Jackie Chan in Fists of Fire/Mysterious Lion: Difference between revisions
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{{JCFoF Character Intro|char=Mysterious Lion|short=MLion| | {{JCFoF Character Intro|char=Mysterious Lion|short=MLion|imgfile=JCFoF_MLion_Taunt.png|imgwidth=340|content= | ||
<br> | <br> | ||
{{QuotationBox | margin = center | fontsize=1.5 | | {{QuotationBox | margin = center | fontsize=1.5 | | ||
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<!--------------------------------Mini-Divider-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
==<big>'''Intro'''</big>== | ==<big>'''Intro'''</big>== | ||
JP Name: '''ミステリアス・ライオン''' | |||
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. | 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. | ||
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*In the corner, his throws and HP Lion Crusher become extremely powerful | *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 | *Super can be used to timer scam some characters that have no way to hit Chibi-Lion | ||
*Recovers from dizzy more quickly than most characters | |||
|cons= | |cons= | ||
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<br> | <br> | ||
===<big>'''Standing Normals'''</big>=== | ===<big>'''Standing Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 5LP.png | |image=JCFoF MLion 5LP.png | ||
Line 92: | Line 94: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Close 5HP 1.png | |image=JCFoF MLion Close 5HP 1.png | ||
Line 123: | Line 121: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HP.png | |image=JCFoF MLion Far 5HP.png | ||
Line 150: | Line 144: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 5LK.png | |image=JCFoF MLion 5LK.png | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Close 5HK.png | |image=JCFoF MLion Close 5HK.png | ||
Line 203: | Line 189: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HK.png | |image=JCFoF MLion Far 5HK.png | ||
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===<big>'''Crouching Normals'''</big>=== | ===<big>'''Crouching Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2LP.png | |image=JCFoF MLion 2LP.png | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2HP 1.png | |image=JCFoF MLion 2HP 1.png | ||
Line 290: | Line 267: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2LK.png | |image=JCFoF MLion 2LK.png | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2HK.png | |image=JCFoF MLion 2HK.png | ||
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===<big>'''Air Normals'''</big>=== | ===<big>'''Air Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 8LP.png | |image=JCFoF MLion 8LP.png | ||
|caption= | |caption=Neutral/Diagonal | ||
|name= | |name= | ||
|input= | |input=j.LP | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 8HP.png | |image=JCFoF MLion 8HP.png | ||
|caption= | |caption=Neutral/Diagonal | ||
|name= | |name= | ||
|input= | |input=j.HP | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 8LK.png | |image=JCFoF MLion 8LK.png | ||
|caption= | |caption=Neutral/Diagonal | ||
|name= | |name= | ||
|input= | |input=j.LK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 8HK.png | |image=JCFoF MLion 8HK.png | ||
|caption= | |caption=Neutral/Diagonal | ||
|name= | |name= | ||
|input= | |input=j.HK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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===<big>'''Command Normals'''</big>=== | ===<big>'''Command Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 6HP.png | |image=JCFoF MLion 6HP.png | ||
|caption= | |caption=Mighty Cape | ||
|name= | |name= | ||
|input=6HP | |input=6HP | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 6HK 1.png | |image=JCFoF MLion 6HK 1.png | ||
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|image2=JCFoF MLion 6HK 2.png | |image2=JCFoF MLion 6HK 2.png | ||
|imageSize2=175x250px | |imageSize2=175x250px | ||
| | |caption2=Universal Overhead | ||
|name= | |name= | ||
|input=6HK | |input=6HK | ||
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==<big>'''Throws'''</big>== | ==<big>'''Throws'''</big>== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion HP Throw 1.png | |image=JCFoF MLion HP Throw 1.png | ||
Line 518: | Line 467: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=HP Throw | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Crouch Throw 1.png | |image=JCFoF MLion Crouch Throw 1.png | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=HP Crouch Throw | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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|image2=JCFoF MLion 646P 2.png | |image2=JCFoF MLion 646P 2.png | ||
|imageSize2=175x250px | |imageSize2=175x250px | ||
| | |caption2='''Input Priority:'''<br>above 236P and 63214P/K | ||
|name= | |name= | ||
|input=646P | |input=646P | ||
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}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Lion Bomb (Baby Bomb)'''</big> | <big>'''Lion Bomb (Baby Bomb)'''</big> | ||
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|image2=JCFoF MLion 236LP 2.png | |image2=JCFoF MLion 236LP 2.png | ||
|imageSize2=175x250px | |imageSize2=175x250px | ||
| | |caption2='''Input Priority:'''<br>above 63214P/K, below 646P | ||
|name= | |name= | ||
|input=236P | |input=236P | ||
Line 675: | Line 618: | ||
|hitstun= | |hitstun= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=8+26 | ||
|active=9* | |active=9* | ||
|recovery=6 | |recovery=6 | ||
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|attribute=OTG | |attribute=OTG | ||
|description=*48f total animation, travels a short distance | |description=*48f total animation, travels a short distance | ||
*Bomb will not spawn if Lion is hit before frame 8 | |||
*Active frame distribution: 1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1 -- 9f start to finish, 5 actual active frames | *Active frame distribution: 1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1 -- 9f start to finish, 5 actual active frames | ||
*Not all hits will connect at all ranges; damage listed assumes all 5 hits connect | *Not all hits will connect at all ranges; damage listed assumes all 5 hits connect | ||
