Jackie Chan in Fists of Fire/Mysterious Lion: Difference between revisions
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{{JCFoF Character Intro|char=Mysterious Lion|short=MLion|imgfile=JCFoF_MLion_Taunt.png|imgwidth=340|content= | |||
<br> | |||
{{QuotationBox | margin = center | fontsize=1. | {{QuotationBox | margin = center | fontsize=1.5 | | ||
''YUUUUUUU''<br><center>*dies*</center> | |||
}} | |||
<!--------------------------------Mini-Divider-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
==<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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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*Best punish in the game with | *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 | *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 | |||
*Recovers from dizzy more quickly than most characters | |||
|cons= | |cons= | ||
*Awkward | *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 | |||
}} | }} | ||
<!--------------------------------Mini-Divider-----------------------------------------> | <!--------------------------------Mini-Divider-----------------------------------------> | ||
==<big>'''Character Stats'''</big>== | ==<big>'''Character Stats'''</big>== | ||
<br> | |||
{{CharacterData-JCFoF | |||
| basedef = '''232''' (High) | |||
| stundef = '''12800''' (Very High) | |||
| throwrange = '''73''' (A+) | |||
| weight = '''Very Heavy''' | |||
| prejump = '''7f''' | |||
| jump = '''52f''' (Fast) | |||
| bdashduration = '''19f''' (Average) | |||
| bdashdistance = '''114''' (Short) | |||
| bwalkspeed = '''Very Slow''' | |||
| fdashspeed = '''4.2''' (B) | |||
| fwalkspeed = '''Very Slow''' | |||
| chargerate = '''19% /sec''' | |||
| chargerecovery = '''7f''' | |||
| tauntdrain = '''40%''' | |||
| tauntduration = '''109f''' | |||
| nrise = '''32f''' | |||
| frise = '''59f''' | |||
| brise = '''53f''' | |||
}} | |||
}} | |||
<br> | <br> | ||
{{AttackData-JCFoF/Infobox}} | {{AttackData-JCFoF/Infobox}} | ||
<!-------------------------------- | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
==<big>'''Normals'''</big>== | ==<big>'''Normals'''</big>== | ||
<br> | <br> | ||
===<big>'''Standing Normals'''</big>=== | ===<big>'''Standing Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 5LP.png | |image=JCFoF MLion 5LP.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun=High | |||
|guard=Mid | |guard=Mid | ||
|startup=6 | |startup=6 | ||
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|advHit=+6 | |advHit=+6 | ||
|advBlock=+4 | |advBlock=+4 | ||
|attribute= | |specialcancel=Y | ||
|attribute= | |||
|description=*Start of Normal Autocombo (LP>LP>LP>LP>LP>LP) | |description=*Start of Normal Autocombo (LP>LP>LP>LP>LP>LP) | ||
}} | }} | ||
}} | }} | ||
{{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= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=28 (24) | |damage=28 (24) | ||
|stun=1792 (1536) | |||
|kdtime=448 (384) | |||
|hitstun=High | |||
|guard=High | |guard=High | ||
|startup=7 | |startup=7 | ||
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|advHit=-14 | |advHit=-14 | ||
|advBlock=-17 | |advBlock=-17 | ||
|attribute= | |specialcancel=Y | ||
|attribute= | |||
|description=*28 dmg on first active frame, 24 dmg on last 2 active frames | |description=*28 dmg on first active frame, 24 dmg on last 2 active frames | ||
*Proximity range: ≤ 65 | *Proximity range: ≤ 65 | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HP.png | |image=JCFoF MLion Far 5HP.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=far.5HP | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=28 | |damage=28 | ||
|stun=1024 | |||
|kdtime=448 | |||
|hitstun=High | |||
|guard=High | |guard=High | ||
|startup=11 | |startup=11 | ||
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|advHit=-9 | |advHit=-9 | ||
|advBlock=-12 | |advBlock=-12 | ||
|specialcancel=N | |||
|attribute= | |attribute= | ||
