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.
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.
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.
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.
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.
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
Best punish in the game with Psycho Crusher (3f startup)
Strong normals
Very strong chip game with his bombs
Ultra Heavy weight makes many juggles impossible against him
Corner throw leads to very strong mixups
Awkward combos and execution
Mediocre overhead
Poor midscreen conversions
Weak super
Character Stats
232 (High) // Very High
7f+52f (Fast) // Ultra Heavy
73 (A+)
19% / second // 7f
40% // 109f
Very Slow // Very Slow
4.2 (B)
19f // 114 (Short)
N: 32f // F: 59f // B: 53f
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)
(slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. 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. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
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
Stand LP
5LP
5LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
5
8
Mid
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
Special Cancel
-
Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
Close Stand HP
Close 5HP
Cl 5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
3
37
High
-14
-17
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28 (24)
-
-
-
Special Cancel
-
28 dmg on first active frame, 24 dmg on last 2 active frames
Proximity range: ≤ 65
Very short proximity range makes it difficult to confirm vs standing opponents in combos
Far Stand HP
Far 5HP
Far 5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
3
32
High
-9
-12
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
-
-
Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal
Proximity range: ≥ 66
Stand LK
5LK
5LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
5
8
Low
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
-
-
-
OTG, Special Cancel
-
Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
Not a proximity normal like most 5LKs
Close Stand HK
Close 5HK
Cl 5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
27
High
-10
-13
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
32
-
-
-
-
-
Proximity range: ≤ 87
Far Stand HK
Far 5HK
Far 5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
10
26
Mid
-10
-13
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
30
-
-
-
-
-
Useful as an anti-air against some characters, but a little awkward to time
Good neutral button, similar to Drunk Jackie Far 5LK but riskier to whiff
Proximity range: ≥ 88
Crouching Normals
Crouch LP
2LP
2LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
6
6
Mid
+7
+5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
Special Cancel
-
Can be useful in combos, as Lion Crusher will link afterwards (by not special cancelling, there is more time to hitconfirm)
Crouch HP
2HP
2HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
9 (11)
2*9
27
Mid
-10 (-12)
-13 (-15)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12*16
-
-
-
Special Cancel (1st hit)
-
2 hits
(refers to crouching hit/block data)
Can anti-air, but a little inconsistent
Crouch LK
2LK
2LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
6
7
Low
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
-
-
-
Special Cancel
-
OTG vs M. Lion
Crouch HK
2HK
2HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
13
21
Low
-8 to +4
-11 to +1
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
OTG, No-Cancel
-
Great poke that is safe when well-spaced
Air Normals
Jump LP
8LP
8LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
Crossup
-
Instant overhead if used within the first 2 airborne frames
Jump HP
8HP
8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
11
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
20
-
-
-
Spike, Squish
-
Instant overhead if used within the first 3 airborne frames
When used as an instant overhead, can also chain into 8HK for high damage (but risky) round ender
OTG vs M. Lion
Jump LK
8LK
8LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12
-
-
-
Crossup (small hitbox)
-
Not much use outside of air-to-air juggles
Jump HK
8HK
8HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
-
-
-
Crossup, OTG, Spike, Squish
-
Instant overhead if used within the first 7 airborne frames
Command Normals
Mighty Cape
6HP
6HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
3
38
High
-12
-15
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
-
-
Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward
Universal Overhead
6HK
6HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
15 (24)
2(7)2
16
High / Overhead
+8
+5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
4*4
-
-
-
KD0 (2nd hit)
-
2 hits (only 2nd hit is an overhead)
(refers to startup vs crouchers)
Abysmal damage for a HK button; equivalent to the game's weakest light normal if it hits a crouching opponent
Throws
HP Throw
HP Throw
close 6HP/4HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
--
--
Throw
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
32
-
-
-
Backturn
-
Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful
Range: 73
HP Crouch Throw
HP Crouch Throw
close 3HP/1HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
--
--
Throw
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
26*
-
-
-
Mashable
-
Damage varies significantly depending on Lion's and opponent's mashing speed
26 dmg if P1/P2 mash equally, possible range from 8-102 dmg
Range: 73
Special Moves
Lion Bomb (Baby Bomb)
236P
236P
LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
34
9*
6
Mid
+35
+20
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
7x5
-
-
-
OTG
