Chained Normals are denoted by an angled bracket ">" between hits --If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo) Rapid Fire Normals are denoted by a multiplier 'x' --Ex: 2LP x3 Special/Super cancels are denoted by 'xx' --Ex: 2HK xx 236HP Links are denoted by a comma --Ex: 5LK, dash 2LK [Square brackets] can mean different things depending on context: --A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite --Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner --An optional attack that may be added for more damage; i.e. 2LK2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage
The amount of damage a move does. May be listed in a few ways: 100% = The combo is a Touch of Death (stuns or kills outright) varies = The possible damage changes significantly based on various factors x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific) --Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful --Damage variation between opponents is minimal, generally within a 1% range
Location
Where on the screen the combo can be performed Anywhere = The combo is not affected by screen position Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work --May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific
The characters that a combo can be performed on Universal = No character restrictions May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)' If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes
Extra relevant information about the combo that may not easily be explained in the original notation May include slight variations to the combo that are not important enough to warrant their own entry.
Video
A link to the combo being performed. If part of a larger video, include the timestamp.
Hitconfirm Combos
Combo Note: the easiest post-stun combo is j.HK > j.HP, mash 646LP, juggle 2HK. Be as close as possible when starting the forward jump cl.5HK > cl.5HP xx mash 646LP will also KO, but only works against Lau, Thorsten, Drunk Jackie, and Dragonball Jackie 2LK is more reliable for midscreen juggles, and always works after air resets. 5LK is more useful in some character-specific corner juggles. When using 646HP in combos, you must be very close to the corner or Lion will cross through, making it very unsafe.
Notation
Damage
Location
Characters
Notes
2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK
54%
Anywhere
Everyone but Drunk Jackie
Lion's only real standard hitconfirm; 2LP > 5LP chains more slowly than usual
Juggling with 2LK > cl.5HK > far.5HP is easier to time, but gives much worse positioning
In the corner, this sets up Lion for a strong meaty/throw mixup
2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > cl.5HK
46%
Anywhere
Drunk Jackie, Lau
Same as previous combo, but the juggle is cut short -M. Lion can never get both heavy normals to juggle vs. Drunk Jackie
This route is recommended vs. Lau due to juggle inconsistencies
2LK, 2LP x2 > 5LP xx mash 646HP,
(dash) 2LK > cl.5HP > cl.5HK (stun)
100% (69%)
Corner
Everyone but Lau, Admiral Jackie, Drunk Jackie
vs. Kim-Maree & Thorsten: microdash before 2LK
vs. Thorsten & M. Lion: no stun, but juggle still works
vs. Yeung: juggle is very lenient; switch sides first to make it easier
2LK, 2LP x2 > 5LP xx mash 646HP,
dash 5LK > cl.5HP > cl.5HK (stun)
100% (61%)
Corner
Lau, Admiral Jackie, *Drunk Jackie
vs. Lau & Admiral: microdash 5LK required; 2LK will whiff
vs. Drunk Jackie: no stun because full juggle can't connect -Use microdash 5LK > cl.5HK (~61% dmg)
5LK will work on the other characters too, but has more strict timing
cl.5HK > 2HP (1st hit) xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK
69%
Anywhere
Everyone but Yeung, Sam, Kim (Standing)
Strong punish combo; otherwise impractical since cl.5HK whiffs on crouchers
See earlier combos for character-specific juggle information
236LP Bomb,
dash 2LK > 5LP xx mash 646LP,
dash 2LK > cl.5HK > far.5HP (stun)
100%
Anywhere
Everyone but Thorsten & M. Lion
Requires all 5 hits of bomb to connect
vs. Drunk Jackie & Lau: juggle with dash 2LK > 5LP > cl.5HK instead -The normal route can work on Lau, but is less consistent
236LP Bomb,
dash cl.5HK > 2HP (1st hit) xx mash 646LP,
dash 2LK > cl.5HK > far.5HP (stun)
100%
Anywhere
Thorsten
Extremely difficult variation of previous combo to stun Thorsten midscreen
Bomb must hit from as close as possible while still getting all 5 hits
This ending juggle is much more lenient than the usual 2LK > cl.5HP > cl.5HK route
236LP Bomb,
[dash 5LP] xx mash 646HP,
2LK/5LK > cl.5HK (stun)
100%
Corner
Universal
Rrefer to previous 646HP combos for character-specific juggle information
[Dash 5LP] is only required vs. Drunk Jackie, Thorsten, & M. Lion
vs. Drunk Jackie: juggle with 5LK > far.5HP instead
vs. M. Lion: juggle with 2LK > cl.5HP > cl.5HK instead
Juggle timing window (in Frames): Midscreen 646LP into 2LK/5LK > cl.5HP > cl.5HK
Opponent's Character
2LK Juggle
5LK Juggle
Notes
Thorsten
4
--
From most midscreen hitconfirms, 5LK > cl.5HP is impossible
M. Lion
5
--
From most midscreen hitconfirms, 5LK > cl.5HP is impossible (or 1f timing at best)
Lau
3 (8) 2
2
Full 2LK juggle only works on the first 3 or final 2 frames; 8f in the middle causes cl.5HK to whiff -5LK > cl.5HP > cl.5HK only works on final 2 frames, very difficult -Recommend using 2LK > cl.5HK instead
Kim-Maree
9
5
--
Dragonball Jackie
12
8
--
Drunk Jackie
12
10
End juggle with only cl.5HK; can't juggle an additional 5HP -Wait until near the end of Lion's dash, as Drunk Jackie gets launched far away
Admiral Jackie
13
9
--
Sam
14
12
On the final possible 2LK juggle frame, Sam gets juggled backwards with 2LK (still extremely lenient)
Yeung
19
16
Both are very lenient; there is 1f where 2LK juggles backwards, so 5LK may be better -It is strategically better to let Yeung land, then use OTG infinite if you can execute it
Throw Combos
Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing. Crouch Throw damage varies based on relative mashing speed between players. Stand Throw leaves the opponent in a backturned state for a stronger mixup.