|description=*Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal | |description=*Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 5LK.png | |image=JCFoF MLion 5LK.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=9 | |damage=9 | ||
|stun=768 | |||
|kdtime=144 | |||
|hitstun=Mid | |||
|guard=Low | |guard=Low | ||
|startup=6 | |startup=6 | ||
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|advHit=+6 | |advHit=+6 | ||
|advBlock=+4 | |advBlock=+4 | ||
|attribute=OTG | |specialcancel=Y | ||
|attribute=OTG | |||
|description=*Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP) | |description=*Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP) | ||
*Not a proximity normal like most 5LKs | *Not a proximity normal like most 5LKs | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Close 5HK.png | |image=JCFoF MLion Close 5HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=cl.5HK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=32 | |damage=32 | ||
|stun=2048 | |||
|kdtime=512 | |||
|hitstun=High | |||
|guard=High | |guard=High | ||
|startup=6 | |startup=6 | ||
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|advHit=-10 | |advHit=-10 | ||
|advBlock=-13 | |advBlock=-13 | ||
|specialcancel=N | |||
|attribute= | |attribute= | ||
|description=*Proximity range: ≤ 87 | |description=*Proximity range: ≤ 87 | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Far 5HK.png | |image=JCFoF MLion Far 5HK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=far.5HK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=30 | |damage=30 | ||
|stun=1280 | |||
|kdtime=480 | |||
|hitstun=Mid | |||
|guard=Mid | |guard=Mid | ||
|startup=7 | |startup=7 | ||
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|advHit=-10 | |advHit=-10 | ||
|advBlock=-13 | |advBlock=-13 | ||
|specialcancel=N | |||
|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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===<big>'''Crouching Normals'''</big>=== | ===<big>'''Crouching Normals'''</big>=== | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2LP.png | |image=JCFoF MLion 2LP.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun=Mid | |||
|guard=Mid | |guard=Mid | ||
|startup=4 | |startup=4 | ||
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|advHit=+7 | |advHit=+7 | ||
|advBlock=+5 | |advBlock=+5 | ||
|attribute= | |specialcancel=Y | ||
|description=* | |attribute=Self-chain (slow) | ||
|description=*Useful in hitconfirms, but should switch to 5LP before attempting 646P cancel due to input leniency issues causing 236P to come out instead | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2HP 1.png | |image=JCFoF MLion 2HP 1.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=12*16 | |damage=12*16 | ||
|guard=Mid | |stun=768*1024 | ||
|kdtime=192*256 | |||
|hitstun=Mid / High | |||
|guard=Mid / High | |||
|startup=9 (11) | |startup=9 (11) | ||
|active=2*9 | |active=2*9 | ||
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|advHit=-10 (-12) | |advHit=-10 (-12) | ||
|advBlock=-13 (-15) | |advBlock=-13 (-15) | ||
| | |specialcancel=Y (1st Hit) | ||
|attribute= | |||
|description=*2 hits | |description=*2 hits | ||
*(refers to crouching hit/block data) | *(refers to crouching hit/block data) | ||
Line 249: | Line 267: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2LK.png | |image=JCFoF MLion 2LK.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=9 | |damage=9 | ||
|stun=768 | |||
|kdtime=144 | |||
|hitstun=Mid | |||
|guard=Low | |guard=Low | ||
|startup=4 | |startup=4 | ||
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|advHit=+6 | |advHit=+6 | ||
|advBlock=+4 | |advBlock=+4 | ||
|attribute= | |specialcancel=Y | ||
|description=*OTG vs M. Lion | |attribute=Self-chain (slow) | ||
|description=*Main combo/blockstring starter | |||
*OTG vs M. Lion | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 2HK.png | |image=JCFoF MLion 2HK.png | ||
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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=28 | |damage=28 | ||
|stun=1024 | |||
|kdtime=448 | |||
|hitstun=Mid | |||