-
48f total animation, travels a short distance
Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
Frame data assumes first active frame and all 5 hits connects, can vary
Destroys projectiles when colliding with them
HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
66
9*
0*
Mid
~+81
~+80
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
7x5
-
-
-
OTG
-
55f total animation, travels full screen
Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently
Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
Frame data assumes first active frame and all 5 hits connects, can vary
Destroys projectiles when colliding with them
Lion Crusher (Psycho Crusher)
646P
646P
LP Unmashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
12*
31
Mid
-7 (-9 partial mash)
-10 (-12 partial mash)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16*8*8
-
-
-
Mashable, Airborne 8-27f
-
Active frame distribution: 3(4)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
Execution Tip: in combos, input like a 360 motion starting with forward
OTG vs M. Lion (1 hit)
LP Mashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
15*
28
Mid
KD
-8
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16*8*(2)*8*(2)
-
-
-
Mashable, Airborne 8-27f
-
Active frame distribution: 3(4)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
Execution Tip: in combos, input like a 360 motion starting with forward
HP Unmashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
15*
34
Mid
-38 (KD from range)
-41
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * 10x5
-
-
-
Mashable, Airborne 10-55f
-
Active frame distribution: 3(4) 2(5) 2(7) 2(7) 3(6) 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
Around -13 on block at best from max range, but recovers closer to opponent
OTG vs M. Lion (1 hit)
HP Mashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
30*
32
Mid
-40 (KD from range)
-39
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * [10(2)]x5
-
-
-
Mashable, Airborne 10-55f
-
The (2) damage represents the extra hits when mashed; not all hits of the move can connect
Active frame distribution [=extra hits]: 3(4) 2*[3]*4*[3](4) 2*[3](4) 3*[2](4) 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames
Can knock down on final hit if started from far away, which may lead to juggle
Around -13 on block at best from max range, but recovers closer to opponent
Teleport
63214P or 63214K
63214P or 63214K
LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
57
--
7
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
--
-
-
-
Invincible 1-57f
-
Teleports to same side, near opponent
64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
57
--
7
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
--
-
-
-
Invincible 1-57f
-
Teleports to same side, around 1/2 screen from opponent (unless corner forces you closer)
64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
57
--
7
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
--
-
-
-
Invincible 1-57f
-
Teleports to opposite side, near opponent
64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
57
--
7
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
--
-
-
-
Invincible 1-57f
-
Teleports to opposite side, around 1/2 screen from opponent (unless corner forces you closer)
64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
Super
Mini-Lion Transformation
646LP+HP
646LP+HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
14+37
533
0
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
--
-
-
-
Invincible 1-37f
-
14f startup pre-flash, then falls as Mini-Lion for 37f (Super flash lasts 20f, not included in invincibility)
Invincibility lasts until Mini-Lion appears; can be hit on the way down from initial transformation
Gains new moves but can no longer dash, use normals, throw, or be thrown
Super ends if Lion is stunned or knocked down
Mini-Lion still has 7 prejump frames like normal Lion, which is important for timing his K drone attack
533f active = 8.88 real seconds, 6.58 seconds on game timer
If using Self-Destruct or Lion Force as transformation time ends, Mini-Lion will land before reverting to regular Lion
Self-Destruct
+P (during Super)
+P (during Super)
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
9
10
43 (ground) to 54 (max height)
Mid
-12 (-23)
-11 (-22)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8x5
-
-
-
OTG, Air OK
-
Explosion knocks Mini-Lion upward; has more recovery the higher it is activated, but no landing recovery
Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame
Lion Force (Drone Call)
+K or +6K (during Super)
+K or +6K (during Super)
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
61 ground, 24-42 air
until ground
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16x3
-
-
-
OTG, Air OK
-
3 Lion Drones appear from the air, their position depending on which button was pressed
LK = 1/4 screen, HK = 1/2 screen, 6LK = 3/4 screen, 6HK = full screen
Drones spawn at the very top of the screen (beyond what is visible even while jumping) and drop slowly to the ground in a group of 3
From the ground, Mini-Lion will jump and call the drones, which has a 61f animation
If airborne, he will call drones and then drop, which takes 24f (min height) to 42f (max height)
A low jump drone call into immediate self-destruct is very difficult to punish, as the drones will cover the recovery, allowing you to repeat the cycle
Wakeup/Knockdown
Wakeup Attack Detailed Info (click to expand)
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
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
8
17
12
Overhead
KD
-6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
-
-
-
Invincible 1-7f, Airborne 1-28f
-
More useful due to being airborne and invincible throughout startup.
