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.
Gameplay
M. Lion uses a hit-and-run playstyle with his bombs that can either travel a short distance or fullscreen before exploding. Bombs allow for powerful combos on hit and strong pressure on block, in addition to chip damage. His slide is a very fast low attack that is difficult to punish if spaced well, which forces the opponent to either stay at midrange or spend a lot of time crouch blocking. His goal is to frustrate the opponent into overextending as they attempt to make their way in.
Strengths |
Weaknesses
|
- Best punish in the game with Psycho Crusher (3f startup)
- Strong normals
- Very strong chip game with his bombs
- Ultra Heavy weight makes many juggles impossible against him
|
- Awkward combos and execution
- Mediocre throw and overhead
- Overall slow movement speed
- Weak super
|
Character Stats
232
7f+52f (Fast)
Ultra Heavy
Very High
7f
40%
Very Slow
?
?
Very Slow
19f (all invincible)
?
32f
59f
53f
Normals
Frame Data Info (click to expand)
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 -Ex: 4*5x3*8 = 4 damage + 3 hits of 5 damage each + 8 damage See System page for details on damage scaling and defense.
|
Guard |
The way a move must be guarded against. High = Can be blocked standing, whiffs against crouching. Mid = Can be blocked standing or crouching. Low = Must be blocked crouching. Throw = Cannot be blocked
|
Startup |
The number of frames it takes for a move to become active. If this value is lower than another move'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. -Ex1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit) -Ex2: 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.
|
Recovery |
The number of frames in which a character cannot act after startup and recovery 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).
|
Hit/Block Adv |
The frame advantage of an attack on hit/block. 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. KD means the attack knocks down if it hits. 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 listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
|
Attribute |
OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Rapid Fire = Light normal that can be rapidly chained into itself on hit, block, or whiff Special Cancel = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed No-Cancel = Normal attack that cannot be chained into another normal Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this. Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent KD0 = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Spike = Air normal with KD0 property, will slam airborne opponent to the ground. Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
|
Standing Normals
5LP
Stand LP 5LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
5
|
8
|
Mid
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
Special Cancel
|
-
|
- Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
|
|
Close 5HP
Close Stand HP Close 5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
3
|
37
|
High
|
-14
|
-17
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28 (24)
|
-
|
-
|
-
|
Special Cancel
|
-
|
- 28 dmg on first active frame, 24 dmg on last 2 active frames
|
|
Far 5HP
Far Stand HP Far 5HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3
|
32
|
High
|
-9
|
-12
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
-
|
-
|
-
|
-
|
-
|
- Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal
|
|
5LK
Stand LK 5LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
5
|
8
|
Low
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
-
|
-
|
-
|
OTG, Special Cancel
|
-
|
- Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
- Not a proximity normal like most 5LKs
|
|
Close 5HK
Close Stand HK Close 5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
27
|
High
|
-10
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
-
|
-
|
-
|
-
|
-
|
|
|
Far 5HK
Far Stand HK Far 5HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
7
|
10
|
26
|
Mid
|
-10
|
-13
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
30
|
-
|
-
|
-
|
-
|
-
|
- Useful as an anti-air against some characters, but a little awkward to time
|
|
Crouching Normals
2LP
Crouch LP 2LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
6
|
6
|
Mid
|
+7
|
+5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
Special Cancel
|
-
|
|
|
2HP
Crouch HP 2HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9 (11)
|
2*9
|
27
|
Mid
|
-10 (-12)
|
-13 (-15)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12*16
|
-
|
-
|
-
|
Special Cancel (1st hit)
|
-
|
- 2 hits
- (refers to crouching hit/block data)
- Can anti-air, but a little inconsistent
|
|
2LK
Crouch LK 2LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
4
|
6
|
7
|
Low
|
+6
|
+4
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
9
|
-
|
-
|
-
|
Special Cancel
|
-
|
|
|
2HK
Crouch HK 2HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
13
|
21
|
Low
|
-8 to +4
|
-11 to +1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
-
|
-
|
-
|
OTG, No-Cancel
|
-
|
- Great poke that is safe when well-spaced
|
|
Air Normals
8LP
Jump LP 8LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
Crossup
|
-
|
- Instant overhead if used within the first 2 airborne frames
|
|
8HP
Jump HP 8HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
11
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
-
|
-
|
-
|
Spike, Squish
|
-
|
- Instant overhead if used within the first 3 airborne frames
- When used as an instant overhead, can also chain into 8HK for high damage (but risky) round ender
- OTG vs M. Lion
|
|
8LK
Jump LK 8LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
6
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
-
|
-
|
-
|
Crossup (small hitbox)
|
-
|
|
|
8HK
Jump HK 8HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