|guard=Low | |guard=Low | ||
|startup=6 | |startup=6 | ||
Line 289: | Line 307: | ||
|advHit=-8 to +4 | |advHit=-8 to +4 | ||
|advBlock=-11 to +1 | |advBlock=-11 to +1 | ||
|attribute=OTG, No- | |specialcancel=N | ||
|attribute=OTG, No-Chain | |||
|description=*Great poke that is safe when well-spaced | |description=*Great poke that is safe when well-spaced | ||
}} | }} | ||
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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 | ||
|damage=10 | |damage=10 | ||
|stun=512 | |||
|kdtime=160 | |||
|hitstun=Mid | |||
|guard=Overhead | |guard=Overhead | ||
|startup=6 | |startup=6 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=- | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Crossup | |attribute=Crossup | ||
|description=*Instant overhead if used within the first 2 airborne frames | |description=*Instant overhead if used within the first 2 airborne frames | ||
}} | }} | ||
}} | }} | ||
{{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 | ||
|damage=20 | |damage=20 | ||
|stun=1280 | |||
|kdtime=320 | |||
|hitstun=Mid | |||
|guard=Overhead | |guard=Overhead | ||
|startup=6 | |startup=6 | ||
|active=11 | |active=11 | ||
|recovery= | |recovery=- | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Spike, Squish | |attribute=Spike, Squish | ||
|description=*Instant overhead if used within the first 3 airborne frames | |description=*Instant overhead if used within the first 3 airborne frames | ||
Line 341: | Line 361: | ||
}} | }} | ||
}} | }} | ||
{{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 | ||
|damage=12 | |damage=12 | ||
|stun=512 | |||
|kdtime=192 | |||
|hitstun=High | |||
|guard=Overhead | |guard=Overhead | ||
|startup=6 | |startup=6 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=- | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Crossup (small hitbox) | |attribute=Crossup (small hitbox) | ||
|description=*Not much use outside of air-to-air juggles | |description=*Not much use outside of air-to-air juggles | ||
}} | }} | ||
}} | }} | ||
{{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 | ||
|damage=24 | |damage=24 | ||
|stun=1024 | |||
|kdtime=384 | |||
|hitstun=Mid | |||
|guard=Overhead | |guard=Overhead | ||
|startup=6 | |startup=6 | ||
|active=9 | |active=9 | ||
|recovery= | |recovery=- | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Crossup, OTG, Spike, Squish | |attribute=Crossup, OTG, Spike, Squish | ||
|description=*Instant overhead if used within the first 7 airborne frames | |description=*Instant overhead if used within the first 7 airborne frames | ||
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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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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=28 | |damage=28 | ||
|stun=1024 | |||
|kdtime=448 | |||
|hitstun=High | |||
|guard=High | |guard=High | ||
|startup=11 | |startup=11 | ||
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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 | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion 6HK 1.png | |image=JCFoF MLion 6HK 1.png | ||
Line 419: | Line 435: | ||
|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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{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=4*4 | |damage=4*4 | ||
|stun=512*1024 | |||
|kdtime=64x2 | |||
|hitstun=High / Mid | |||
|guard=High / Overhead | |guard=High / Overhead | ||
|startup=15 (24) | |startup=15 (24) | ||
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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 450: | Line 467: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=HP Throw | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=32 | |damage=32 | ||
|stun=0 | |||
|kdtime=512 | |||
|hitstun= | |||
|guard=Throw | |guard=Throw | ||
|startup=1 | |startup=1 | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock=- | ||
|attribute=Backturn | |attribute=Backturn | ||