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|hitstun= | |hitstun= | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=15+51 | ||
|active=9* | |active=9* | ||
|recovery=0* | |recovery=0* | ||
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|attribute=OTG | |attribute=OTG | ||
|description=*55f total animation, travels full screen | |description=*55f total animation, travels full screen | ||
*Bomb will not spawn if Lion is hit before frame 15 | |||
*Active frame distribution: 1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1 -- 9f start to finish, 5 actual active frames | *Active frame distribution: 1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1<small>(1)</small>1 -- 9f start to finish, 5 actual active frames | ||
*M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently | *M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently | ||
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}} | }} | ||
}} | }} | ||
<br> | <br> | ||
<big>'''Teleport'''</big> | <big>'''Teleport'''</big> | ||
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|image3=JCFoF MLion Teleport 3.png | |image3=JCFoF MLion Teleport 3.png | ||
|imageSize3=175x250px | |imageSize3=175x250px | ||
| | |caption3='''Input Priority:'''<br>below 646P and 236P | ||
|name= | |name= | ||
|input=63214P or 63214K | |input=63214P or 63214K | ||
Line 790: | Line 733: | ||
}} | }} | ||
}} | }} | ||
==<big>'''Super'''</big>== | ==<big>'''Super'''</big>== | ||
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|imageSize2=100x250px | |imageSize2=100x250px | ||
|image3=JCFoF MLion Super Mini.png | |image3=JCFoF MLion Super Mini.png | ||
|imageSize3= | |imageSize3=80x250px | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=646LP+HP | |input=646LP+HP<br>(Transform) | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Super P 1.png | |image=JCFoF MLion Super P 1.png | ||
|imageSize= | |imageSize=110x250px | ||
|image2=JCFoF MLion Super P 2.png | |image2=JCFoF MLion Super P 2.png | ||
|imageSize2= | |imageSize2=110x250px | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=+P ( | |input=+P<br>(Self-Destruct) | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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**The higher he is, the more recovery there is | **The higher he is, the more recovery there is | ||
*Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame | *Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame | ||
*Cannot be activated while in proximity guard | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Super K 1.png | |image=JCFoF MLion Super K 1.png | ||
|imageSize= | |imageSize=110x250px | ||
|image2=JCFoF MLion Super K 2.png | |image2=JCFoF MLion Super K 2.png | ||
|imageSize2= | |imageSize2=110x250px | ||
| | |caption2=Hidden Missiles! | ||
|name= | |name= | ||
|input=+K or +6K ( | |input=+K or +6K<br>(Lion Force) | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
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*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 | *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 | **Well-placed drones + self destruct can instantly stun everyone besides Thorsten/M. Lion, if all hits connect | ||
*Cannot be activated while in proximity guard | |||
}} | }} | ||
}} | }} | ||
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</div> | </div> | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion GetupLK.png | |image=JCFoF MLion GetupLK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=Getup LK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
Line 931: | Line 865: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion GetupHK.png | |image=JCFoF MLion GetupHK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=Getup HK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
Line 958: | Line 888: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion PursuitA 1.png | |image=JCFoF MLion PursuitA 1.png | ||
Line 969: | Line 895: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=8LP or 8HP | |input=Pursuit Attack<br>8LP or 8HP | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
Line 990: | Line 916: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion PursuitC 1.png | |image=JCFoF MLion PursuitC 1.png | ||
Line 1,001: | Line 923: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=Any 2 Buttons | |input=Pursuit Counter<br>Any 2 Buttons | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
Line 1,029: | Line 951: | ||
|image=JCFoF MLion AutoN 2.png | |image=JCFoF MLion AutoN 2.png | ||
|imageSize=140x250px | |imageSize=140x250px | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,042: | Line 956: | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(2) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |stun=512 | ||
Line 1,057: | Line 971: | ||
|description=*Same animation as far.5HK; OTG vs M. Lion | |description=*Same animation as far.5HK; OTG vs M. Lion | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=JCFoF MLion AutoN 3.png | |||
|imageSize=160x250px | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(3) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |stun=512 | ||
Line 1,073: | Line 995: | ||
|description=*Doesn't combo | |description=*Doesn't combo | ||
*Same animation as 2HP (only one hit) while sliding forward | *Same animation as 2HP (only one hit) while sliding forward | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoN 4.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(4) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |stun=512 | ||
Line 1,089: | Line 1,018: | ||
|attribute= | |attribute= | ||
|description=*Same animation as 5LP | |description=*Same animation as 5LP | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoN 5.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(5) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |stun=512 | ||
Line 1,105: | Line 1,041: | ||
|attribute= | |attribute= | ||
|description=*Same animation as far.5HP | |description=*Same animation as far.5HP | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoN 6.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP | |version=> LP<br><br>(6) | ||
|damage=12 | |damage=12 | ||
|stun=1024 | |stun=1024 | ||