A lot of pushback on block, tons of active frames, and very few recovery frames make it hard to punish.
Wakeup HK
Wakeup HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
14
3
23
Low
KD
-3
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
-
-
-
Invincible 1-10f, OTG
-
A rare wakeup attack with invincibility that doesn't extend throughout the entire startup
KD Timer is very short, but if you land a quick OTG afterward it resets the KD timer to allow for more OTGs
Pursuit Attack
Pursuit Attack
8LP or 8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16 * (4 each)
-
-
-
OTG, Mashable
-
Only usable on a knocked down opponent
First hit does 16 damage, all mashed followups do 4 damage each
Damage scales as though it is part of a combo (rather than OTG scaling)
Pursuit Counter
Pursuit Counter
Any 2 Buttons
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
20
-
-
-
-
-
2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
Countering does not prevent M. Lion from taking damage first
Can juggle afterward from anywhere on screen
Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
(LP) > LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
3
27
Mid
-4
-7
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
-
-
Same animation as Far 5HK; OTG vs M. Lion
(LP > LP) > LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
22
2
12
High
+5
+3
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
-
-
Doesn't combo
Same animation as 2HP (only one hit) while sliding forward
(LP > LP > LP) > LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
10
2
15
Mid
+2
+0
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
-
-
Same animation as 5LP
(LP > LP > LP > LP) > LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
15
2
31
High
-7
-10
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
-
-
Same animation as Far 5HP
(LP > LP > LP > LP > LP) > LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
16
2
36
High
-12
-15
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12
-
-
-
-
-
Same animation as 6HP cape attack
Special Autocombo - LK > LK > HK > HP > HP > LP+HP
(LK) > LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
9
2
14
Mid
+3
+1
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
-
-
Animation is similar to 2LK, but performed while standing
Initial 5LK is a standing low, so LK > LK is a somewhat useful string due to its frame advantage and hitconfirmability
(LK > LK) > HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
2
27
Mid
-3
-6
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
-
-
Same animation as Far 5HK; OTG vs M. Lion
(LK > LK > HK) > HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
18
2
39
High
-15
-19
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
-
-
Same animation as 6HP cape attack, but rotating in the opposite direction
(LK > LK > HK > HP) > HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
12
2
26
Low
-2
-5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
-
-
Similar animation to 6HP cape attack, but performed while crouching; OTG
(LK > LK > HK > HP > HP) > LP+HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
17
23
29
Mid
-8
-11~-25
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
6x5
-
-
-
-
-
Same animation as 646P (Lion Crusher) but no mashable properties; airborne 12-41f
-24 at worst in corner, -10 at best midscreen; OTG vs M. Lion
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. 2LK2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage
The amount of damage a move does. May be listed in a few ways: 100% = The combo is a Touch of Death (stuns or kills outright) varies = The possible damage changes significantly based on various factors x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific) --Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful --Damage variation between opponents is minimal, generally within a 1% range
Location
Where on the screen the combo can be performed Anywhere = The combo is not affected by screen position Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work --May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific
The characters that a combo can be performed on Universal = No character restrictions May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)' If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes
Extra relevant information about the combo that may not easily be explained in the original notation May include slight variations to the combo that are not important enough to warrant their own entry.
Video
A link to the combo being performed. If part of a larger video, include the timestamp.
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.
Lau Matchup
Lau
Important punishes: 2HK: 2HK slide (only from max range, or you will be punishable)
-646HP can punish, but may be unsafe depending on screen position
-Dash up 5LP xx 646LP (mash) if poorly spaced (not very likely)
236LK (LK Dragon Kick): Throw (if done at close range)
-Lion's throw range is above average, so can punish from farther
-Crouch throw can do more damage, but the backturn situation from normal throw is better if you are near a corner
-Note: it 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)
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 BnB combo
-Note: if Super is done raw, Lion can HK Teleport behind Lau to avoid chip damage
Super (short-mid range): 2HK or 646HP can punish from surprisingly far
-646HP usually won't knock down; don't use if it will corner yourself
Super (~Lau 2HK range): jump forward HK combo (can j.HK > j.HP at a specific range, but hard to judge this spacing)
-From slightly beyond 2HK range, use j.HP into immediate 646LP instead
-Be careful of range, as Lion has a lot of prejump frames and will get hit if too close to Lau
-Note: at far range 2HK xx Super, Lion can HK Teleport behind Lau during the gap to avoid chip damage
Wakeup Attacks:
Neither of Lau's wakeup attacks hit low; only the first hit of Wakeup LK hits overhead, so a stand block will work against both. However, Lau could just not perform a wakeup attack, and do a reversal 2LK or 2HK instead. A blocked Wakeup LK is -7, which is punishable but may be somewhat difficult with pushback. You can also use 646LP (mash) or Throw between the hits. Wakeup HK is safe at -2 with no gap between hits. Both wakeup attacks have substantial recovery, and can be backdashed and punished with a dash up combo or 646P.