|description=*Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful | |description=*Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful | ||
Line 465: | Line 485: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion Crouch Throw 1.png | |image=JCFoF MLion Crouch Throw 1.png | ||
Line 476: | Line 492: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=HP Crouch Throw | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=26* | |damage=26* | ||
|stun=0 | |||
|kdtime=64 * 32 each | |||
|hitstun= | |||
|guard=Throw | |guard=Throw | ||
|startup=1 | |startup=1 | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock=- | ||
|attribute=Mashable | |attribute=Mashable | ||
|description=*Damage varies significantly depending on Lion's and opponent's mashing speed | |description=*Damage varies significantly depending on Lion's and opponent's mashing speed | ||
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==<big>'''Special Moves'''</big>== | ==<big>'''Special Moves'''</big>== | ||
<br> | <br> | ||
<big>'''Lion Crusher (Psycho Crusher)'''</big> | <big>'''Lion Crusher (Psycho Crusher)'''</big> | ||
<font style="visibility:hidden" size="0">646P</font> | <font style="visibility:hidden" size="0">646P</font> | ||
Line 550: | Line 522: | ||
|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 | ||
Line 557: | Line 529: | ||
|version=LP Unmashed | |version=LP Unmashed | ||
|damage=16*8*8 | |damage=16*8*8 | ||
|stun=1024*512x2 | |||
|kdtime=256*128x2 | |||
|hitstun= | |||
|guard=Mid | |guard=Mid | ||
|startup=3 | |startup=3 | ||
Line 571: | Line 546: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=LP Mashed | |version=LP Mashed | ||
|damage=16*8* | |damage=16*<br>[8*2]x2 | ||
|stun=1024*<br>512x4 | |||
|kdtime=256*<br>[128*32]x2 | |||
|hitstun= | |||
|guard=Mid | |guard=Mid | ||
|startup=3 | |startup=3 | ||
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|advHit=KD | |advHit=KD | ||
|advBlock=-8 | |advBlock=-8 | ||
|attribute=Mashable | |attribute=Mashable<br>Airborne 8-27f | ||
|description=*Active frame distribution: 3<small>(4)</small>2*[3]*4*[3] -- 19f start to finish, 15 actual active frames | |description=*Active frame distribution: 3<small>(4)</small>2*[3]*4*[3] -- 19f start to finish, 15 actual active frames | ||
*The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward | *The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward | ||
Line 586: | Line 564: | ||
|version=HP Unmashed | |version=HP Unmashed | ||
|damage=14 * 10x5 | |damage=14 * 10x5 | ||
|stun=512x6 | |||
|kdtime=224*160x5 | |||
|hitstun= | |||
|guard=Mid | |guard=Mid | ||
|startup=3 | |startup=3 | ||
Line 600: | Line 581: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=HP Mashed | |version=HP Mashed | ||
|damage=14 * [10 | |damage=14*<br>[10*2]x5 | ||
|stun=512x10 | |||
|kdtime=224*<br>[160*32]x4*160 | |||
|hitstun= | |||
|guard=Mid | |guard=Mid | ||
|startup=3 | |startup=3 | ||
Line 607: | Line 591: | ||
|advHit=-40 (KD from range) | |advHit=-40 (KD from range) | ||
|advBlock=-39 | |advBlock=-39 | ||
|attribute=Mashable | |attribute=Mashable<br>Airborne 10-55f | ||
|description=*The (2) damage represents the extra hits when mashed; not all hits of the move can connect | |description=*The (2) damage represents the extra hits when mashed; not all hits of the move can connect | ||
*Active frame distribution [=extra hits]: 3<small>(4)</small> 2*[3]*4*[3]<small>(4)</small> 2*[3]<small>(4)</small> 3*[2]<small>(4)</small> 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames | *Active frame distribution [=extra hits]: 3<small>(4)</small> 2*[3]*4*[3]<small>(4)</small> 2*[3]<small>(4)</small> 3*[2]<small>(4)</small> 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames | ||
*Can knock down on final hit if started from far away, which may lead to juggle | *Can knock down on final hit if started from far away, which may lead to juggle | ||
*Around -13 on block at best from max range, but recovers closer to opponent | *Around -13 on block at best from max range, but recovers closer to opponent | ||