Line 1,128: | Line 1,071: | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion AutoS 2.png | |image=JCFoF MLion AutoS 2.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 1,142: | Line 1,076: | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LK | |version=> LK<br><br>(2) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |stun=512 | ||
Line 1,158: | Line 1,092: | ||
*Initial 5LK is a standing low, so LK > LK is a somewhat useful string due to its frame advantage and hitconfirmability | *Initial 5LK is a standing low, so LK > LK is a somewhat useful string due to its frame advantage and hitconfirmability | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=JCFoF MLion AutoS 3.png | |||
|imageSize=155x250px | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> HK | |version=> HK<br><br>(3) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |stun=512 | ||
Line 1,173: | Line 1,115: | ||
|attribute= | |attribute= | ||
|description=*Same animation as far.5HK; OTG vs M. Lion | |description=*Same animation as far.5HK; OTG vs M. Lion | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoS 4.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> HP | |version=> HP<br><br>(4) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |stun=512 | ||
Line 1,189: | Line 1,138: | ||
|attribute= | |attribute= | ||
|description=*Same animation as 6HP cape attack, but rotating in the opposite direction | |description=*Same animation as 6HP cape attack, but rotating in the opposite direction | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoS 5.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> HP | |version=> HP<br><br>(5) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |stun=512 | ||
Line 1,205: | Line 1,161: | ||
|attribute= | |attribute= | ||
|description=*Similar animation to 6HP cape attack, but performed while crouching; OTG | |description=*Similar animation to 6HP cape attack, but performed while crouching; OTG | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoS 6.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=> LP+HP | |version=> LP+HP<br><br>(6) | ||
|damage=6x5 | |damage=6x5 | ||
|stun=512x5 | |stun=512x5 | ||
Line 1,229: | Line 1,192: | ||
==<big>'''Hurtboxes/Hitstun'''</big>== | ==<big>'''Hurtboxes/Hitstun'''</big>== | ||
{| | {{HitstunType-JCFoF|char=MLion|size26=350x350|size27=350x350|size29=350x350|size30=350x350|size32=200x200|sizeJug=350x350|sizeStBlk=200x200|sizeCrBlk=250x250|sizeOTG=250x250}} | ||
| | "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 | ||
| | |||
| | |||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
Line 1,286: | Line 1,237: | ||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
<center>{{Navigation-JCFoF}}</center><br> | <center>{{Navigation-JCFoF}}</center><br> |
Latest revision as of 02:00, 25 March 2024
“ |
YUUUUUUU |
” |
Intro
JP Name: ミステリアス・ライオン
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 |
---|---|
|
|
Character Stats
Base Defense | Stun Defense | Throw Range |
---|---|---|
232 (High) | 12800 (Very High) | 73 (A+) |
Neutral Rise | Forward Roll | Backward Roll |
---|---|---|
32f | 59f | 53f |
Charge Rate | Charge Recovery |
---|---|
19% /sec | 7f |
Taunt Meter Drain | Taunt Duration |
40% | 109f |
Weight | Prejump Frames | Jump Frames |
---|---|---|
Very Heavy | 7f | 52f (Fast) |
Backdash Duration | Backdash Distance | Back Walkspeed |
19f (Average) | 114 (Short) | Very Slow |
Forward Dash Speed | Forward Walkspeed | |
4.2 (B) | Very Slow |
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
5LP
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cl.5HP
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far.5HP
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5LK
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cl.5HK
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far.5HK
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Crouching Normals
2LP
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2HP
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2LK
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2HK
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Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
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j.HP Neutral/Diagonal Neutral/Diagonal
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j.LK Neutral/Diagonal Neutral/Diagonal
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j.HK Neutral/Diagonal Neutral/Diagonal
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Command Normals
6HP Mighty Cape Mighty Cape
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6HK Universal Overhead Universal Overhead
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Throws
HP Throw
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HP Crouch Throw
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Special Moves
Lion Crusher (Psycho Crusher)
646P
646P Input Priority: above 236P and 63214P/K Input Priority:
above 236P and 63214P/K |
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Lion Bomb (Baby Bomb) 236P
236P Input Priority: above 63214P/K, below 646P Input Priority:
above 63214P/K, below 646P |
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Teleport 63214P or 63214K
63214P or 63214K Input Priority: below 646P and 236P Input Priority:
below 646P and 236P |
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Super
Mini-Lion Transformation
646LP+HP
646LP+HP
(Transform) |
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+P
(Self-Destruct) |
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+K or +6K (Lion Force) Hidden Missiles! Hidden Missiles!
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Wakeup/Knockdown
- 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
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Getup HK
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Pursuit Attack
8LP or 8HP |
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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
Hurtboxes/Hitstun
Standing (L High) | Standing (H High) | Crouching |
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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
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