6
|
9
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Crossup, OTG, Spike, Squish
|
-
|
- Instant overhead if used within the first 7 airborne frames
|
|
Command Normals/Throws
Mighty Cape
6HP
6HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3
|
38
|
High
|
-12
|
-15
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
28
|
-
|
-
|
-
|
-
|
-
|
- Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward
|
|
Universal Overhead
6HK
6HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15 (24)
|
2(7)2
|
16
|
High / Overhead
|
+8
|
+5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
4*4
|
-
|
-
|
-
|
-
|
-
|
- 2 hits (only 2nd hit is an overhead)
- (refers to startup vs crouchers)
- Abysmal damage for a HK button; equivalent to the game's weakest light normal if it hits a crouching opponent
|
|
HP Throw
HP Throw
close 6HP/4HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
32
|
-
|
-
|
-
|
-
|
-
|
|
|
HP Crouch Throw
HP Crouch Throw
close 3HP/1HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
1
|
--
|
--
|
Throw
|
KD
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
26*
|
-
|
-
|
-
|
Mashable
|
-
|
- Damage varies significantly depending on Lion's and opponent's mashing speed
- 26 dmg if P1/P2 mash equally, possible range from 8-102 dmg
|
|
Special Moves
Lion Bomb (Baby Bomb)
236P
236P
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
34
|
9*
|
6
|
Mid
|
+35
|
+20
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
7x5
|
-
|
-
|
-
|
OTG
|
-
|
- 48f total animation
- Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
- Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
- Frame data assumes first active frame and all 5 hits connects, can vary
- Destroys projectiles when colliding with them
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
66
|
9*
|
0*
|
Mid
|
~+81
|
~+80
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
7x5
|
-
|
-
|
-
|
OTG
|
-
|
- 55f total animation
- Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
- M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently
- Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
- Frame data assumes first active frame and all 5 hits connects, can vary
- Destroys projectiles when colliding with them
|
|
Lion Crusher (Psycho Crusher)
646P
646P
|
LP Unmashed
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
12*
|
31
|
Mid
|
-7 (-9 partial mash)
|
-10 (-12 partial mash)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8*8
|
-
|
-
|
-
|
Mashable, Airborne 8f
|
-
|
- Active frame distribution: 3(4)2*[3]*4 -- 16f start to finish, 12 actual active frames
- This move should always be mashed, as it's safer on block and leads to juggles on hit
- Execution Tip: in combos, input like a 360 motion starting with forward
|
LP Mashed
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
15*
|
28
|
Mid
|
KD
|
-8
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16*8*(2)*8*(2)
|
-
|
-
|
-
|
Mashable, Airborne 8f
|
-
|
- Active frame distribution: 3(4)2*[3]*4*[3] -- 19f start to finish, 15 actual active frames
- The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward
- Execution Tip: in combos, input like a 360 motion starting with forward
|
HP Unmashed
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
15*
|
34
|
Mid
|
-38 (KD from range)
|
-41
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14 * 10x5
|
-
|
-
|
-
|
Mashable, Airborne 8f
|
-
|
- Active frame distribution: 3(4) 2(5) 2(7) 2(7) 3(6) 3 -- 44 frames start to finish, 15 actual active frames
- Can knock down on final hit if started from far away, which may lead to juggle
- Around -13 on block at best from max range, but recovers closer to opponent
|
HP Mashed
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
3
|
30*
|
32
|
Mid
|
-40 (KD from range)
|
-39
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
14 * [10(2)]x5
|
-
|
-
|
-
|
Mashable, Airborne 8f
|
-
|
- The (2) damage represents the extra hits when mashed; not all hits of the move can connect
- Active frame distribution [=extra hits]: 3(4) 2*[3]*4*[3](4) 2*[3](4) 3*[2](4) 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames
- Can knock down on final hit if started from far away, which may lead to juggle
- Around -13 on block at best from max range, but recovers closer to opponent
|
|
Teleport
63214P or 63214K
63214P or 63214K
|
LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
57
|
--
|
7
|
--
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
--
|
-
|
-
|
-
|
Invincible 1-57f
|
-
|
- Teleports to same side, near opponent
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
|
HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
57
|
--
|
7
|
--
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
--
|
-
|
-
|
-
|
Invincible 1-57f
|
-
|
- Teleports to same side, around 1/2 screen from opponent (unless corner forces you closer)
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
|
LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
57
|
--
|
7
|
--
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
--
|
-
|
-
|
-
|
Invincible 1-57f
|
-
|
- Teleports to opposite side, near opponent
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
|
HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
57
|
--
|
7
|
--
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
--
|
-
|
-
|
-
|
Invincible 1-57f
|
-
|
- Teleports to opposite side, around 1/2 screen from opponent (unless corner forces you closer)
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
|
|
Super
Mini-Lion Transformation
646LP+HP
646LP+HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14+37
|
533
|
0
|
--
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
--
|
-
|
-
|
-
|
Invincible 1-37f
|
-
|
- 14f startup pre-flash, then falls as Mini-Lion for 37f (Super flash lasts 20f, not included in invincibility)