}} | |||
}} | |||
<br> | |||
<big>'''Lion Bomb (Baby Bomb)'''</big> | |||
<font style="visibility:hidden" size="0">236P</font> | |||
{{MoveData | |||
|image=JCFoF MLion 236LP 1.png | |||
|imageSize=175x250px | |||
|image2=JCFoF MLion 236LP 2.png | |||
|imageSize2=175x250px | |||
|caption2='''Input Priority:'''<br>above 63214P/K, below 646P | |||
|name= | |||
|input=236P | |||
|data= | |||
{{AttackData-JCFoF | |||
|version=LP | |||
|damage=7x5 | |||
|stun=768x5 | |||
|kdtime=112x5 | |||
|hitstun= | |||
|guard=Mid | |||
|startup=8+26 | |||
|active=9* | |||
|recovery=6 | |||
|advHit=+35 | |||
|advBlock=+20 | |||
|attribute=OTG | |||
|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 | |||
*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 | |||
}} | |||
{{AttackData-JCFoF | |||
|version=HP | |||
|damage=7x5 | |||
|stun=768x5 | |||
|kdtime=112x5 | |||
|hitstun= | |||
|guard=Mid | |||
|startup=15+51 | |||
|active=9* | |||
|recovery=0* | |||
|advHit=~+81 | |||
|advBlock=~+80 | |||
|attribute=OTG | |||
|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 | |||
*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 | |||
}} | }} | ||
}} | }} | ||
Line 625: | Line 664: | ||
|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 631: | Line 670: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=LP | |version=LP | ||
|damage= | |damage=- | ||
|guard= | |stun= | ||
|kdtime= | |||
|hitstun= | |||
|guard=- | |||
|startup=57 | |startup=57 | ||
|active= | |active=- | ||
|recovery=7 | |recovery=7 | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Invincible 1-57f | |attribute=Invincible 1-57f | ||
|description=*Teleports to same side, near opponent | |description=*Teleports to same side, near opponent | ||
Line 644: | Line 686: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=HP | |version=HP | ||
|damage= | |damage=- | ||
|guard= | |stun= | ||
|kdtime= | |||
|hitstun= | |||
|guard=- | |||
|startup=57 | |startup=57 | ||
|active= | |active=- | ||
|recovery=7 | |recovery=7 | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Invincible 1-57f | |attribute=Invincible 1-57f | ||
|description=*Teleports to same side, around 1/2 screen from opponent (unless corner forces you closer) | |description=*Teleports to same side, around 1/2 screen from opponent (unless corner forces you closer) | ||
Line 657: | Line 702: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=LK | |version=LK | ||
|damage= | |damage=- | ||
|guard= | |stun= | ||
|kdtime= | |||
|hitstun= | |||
|guard=- | |||
|startup=57 | |startup=57 | ||
|active= | |active=- | ||
|recovery=7 | |recovery=7 | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Invincible 1-57f | |attribute=Invincible 1-57f | ||
|description=*Teleports to opposite side, near opponent | |description=*Teleports to opposite side, near opponent | ||
Line 670: | Line 718: | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=HK | |version=HK | ||
|damage= | |damage=- | ||
|guard= | |stun= | ||
|kdtime= | |||
|hitstun= | |||
|guard=- | |||
|startup=57 | |startup=57 | ||
|active= | |active=- | ||
|recovery=7 | |recovery=7 | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Invincible 1-57f | |attribute=Invincible 1-57f | ||
|description=*Teleports to opposite side, around 1/2 screen from opponent (unless corner forces you closer) | |description=*Teleports to opposite side, around 1/2 screen from opponent (unless corner forces you closer) | ||
Line 693: | Line 744: | ||
|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 | ||
|damage= | |damage=- | ||
|guard= | |stun= | ||
|kdtime= | |||
|hitstun= | |||
|guard=- | |||
|startup=14+37 | |startup=14+37 | ||
|active=533 | |active=533 | ||
|recovery=0 | |recovery=0 | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=Invincible 1-37f | |attribute=Invincible 1-37f | ||
|description=*14f startup pre-flash, then falls as Mini-Lion for 37f (Super flash lasts 20f, not included in invincibility) | |description=*14f startup pre-flash, then falls as Mini-Lion for 37f (Super flash lasts 20f, not included in invincibility) | ||