Notation
Damage
Location
Characters
Notes
Stand/[Crouch] Throw,
dash 5LK > cl.5HP > cl.5HK
46% [~42%]
Near corner
Yeung, Dragonball Jackie
If you can't quite get point blank for the juggle, omit the cl.5HP
vs. Yeung: using OTG relaunch is a better idea
Stand/[Crouch] Throw,
dash 5LK > cl.5HK > far.5HP
46% [~42%]
Near corner
Admiral Jackie
Most consistent route vs. Admiral; for stronger mixup, omit the 5HP -5LK > 2LP > cl.5HK can also work, but corner juggle is awkward
If very deep in the corner, you may need to dash out before starting the juggle due to turnaround bug
Stand/[Crouch] Throw,
dash 2LK > 2LP > cl.5HK
40% [~36%]
Near corner
Lau, Thorsten, Sam, Kim, M. Lion
The previous route can work on these characters, but is very inconsistent
Pushing a strong mixup is more important than getting optimal juggle damage in the corner
Stand/[Crouch] Throw,
dash 2LP/2LK > cl.5HK
37% [~33%]
Near corner
Drunk Jackie
Use 2LP if juggling earlier; 2LK only works very late and is hard to time
6HP/4HP Stand Throw, dash 2HK
33%
Midscreen
Yeung, Admiral, Drunk, Dragonball Jackie
Weak midscreen juggle after throw -Must 2HK near the end of the dash
vs. Yeung: using OTG relaunch is a better idea
3HP/1HP Crouch Throw, dash 2HK
~29%
Midscreen
Lau, Yeung, Admiral Jackie, Kim, M. Lion
Weak midscreen juggle after crouch throw -Must 2HK near the end of the dash
vs. Yeung: using OTG relaunch is a better idea
Throw damage varies based on relative mashing speed between players
Overhead Combos
Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback
Notation
Damage
Location
Characters
Notes
6HK, 2LP xx mash 646LP,
dash [2LK > cl.5HP > cl.5HK]
41%*
Anywhere
Universal* (crouching)
Note: see [Hitconfirms Section] for character-specific juggle details after 646LP
Can use 2LK > 5LP for easier confirm, but damage doesn't change
6HK, 2LK > 5LP xx mash 646HP,
(dash) 2LK > cl.5HP > cl.5HK (stun)
100% (57%)
Corner
Universal* (crouching)
Note: see [Hitconfirms Section] for character-specific juggle details after corner 646HP
vs. Thorsten: after 6HK use 2LK > 2LP > 5LP, then microdash 1f before 5LK (very impractical)
OTG Options
Notation
Damage
Location
Characters
Notes
2HK, 5LK, 2HK
~12%
Midscreen
Universal
Basic OTG combo. Dash before 5LK if midscreen.
5LK, (link) mash 646LP,
dash out of corner, repeat
100%
Midscreen to Corner
Yeung
Yeung OTG infinite. Must slightly delay the 646LP (not a special cancel)
Starting midscreen will almost always take you to the corner after one rep
Does incredibly low damage each rep; more likely to time out than kill.
If Yeung has the life lead, you may need to use a reset at some point.
