"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.<br>Note: The lua console lists the following memory values for hitstun types:<br>L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
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 3 frame Lion Crusher
Excellent throw range, second only to Kim-Maree
Normals like 5LP, 2HK, and far.5HK are very strong in neutral
Lion Bombs are great for chip, and usually lead to a stun combo on hit
Ultra Heavy weight makes many juggles impossible against him
In the corner, his throws and HP Lion Crusher become extremely powerful
Super can be used to timer scam some characters that have no way to hit Chibi-Lion
Awkward execution (frequently leading to accidental Lion Bombs)
The game slows down during Lion Bomb, making it hard to properly input followups
Applying pressure with lights cancelled into Lion Bomb is risky, as the opponent can dash through it
Overhead is slow, weak, and difficult to combo off of at many ranges
Juggles can be difficult to convert, and the timing is character/range specific
Super is risky to activate, and has no combo utility
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
512
128
Y
-
High
Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
Close Stand HP
cl.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)
1792 (1536)
448 (384)
Y
-
High
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
1024
448
N
-
High
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
768
144
Y
OTG
Mid
Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
Not a proximity normal like most 5LKs
Close Stand HK
cl.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
2048
512
N
-
High
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
1280
480
N
-
Mid
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
512
128
Y
Self-chain (slow)
Mid
Useful in hitconfirms, but should switch to 5LP before attempting 646P cancel due to input leniency issues causing 236P to come out instead
Crouch HP
2HP
2HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
9 (11)
2*9
27
Mid / High
-10 (-12)
-13 (-15)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12*16
768*1024
192*256
Y (1st Hit)
-
Mid / High
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
768
144
Y
Self-chain (slow)
Mid
Main combo/blockstring starter
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
1024
448
N
OTG, No-Chain
Mid
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
512
160
-
Crossup
Mid
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
1280
320
-
Spike, Squish
Mid
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
512
192
-
Crossup (small hitbox)
High
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
1024
384
-
Crossup, OTG, Spike, Squish
Mid
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
1024
448
-
-
High
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
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
512*1024
64x2
-
KD0 (2nd hit)
High / Mid
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
0
512
-
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*
0
64 * 32 each
-
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 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
1024*512x2
256*128x2
-
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]x2
1024* 512x4
256* [128*32]x2
-
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
512x6
224*160x5
-
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
512x10
224* [160*32]x4*160
-
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
Priority: above 236P and 63214P/K
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
768x5
112x5
-
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
768x5
112x5
-
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
Priority: above 63214P/K, below 646P
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
Priority: below 646P and 236P
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
Super may accidentally come out if you try to mash Lion Crusher with both LP and HP buttons -Only mash with 1 button to avoid this (mash timing for Lion Crusher is lenient)
Self-Destruct
+P (during Super)
+P (during Super)
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
9
10
43 to 54
Mid
-12 (-23)
-11 (-22)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8x5
1024x5
128x5
-
OTG, Air OK
-
Explosion knocks Mini-Lion upward
The higher he is, the more recovery there is
Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame
Cannot be activated while in proximity guard
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
2048 each
256 each
-
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
Well-placed drones + self destruct can instantly stun everyone besides Thorsten/M. Lion, if all hits connect
Cannot be activated while in proximity guard
Wakeup/Knockdown
Getup Attack Detailed Info (click to expand)
Getup 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, Getup LK takes priority.
The Getup 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 Getup 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 Getup Attacks.
After inputting a Getup 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 Getup Attack window is active, as you may get an unexpected special move way after it was input.
Getup LK
Getup 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
1028
384
-
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.
Getup HK
Getup 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
1024
384
-
Invincible 1-10f, OTG
-
A rare getup 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
Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
Pursuit Attack
Pursuit Attack
8LP or 8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
54
4
43
Overhead
[-41] / (-25)
[-37] / (-21)
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16 * (4 each)
768
-
-
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)
Auto-tracks to the opponent's position at the time the Pursuit Attack is input
If the opponent recovers from knockdown before the Pursuit Attack connects: -[Frame Advantage] on standing/crouching opponents -In this situation, M. Lion only has a hurtbox during his final 9 recovery frames as he teleports away -(Frame Advantage) only if the final active frame connects, causing M. Lion to stagger as though he whiffed
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
0
320
-
-
-
2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
M. Lion will take damage before the Counter happens, so it cannot save him from a KO
Counter can only be performed while knocked down -If M. Lion wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
Can juggle afterward from anywhere on screen
Auto Combos
Normal Autocombo - 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
512
128
N
-
-
Same animation as far.5HK; OTG vs M. Lion
> 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
512
128
N
-
-
Doesn't combo
Same animation as 2HP (only one hit) while sliding forward
> 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
512
128
N
-
-
Same animation as 5LP
> 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
512
128
N
-
-
Same animation as far.5HP
> 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
1024
192
N
-
-
Same animation as 6HP cape attack
Special Autocombo - LK > LK > HK > HP > HP > LP+HP
> 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
512
128
N
-
-
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
> 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
512
160
N
-
-
Same animation as far.5HK; OTG vs M. Lion
> 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
512
160
N
-
-
Same animation as 6HP cape attack, but rotating in the opposite direction
> 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
512
160
N
-
-
Similar animation to 6HP cape attack, but performed while crouching; OTG
> 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
512x5
96x5
N
-
-
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
Hurtboxes/Hitstun
Standing (L High)
Standing (H High)
Crouching
Standing (L Mid)
Standing (H Mid)
Juggle State
Standing Blockstun
Crouching Blockstun
OTG State
"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks. Note: The lua console lists the following memory values for hitstun types: L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32
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