Line 714: | Line 768: | ||
*533f active = 8.88 real seconds, 6.58 seconds on game timer | *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 | *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<br>-Only mash with 1 button to avoid this (mash timing for Lion Crusher is lenient) | |||
}} | }} | ||
}} | }} | ||
{{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 | ||
|damage=8x5 | |damage=8x5 | ||
|stun=1024x5 | |||
|kdtime=128x5 | |||
|hitstun= | |||
|guard=Mid | |guard=Mid | ||
|startup=9 | |startup=9 | ||
|active=10 | |active=10 | ||
|recovery=43 | |recovery=43 to 54 | ||
|advHit=-12 (-23) | |advHit=-12 (-23) | ||
|advBlock=-11 (-22) | |advBlock=-11 (-22) | ||
|attribute=OTG, Air OK | |attribute=OTG, Air OK | ||
|description=*Explosion knocks Mini-Lion upward | |description=*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 | *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 | ||
|damage=16x3 | |damage=16x3 | ||
|stun=2048 each | |||
|kdtime=256 each | |||
|hitstun= | |||
|guard=Overhead | |guard=Overhead | ||
|startup=61 ground, 24-42 air | |startup=61 ground, 24-42 air | ||
|active=until ground | |active=until ground | ||
|recovery= | |recovery=- | ||
|advHit= | |advHit=- | ||
|advBlock= | |advBlock=- | ||
|attribute=OTG, Air OK | |attribute=OTG, Air OK | ||
|description=*3 Lion Drones appear from the air, their position depending on which button was pressed | |description=*3 Lion Drones appear from the air, their position depending on which button was pressed | ||
Line 770: | Line 825: | ||
*If airborne, he will call drones and then drop, which takes 24f (min height) to 42f (max height) | *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 | *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 | |||
}} | }} | ||
}} | }} | ||
Line 775: | Line 832: | ||
==<big>'''Wakeup/Knockdown'''</big>== | ==<big>'''Wakeup/Knockdown'''</big>== | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="3"><b> | <div class="mw-collapsible-toggle" style="float: none;"><center><font size="3"><b>Getup Attack Detailed Info</b> <small>(click to expand)</small></font></center></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
* | *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. | *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, | *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 | *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 | *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 | *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. | ||
</div> | </div> | ||
</div> | </div> | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion | |image=JCFoF MLion GetupLK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=Getup LK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=24 | |damage=24 | ||
|stun=1028 | |||
|kdtime=384 | |||
|hitstun= | |||
|guard=Overhead | |guard=Overhead | ||
|startup=8 | |startup=8 | ||
Line 807: | Line 865: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion | |image=JCFoF MLion GetupHK.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input= | |input=Getup HK | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=24 | |damage=24 | ||
|stun=1024 | |||
|kdtime=384 | |||
|hitstun= | |||
|guard=Low | |guard=Low | ||
|startup=14 | |startup=14 | ||
Line 826: | Line 883: | ||
|advBlock=-3 | |advBlock=-3 | ||
|attribute=Invincible 1-10f, OTG | |attribute=Invincible 1-10f, OTG | ||
|description=*A rare | |description=*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 | *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 | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion PursuitA 1.png | |image=JCFoF MLion PursuitA 1.png | ||
Line 841: | Line 895: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=8LP or 8HP | |input=Pursuit Attack<br>8LP or 8HP | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=16 * (4 each) | |damage=16 * (4 each) | ||
|guard= | |stun=768 | ||
|startup= | |kdtime= | ||
|active= | |hitstun= | ||