5LK, dash 5LK > cl.5HP > cl.5HK
~26%
Anywhere
Yeung
Yeung OTG juggle - not an infinite, but easy with good damage + positioning
If Yeung is backturned (after 6HP/4HP Throw), won't work midscreen -Needs an alternate juggle route
2HK, 2LK xx 236HP
8% + 6% chip
Midscreen
Yeung
Sends Yeung near fullscreen into a meaty bomb for extra chip damage
Must start 2HK from very close range
(Evil Lion only)
5LK, 2LK > cl.5HP > cl.5HK, jump,
j.LP > j.LK > j.HP, land 2LK (repeat)
100%
Corner
Yeung
Evil Lion OTG Infinite (incredibly difficult)
Neutral jump after 6HP/4HP Throw (backturned knockdown)
Forward jump after regular knockdown, dash out of corner each rep
Must delay the j.LP as late as possible, and hit 2LK immediately after landing
Miscellaneous Combos
Notation
Damage
Location
Characters
Notes
Getup LK, dash 2LK > cl.5HP > cl.5HK
Up to 41%
Near Corner
Universal*
Note: Juggle options are the same as after 646LP -See [Hitconfirms Section] for character-specific juggle details
Depending on the distance from the corner, you may have to improvise a less optimal juggle Ex: 2LK > cl.5HK; 2LK > 5LP > far.5HP
Lighter characters allow more time to dash in for the juggle, enabling combo farther away from the corner
Pursuit Counter, dash 2LK > cl.5HP > cl.5HK
Up to 38%
Anywhere
Universal*
Opponents fall very slowly, giving plenty of time for a juggle
vs. Lau, Admiral, Sam, Kim, M. Lion: 2LK > 2LP > cl.5HK is much more consistent -If attempting the optimal juggle, delay your dash and juggle as late as possible
vs. Drunk Jackie: juggle with 2LK > cl.5HK
2LK > 2LP > 6HK (2 hits),
5LP xx mash 646LP
24%+
Anywhere
Yeung (Crouching)
Both hits of 6HK combo due to crouching Yeung's expanding hurtbox
Can convert this into the Yeung OTG infinite
Lion can also chain into 6HP vs. crouching Yeung, but this is always unsafe on hit
236HP Bomb, dash + forward jump,
j.LK > j.LP > j.HK > j.HP, mash 646HP,
2LK > cl.5HK (stun)
100%
Corner
Kim-Maree, Thorsten, M. Lion
Extremely impractical novelty combo
Air normals must be chained slowly to allow a combo after landing
Kim & Thorsten will be stunned by just the 646HP
Short hop + LK Drone call,
Self Destruct (P) (stun)
(during Super)
varies
Anywhere
Everyone but Thorsten, M. Lion
If all 3 drones and all 5 hits of Self Destruct hit, all normal-stun characters become dizzied
This relies on the opponent trying to approach Chibi-Lion for a punish, with a fairly specific timing/spacing
After stun, you can either call drones + explode again or get a full combo if the Super transformation ends
Evil Lion Combos
Notation
Damage
Location
Characters
Notes
Mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HP > cl.5HK (stun)
100%
Anywhere
Yeung*, Sam, Kim, Dragonball Jackie
vs. Yeung: The 2nd juggle must be done as she is very low to the ground -Do a full dash after 1st juggle, then use 5LK instead of 2LK for consistency
This route allows a stun combo from raw 646LP, which is a great punish starter in many matchups
2LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HK > cl.5HP (stun)
100%
Anywhere
Lau
It is hard to get the usual 2LK > cl.5HP > cl.5HK juggle vs. Lau -Try doing the 2LK as early as possible while still being in cl.5HP proximity
One light normal is needed for stun because the ending juggle is slightly weaker
The spacing for the final juggle is very tight; must be directly under Lau
2LK > 2LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 5LK > cl.5HK > far.5HP (stun)
100%
Anywhere
Admiral Jackie
Using 5LK instead of 2LK in the second juggle will time the hit as low as possible, making it easier
Two light normals are needed for stun because the ending juggle is slightly weaker
2LK > 5LP xx 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HK > [cl.5HP] (stun)
100% (59%)
Midscreen to Corner
Thorsten
If you can reach the corner, this route will stun Thorsten
If you end outside the corner, omit [cl.5HP] in second juggle -Won't stun, but still does good damage
2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > cl.5HK, dash 2LK > cl.5HK
52%
Anywhere
Drunk Jackie
M. Lion can't do much to extend his damage vs. Drunk Jackie due to his awkward juggles
2LK > 2LP > 5LP xx 646LP,
dash 2LK > cl.5HP > cl.5HK,
2LK > cl.5HP > cl.5HK
64%
Near Corner
M. Lion
Must end in the corner for the final juggle to connect
Midscreen, it is technically possible to add a 2LP > cl.5HK juggle, but requires frame perfect timing -Better to just go for a mixup or use meaty 236LP Bomb
Lion can also add a 6HP midscreen, but this sends Lion away fullscreen for no mixup
(Stand/Crouch Throw + first juggle),
walk/dash 2LK > cl.5HK > cl.5HP
44-57%
Near Corner
Universal
See "Throw Combos" section to see the first juggle route for each character
far.5HP at the end can work on some characters, but gives less time for Lion to reposition
vs. M. Lion, Admiral, Dragonball Jackie: 2LK > cl.5HP > cl.5HK also works on final juggle
236LP, dash 5LP xx mash 646LP,
dash 2LK > cl.5HK,
dash 2LK > cl.5HK (stun)
100%
Anywhere
Universal
Stun combo from a stray bomb hit
vs. M. Lion: add a cl.5HP at the end to stun -Juggle must end fully in the corner