 2*[3]<small>(4)</small> 3*[2]<small>(4)</small> 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames |
Revision as of 06:59, 24 June 2021
“ |
-Dances to the distant drum beat- |
” |
Mysterious Lion (or M. Lion for short) is an original character to Kung Fu Master and Fists of Fire. Played by Sam Wong in disguise, Lion fights with magic by summoning bombs, teleporting, flying across the screen, and using a shrinking transformation. He doesn't speak, opting instead to communicate through dance and strange squeaking noises.
Intro
M. Lion uses a hit-and-run playstyle with his bombs that can either travel a short distance or fullscreen before exploding. Bombs allow for powerful combos on hit and strong pressure on block, in addition to chip damage. His slide is a very fast low attack that is difficult to punish if spaced well, which forces the opponent to either stay at midrange or spend a lot of time crouch blocking. His goal is to frustrate the opponent into overextending as they attempt to make their way in.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
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)
No-Chain = Normal attack that cannot be chained into another normal |
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
Stand LP
5LP |
---|
Close 5HP
Close Stand HP
Close 5HP |
---|
Far 5HP
Far Stand HP
Far 5HP |
---|
5LK
Stand LK
5LK |
---|
Close 5HK
Close Stand HK
Close 5HK |
---|
Far 5HK
Far Stand HK
Far 5HK |
---|
Crouching Normals 2LP
Crouch LP
2LP |
---|
2HP
Crouch HP
2HP |
---|
2LK
Crouch LK
2LK |
---|
2HK
Crouch HK
2HK |
---|
Air Normals 8LP
Jump LP
8LP |
---|
8HP
Jump HP
8HP |
---|
8LK
Jump LK
8LK |
---|
8HK
Jump HK
8HK |
---|
Command Normals/Throws
Mighty Cape
6HP
6HP
|
---|
Universal Overhead 6HK
6HK
|
---|
HP Throw HP Throw
close 6HP/4HP
|
---|
HP Crouch Throw HP Crouch Throw
close 3HP/1HP
|
---|
Special Moves
Lion Bomb (Baby Bomb)
236P
236P
|
---|
Lion Crusher (Psycho Crusher) 646P
646P
|
---|
Teleport 63214P or 63214K
63214P or 63214K
|
---|
Super
Mini-Lion Transformation
646LP+HP
646LP+HP
|
---|
Self-Destruct +P (during Super)
+P (during Super)
|
---|
Lion Force (Drone Call) +K or +6K (during Super)
+K or +6K (during Super)
|
---|
Wakeup/Knockdown
- Wakeup 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, Wakeup LK takes priority.
- The Wakeup 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 Wakeup 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 Wakeup Attacks.
- After inputting a Wakeup 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 Wakeup Attack window is active, as you may get an unexpected special move way after it was input.
Wakeup LK
Wakeup LK
Wakeup HK Wakeup HK
Pursuit Attack Pursuit Attack
8LP or 8HP
|
---|
Pursuit Counter Pursuit Counter
Any 2 Buttons
|
---|
Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
Special Autocombo - LK > LK > HK > HP > HP > LP+HP
Combos and Resets
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
Template:ComboHeader-JCFoF Template:Combo-JCFoF
Throw Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF |}
Overhead Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF |}
OTG Options
Template:ComboHeader-JCFoF Template:Combo-JCFoF
Miscellaneous Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF |}
Evil Lion Combos
Template:ComboHeader-JCFoF Template:Combo-JCFoF |}
Strategy & Matchups
(click to expand)
M. Lion generally runs a hit-and-run gameplan, switching between zoning with 236P (Lion Bomb), harassing with 2HK slide as a poke, and dash into light normals mixed with throws. Any bomb hit can generally be converted into 646P (Lion Crusher) for good damage and an excellent post-juggle mixup. Lion frequently leaves the opponent in a back-turned state with his throw and side switch Lion Crusher, which prevents backdashing out of his resets.
A cornerstone of Lion's gameplan is light normals cancelled into 236LP bomb. This is technically risky as the opponent can dash up throw as a read, but Lion gets great chip damage and continued pressure afterward on block, or a full combo on hit. Mix between bomb cancels, chains into 6HK, and dashing into more light normals/throws to keep the opponent guessing.
646LP (Lion Crusher) is your main combo ender, and should always be mashed to get a juggle afterward. 646HP is great at randomly hitting the opponent from half screen, and hard for many characters to punish on block due to its enormous pushback. To use this move effectively, try to keep the opponent midscreen; if they back themselves into the corner, this move becomes nearly useless as it is very punishable without the pushback. Both strengths of Lion Crusher are excellent punish tools, and can punish moves that are normally considered safe due to pushback. The LP version should be used for punishes unless it is too far away to get the followup hits.
M. Lion's teleports move him to a fixed position relative to the opponent depending on which button is pressed, rather than maintaining a specific distance apart. This makes them worse than Thorsten's teleports for running away, but they still have very little recovery after the invincibility wears off. It might be worth using to escape the corner even if you get hit, depending on the opponent's strength.
Anti-Airs: M. Lion is one of the most awkward characters to anti-air with. He doesn't have a single button that is always his preferred option. Close 5HP hits above and slightly behind him, making it okay against crossups, but the hitbox is mediocre. Far 5HP has a great hitbox, but it doesn't extend very far forward for a far normal and it's quite slow. Far 5HK has a great hitbox against far range jumpins, but will lose clean to any deep jump. 6HP has a disjointed hitbox that works well for far range jumps.
2HP is probably your best bet most of the time. The hitbox priority isn't great, but even on trade Lion can dash up for a juggle afterward. 2LP also has an unusually low hurtbox that can work if the opponent hits an early air normal, but it's not reliable enough to use consistently.
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Poses
Taunt | Win | Time Loss/Draw |
---|---|---|
Charge | Perfect | Loss (KO) |
Stages
External Links
- Fists of Fire Bible--M. Lion by RCF -- (View -> disable Print Layout for best experience)
- M. Lion Frame Data Spreadsheet by Spabobin -- for more visually condensed info