Strategy:
Lau counters some of Lion's biggest strengths. For one, Lion's excellent punish game with 646P (Lion Crusher) doesn't affect Lau very much, as 236HP pushes back too far. Lion is also vulnerable to Lau's 236HK if he throws out Lion Bomb in neutral or in blockstrings, as the forward movement will keep Lau out of the blast radius. Lion has to use the bombs from a farther range, which lets Lau sit back and build meter safely. To fight Lau effectively, Lion has to play a bit more offensively, using his great throw range to threaten Lau.
Yeung Matchup
Yeung
Important punishes: 2HK: _
6HK: _
63214P (Crane Wings): _
41236K (Swallow Kick): _
Super: _
Wakeup Attacks:
_
Yeung OTG Infinite:
5LK, link 646LP (mash), dash out of corner and repeat
-Possible to start this midscreen, but much easier in the corner
-Somewhat difficult to execute; don't cancel the LK into 646LP
-In general, the point is to run the clock out because this won't do enough damage to kill
Alternative OTGs (non-infinite):
1) 2HK, 5LK > cl 5HK > 2HP (near corner, good reset)
2) 2HK, 2LK xx 236HP (sends Yeung fullscreen into blocked bomb)
Strategy:
_
Thorsten Matchup
Thorsten
Important punishes: 46LK (LK Jackknife Storm): _
46HK (HK Jackknife Storm): _
28K (Gatling Kick): _
16P (Slash Sword): _
Teleport: _
Super: _
Wakeup Attacks:
_
Strategy:
_
Drunk Jackie Matchup
Drunk Jackie
Important punishes: Far 5HK: _
Light Normal > 6HK Chain: _
236P (Jug Throw): _
Blockstring into 236P Jug Throw: _
63214P (Drunk Dragon): _
236K (Tricky Kick): _
28P (JackieCopter): _
Super: _
Wakeup Attacks:
_
Strategy:
_
Dragonball Jackie Matchup
Dragonball Jackie
Important punishes: 6HP: _
236HK (HK Crush Kick): _
41236P (Tiger Fist): _
Super: _
Wakeup Attacks:
_
Strategy:
_
Admiral Jackie Matchup
Admiral Jackie
Important punishes: 2HK: _
41236P (Dragon Palm): _
623K (Double Dutch): _
Super: Microdash 646LP (mashed); input as 6, 4, 66, then hit LP after dashing a few frames
-With no microdash, reversal LP Lion Crusher won't get the knockdown and can be unsafe
-Can also dash 4-7f into 5LP, which combos into 646LP knockdown
-2HK, 6HP, or 646HP can punish more easily, but are significantly less effective and can be unsafe even on hit
Wakeup Attacks:
_
Strategy:
_
Sam Matchup
Sam
Important punishes: 236P (Thousand Spears) (Blocked): _
236P (Thousand Spears) (Whiffed): _
214K (Divekick): _
Super: _
Wakeup Attacks:
_
Strategy:
_
Kim-Maree Matchup
Kim-Maree
Important punishes: 2HK: _
6HK: _
236P (Running Lariat): _
28P (I Want You!): _
Wakeup Attacks:
_
Strategy:
_
Mysterious Lion Matchup (Mirror)
M. Lion (Mirror)
Important punishes: 6HP: _
2HK: _
646LP (LP Lion Crusher): _
646HP (HP Lion Crusher): _
Normal xx 236LP (Lion Bomb): _
Teleport: _
Super: _
Wakeup Attacks:
_
-Note: M. Lion's Wakeup LK has a very similar animation to his wakeup forward roll. Pay attention on his wakeup so you don't react to the wrong move.
Strategy:
_
Colors
Default Colors
LP/HP Red/Gold
LK/HK Blue/Gold
Boss Version Colors
Evil Lion P1 - Purple/Red
Evil Lion P2 - Black/Gold
Select Boss variant with Start+Button on character select screen