|recovery= | |guard=Overhead | ||
|advHit=-- | |startup=54 | ||
|advBlock=-- | |active=4 | ||
|recovery=43 | |||
|advHit=[-41] / (-25) | |||
|advBlock=[-37] / (-21) | |||
|attribute=OTG, Mashable | |attribute=OTG, Mashable | ||
|description=*Only usable on a knocked down opponent | |description=*Only usable on a knocked down opponent | ||
*First hit does 16 damage, all mashed followups do 4 damage each | *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) | *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:<br>-[Frame Advantage] on standing/crouching opponents<br>-In this situation, M. Lion only has a hurtbox during his final 9 recovery frames as he teleports away<br>-(Frame Advantage) only if the final active frame connects, causing M. Lion to stagger as though he whiffed | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion PursuitC 1.png | |image=JCFoF MLion PursuitC 1.png | ||
Line 868: | Line 923: | ||
|caption= | |caption= | ||
|name= | |name= | ||
|input=Any 2 Buttons | |input=Pursuit Counter<br>Any 2 Buttons | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|damage=20 | |damage=20 | ||
|guard= | |stun=0 | ||
|startup= | |kdtime=320 | ||
|active= | |hitstun= | ||
|recovery= | |guard=- | ||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|advHit=KD | |advHit=KD | ||
|advBlock= | |advBlock=- | ||
|attribute= | |attribute= | ||
|description=*2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack | |description=*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<br>-If M. Lion wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it | |||
*Can juggle afterward from anywhere on screen | *Can juggle afterward from anywhere on screen | ||
}} | }} | ||
Line 891: | Line 950: | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion AutoN 2.png | |image=JCFoF MLion AutoN 2.png | ||
|imageSize | |imageSize=140x250px | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 905: | Line 956: | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=( | |version=> LP<br><br>(2) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Mid | |guard=Mid | ||
|startup=11 | |startup=11 | ||
Line 914: | Line 969: | ||
|advBlock=-7 | |advBlock=-7 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |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= | |version=> LP<br><br>(3) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=High | |guard=High | ||
|startup=22 | |startup=22 | ||
Line 928: | 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= | |version=> LP<br><br>(4) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Mid | |guard=Mid | ||
|startup=10 | |startup=10 | ||
Line 940: | 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= | |version=> LP<br><br>(5) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=High | |guard=High | ||
|startup=15 | |startup=15 | ||
Line 951: | Line 1,040: | ||
|advBlock=-10 | |advBlock=-10 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |description=*Same animation as far.5HP | ||
}} | |||
}} | }} | ||
{{MoveData | |||
|image=JCFoF MLion AutoN 6.png | |||
|caption= | |||
|name= | |||
|input= | |||
|data= | |||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version= | |version=> LP<br><br>(6) | ||
|damage=12 | |damage=12 | ||
|stun=1024 | |||
|kdtime=192 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=High | |guard=High | ||
|startup=16 | |startup=16 | ||
Line 971: | Line 1,071: | ||
{{MoveData | {{MoveData | ||
|image=JCFoF MLion AutoS 2.png | |image=JCFoF MLion AutoS 2.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
Line 985: | Line 1,076: | ||
|data= | |data= | ||
{{AttackData-JCFoF | {{AttackData-JCFoF | ||
|version=( | |version=> LK<br><br>(2) | ||
|damage=8 | |damage=8 | ||
|stun=512 | |||
|kdtime=128 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Mid | |guard=Mid | ||
|startup=9 | |startup=9 | ||
Line 997: | 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=( | |version=> HK<br><br>(3) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |||
