Jackie Chan in Fists of Fire/Mysterious Lion: Difference between revisions
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*Best punish in the game with 3 frame Lion Crusher | *Best punish in the game with 3 frame Lion Crusher | ||
*Excellent throw range, second only to Kim-Maree | *Excellent throw range, second only to Kim-Maree | ||
*Normals like 5LP, 2HK, and far 5HK are very strong in neutral | *Normals like 5LP, 2HK, and far.5HK are very strong in neutral | ||
*Lion Bombs are great for chip, and often lead to strong conversion on hit | *Lion Bombs are great for chip, and often lead to strong conversion on hit | ||
*Ultra Heavy weight makes many juggles impossible against him | *Ultra Heavy weight makes many juggles impossible against him | ||
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<big>'''Close Stand HP'''</big> -- (Standing Hitstun Reeling: High/27) | <big>'''Close Stand HP'''</big> -- (Standing Hitstun Reeling: High/27) | ||
<font style="visibility:hidden" size="0"> | <font style="visibility:hidden" size="0">cl.5HP</font> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Close 5HP 1.png | |image=JCFoF MLion Close 5HP 1.png | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=cl.5HP | ||
|data= | |data= | ||
{{AttackDataN-JCFoF | {{AttackDataN-JCFoF | ||
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<big>'''Far Stand HP'''</big> -- (Standing Hitstun Reeling: High/27) | <big>'''Far Stand HP'''</big> -- (Standing Hitstun Reeling: High/27) | ||
<font style="visibility:hidden" size="0"> | <font style="visibility:hidden" size="0">far.5HP</font> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HP.png | |image=JCFoF MLion Far 5HP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=far.5HP | ||
|data= | |data= | ||
{{AttackDataN-JCFoF | {{AttackDataN-JCFoF | ||
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<big>'''Close Stand HK'''</big> -- (Standing Hitstun Reeling: High/27) | <big>'''Close Stand HK'''</big> -- (Standing Hitstun Reeling: High/27) | ||
<font style="visibility:hidden" size="0"> | <font style="visibility:hidden" size="0">cl.5HK</font> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Close 5HK.png | |image=JCFoF MLion Close 5HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=cl.5HK | ||
|data= | |data= | ||
{{AttackDataN-JCFoF | {{AttackDataN-JCFoF | ||
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<big>'''Far Stand HK'''</big> -- (Standing Hitstun Reeling: Mid/30) | <big>'''Far Stand HK'''</big> -- (Standing Hitstun Reeling: Mid/30) | ||
<font style="visibility:hidden" size="0"> | <font style="visibility:hidden" size="0">far.5HK</font> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HK.png | |image=JCFoF MLion Far 5HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=far.5HK | ||
|data= | |data= | ||
{{AttackDataN-JCFoF | {{AttackDataN-JCFoF | ||
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|attribute= | |attribute= | ||
|description=*Useful as an anti-air against some characters, but a little awkward to time | |description=*Useful as an anti-air against some characters, but a little awkward to time | ||
*Good neutral button, similar to Drunk Jackie | *Good neutral button, similar to Drunk Jackie far.5LK but riskier to whiff | ||
*Proximity range: ≥ 88 | *Proximity range: ≥ 88 | ||
}} | }} | ||
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|attribute= | |attribute= | ||
|description=*Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward | |description=*Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward | ||
*A bug prevents Lion from chaining into 6HP if he is within cl 5HP activation range | *A bug prevents Lion from chaining into 6HP if he is within cl.5HP activation range | ||
}} | }} | ||
}} | }} | ||
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|advBlock=-7 | |advBlock=-7 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |description=*Same animation as far.5HK; OTG vs M. Lion | ||
}} | }} | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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|advBlock=-10 | |advBlock=-10 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |description=*Same animation as far.5HP | ||
}} | }} | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
Line 1,052: | Line 1,052: | ||
|advBlock=-6 | |advBlock=-6 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |description=*Same animation as far.5HK; OTG vs M. Lion | ||
}} | }} | ||
{{AttackData-JCFoF | {{AttackData-JCFoF |
Revision as of 04:20, 7 September 2021
Intro
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 |
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Character Stats
Hitstun, Blockstun, & Juggle Hurtboxes
26 -- Light/High Standing | 27 -- Heavy/High Standing | 32 -- Crouching |
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29 -- Light/Mid Standing | 30 -- Heavy/Mid Standing | Juggle State |
Standing Blockstun | Crouching Blockstun | OTG State |
Frame Data Info (click to expand) | |
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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
Stand LP -- (Standing Hitstun Reeling: High/26) 5LP
5LP
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Template:AttackDataN-JCFoF |
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Close Stand HP -- (Standing Hitstun Reeling: High/27) cl.5HP
cl.5HP
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Template:AttackDataN-JCFoF |
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Far Stand HP -- (Standing Hitstun Reeling: High/27) far.5HP
far.5HP
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Template:AttackDataN-JCFoF |
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Stand LK -- (Standing Hitstun Reeling: Mid/29) 5LK
5LK
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Template:AttackDataN-JCFoF |
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Close Stand HK -- (Standing Hitstun Reeling: High/27) cl.5HK
cl.5HK
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Template:AttackDataN-JCFoF |
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Far Stand HK -- (Standing Hitstun Reeling: Mid/30) far.5HK
far.5HK
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Template:AttackDataN-JCFoF |
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Crouching Normals
Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP
2LP
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Template:AttackDataN-JCFoF |
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Crouch HP -- (Standing Hitstun Reeling: Mid+High/30+27) 2HP
2HP
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Template:AttackDataN-JCFoF |
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Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK
2LK
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Template:AttackDataN-JCFoF |
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Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK
2HK
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Template:AttackDataN-JCFoF |
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Air Normals
Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP
8LP
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Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP
8HP
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Jump LK -- (Standing Hitstun Reeling: High/26) 8LK
8LK
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Jump HK -- (Standing Hitstun Reeling: Mid/29) 8HK
8HK
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Command Normals
Mighty Cape -- (Standing Hitstun Reeling: High/27) 6HP
6HP
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Universal Overhead -- (Standing Hitstun Reeling: High+Mid/27+30) 6HK
6HK
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Throws
HP Throw
HP Throw
close 6HP/4HP
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HP Crouch Throw HP Crouch Throw
close 3HP/1HP
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Special Moves
Lion Bomb (Baby Bomb)
Priority: above 63214P/K, below 646P; Input Buffer: 15f window to press P after 236 input
236P
236P
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Lion Crusher (Psycho Crusher)
Priority: above 236P and 63214P/K ; Input Buffer: 18f window to press P after 646 input
646P
646P
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Teleport
Priority: below 646P; Input Buffer: 18f window to press P/K after 63214 input
63214P or 63214K
63214P or 63214K
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Super
Mini-Lion Transformation
Input Buffer: 18f window to press LP+HP after 646 input
646LP+HP
646LP+HP
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Self-Destruct +P (during Super)
+P (during Super)
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Lion Force (Drone Call) +K or +6K (during Super)
+K or +6K (during Super)
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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
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Pursuit Counter Pursuit Counter
Any 2 Buttons
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Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
Special Autocombo - LK > LK > HK > HP > HP > LP+HP
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt | Win | Time Loss/Draw |
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Charge | Perfect | Loss (KO) |
Stages
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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