|kdtime=160 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Mid | |guard=Mid | ||
|startup=11 | |startup=11 | ||
Line 1,007: | Line 1,114: | ||
|advBlock=-6 | |advBlock=-6 | ||
|attribute= | |attribute= | ||
|description=*Same animation as | |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= | |version=> HP<br><br>(4) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |||
|kdtime=160 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=High | |guard=High | ||
|startup=18 | |startup=18 | ||
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|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= | |version=> HP<br><br>(5) | ||
|damage=10 | |damage=10 | ||
|stun=512 | |||
|kdtime=160 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Low | |guard=Low | ||
|startup=12 | |startup=12 | ||
Line 1,032: | 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= | |version=> LP+HP<br><br>(6) | ||
|damage=6x5 | |damage=6x5 | ||
|stun=512x5 | |||
|kdtime=96x5 | |||
|hitstun= | |||
|specialcancel=N | |||
|guard=Mid | |guard=Mid | ||
|startup=17 | |startup=17 | ||
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<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
==<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 | |||
{{ | |||
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<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
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<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
==<big>'''Character Poses'''</big>== | ==<big>'''Character Poses'''</big>== | ||
{| | {{JCFoF Poses|char=MLion}} | ||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
==<big>'''Stages'''</big>== | ==<big>'''Stages'''</big>== | ||
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==<big>'''External Links'''</big>== | ==<big>'''External Links'''</big>== | ||
*[https://docs.google.com/document/d/1V5H5JQ_hvfKC7bnRPk7Vz5z3ELji8vuipLH69t48yfg/edit#bookmark=id.gyil52yssiiq Fists of Fire Bible--M. Lion] by RCF -- (View -> disable Print Layout for best experience) | *[https://docs.google.com/document/d/1V5H5JQ_hvfKC7bnRPk7Vz5z3ELji8vuipLH69t48yfg/edit#bookmark=id.gyil52yssiiq Fists of Fire Bible--M. Lion] by RCF -- (View -> disable Print Layout for best experience) | ||
*[https://docs.google.com/spreadsheets/d/1koCRoyhpBoAzur3E3n7crrCXhotuntvT4-Fc4Df1f5I/edit | *[https://docs.google.com/spreadsheets/d/1koCRoyhpBoAzur3E3n7crrCXhotuntvT4-Fc4Df1f5I/edit#gid=1717343240&range=B1:L1 M. Lion Frame Data Spreadsheet] by Spabobin -- for more visually condensed info | ||
<!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | <!-----------------------------------------------------------------------------Section Divider-----------------------------------------------------------------------------> | ||
<center>{{Navigation-JCFoF}}</center><br> | |||
{{Navbox-JCFoF}} | {{Navbox-JCFoF}} |
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) | |
---|---|
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
|
---|
cl.5HP
|
---|
far.5HP
|
---|
5LK
|
---|
cl.5HK
|
---|
far.5HK
|
---|
Crouching Normals
2LP
|
---|
2HP
|
---|
2LK
|
---|
2HK
|
---|
Air Normals
j.LP
|
---|
j.HP
|
---|
j.LK
|
---|
j.HK
|
---|
Command Normals
6HP
|
---|
6HK
|
---|
Throws
HP Throw
|
---|
HP Crouch Throw
|
---|
Special Moves
Lion Crusher (Psycho Crusher)
646P
646P
|
---|
Lion Bomb (Baby Bomb) 236P
236P
|
---|
Teleport 63214P or 63214K
63214P or 63214K
|
---|
Super
Mini-Lion Transformation
646LP+HP
646LP+HP
(Transform) |
---|
+P
(Self-Destruct) |
---|
+K or +6K
(Lion Force) |
---|
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
|
---|
Getup HK
|
---|
Pursuit Attack
8LP or 8HP |
---|
Pursuit Counter
Any 2 Buttons |
---|
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 |
---|---|---|
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 |
---|---|---|
Charge | Perfect | Loss (KO) |
Stages
External Links
- Fists of Fire Bible--M. Lion by RCF -- (View -> disable Print Layout for best experience)
- M. Lion Frame Data Spreadsheet by Spabobin -- for more visually condensed info