- Invincibility lasts until Mini-Lion appears; can be hit on the way down from initial transformation
- Gains new moves but can no longer dash, use normals, throw, or be thrown
- Super ends if Lion is stunned or knocked down
- Mini-Lion still has 7 prejump frames like normal Lion, which is important for timing his K drone attack
- 533f active = 8.88 real seconds, 6.58 seconds on game timer
- If using Self-Destruct or Lion Force as transformation time ends, Mini-Lion will land before reverting to regular Lion
|
|
Self-Destruct
+P (during Super)
+P (during Super)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
10
|
43 (ground) to 54 (max height)
|
Mid
|
-12 (-23)
|
-11 (-22)
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8x5
|
-
|
-
|
-
|
OTG, Air OK
|
-
|
- Explosion knocks Mini-Lion upward; has more recovery the higher it is activated, but no landing recovery
- Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame
|
|
Lion Force (Drone Call)
+K or +6K (during Super)
+K or +6K (during Super)
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
61 ground, 24-42 air
|
until ground
|
--
|
Overhead
|
--
|
--
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16x3
|
-
|
-
|
-
|
OTG, Air OK
|
-
|
- 3 Lion Drones appear from the air, their position depending on which button was pressed
- LK = 1/4 screen, HK = 1/2 screen, 6LK = 3/4 screen, 6HK = full screen
- Drones spawn at the very top of the screen (beyond what is visible even while jumping) and drop slowly to the ground in a group of 3
- From the ground, Mini-Lion will jump and call the drones, which has a 61f animation
- If airborne, he will call drones and then drop, which takes 24f (min height) to 42f (max height)
- A low jump drone call into immediate self-destruct is very difficult to punish, as the drones will cover the recovery, allowing you to repeat the cycle
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|
Wakeup Attacks
Wakeup Attack Detailed Info (click to expand)
- Wakeup LK or HK must be input within a specific 16 frame window during the wakeup animation.
- The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
- During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Wakeup LK takes priority.
- The Wakeup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
- For some characters, there is very little time between the end of the 16 frame Wakeup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Wakeup Attacks.
- After inputting a Wakeup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Wakeup Attack window is active, as you may get an unexpected special move way after it was input.
Wakeup LK
Wakeup LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
17
|
12
|
Overhead
|
KD
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Invincible 1-7f, Airborne
|
-
|
- More useful due to being airborne and invincible throughout startup.
- A lot of pushback on block, tons of active frames, and very few recovery frames make it hard to punish.
|
|
Wakeup HK
Wakeup HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
14
|
3
|
23
|
Low
|
KD
|
-3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
|
Invincible 1-10f
|
-
|
- A rare wakeup attack with invincibility that doesn't extend throughout the entire startup
|
|
Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
|
(LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3
|
27
|
Mid
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Same animation as Far 5HK
|
(LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
22
|
2
|
12
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Doesn't combo
- Same animation as 2HP (only one hit) while sliding forward
|
(LP > LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
10
|
2
|
15
|
Mid
|
+2
|
+0
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
|
(LP > LP > LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
15
|
2
|
31
|
High
|
-7
|
-10
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Same animation as Far 5HP
|
(LP > LP > LP > LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
16
|
2
|
36
|
High
|
-12
|
-15
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
12
|
-
|
-
|
-
|
-
|
-
|
- Same animation as 6HP cape attack
|
|
Special Autocombo - LK > LK > HK > HP > HP > LP+HP
|
(LK) > LK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
9
|
2
|
14
|
Mid
|
+3
|
+1
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Animation is similar to 2LK, but performed while standing
- Initial 5LK is a standing low, so LK > LK is a somewhat useful string due to its frame advantage and hitconfirmability
|
(LK > LK) > HK
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
2
|
27
|
Mid
|
-3
|
-6
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
- Same animation as Far 5HK
|
(LK > LK > HK) > HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
18
|
2
|
39
|
High
|
-15
|
-19
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
- Same animation as 6HP cape attack, but rotating in the opposite direction
|
(LK > LK > HK > HP) > HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
12
|
2
|
26
|
Low
|
-2
|
-5
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
10
|
-
|
-
|
-
|
-
|
-
|
- Similar animation to 6HP cape attack, but performed while crouching
|
(LK > LK > HK > HP > HP) > LP+HP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
17
|
23
|
29
|
Mid
|
-8
|
-11~-25
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
6x5
|
-
|
-
|
-
|
-
|
-
|
- Same animation as 646P (Lion Crusher) but cannot be mashed to change its properties
- -24 at worst in corner, -10 at best midscreen
|
|
Combos and Resets
Hitconfirm Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
|}
Throw Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
Overhead Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
OTG Options
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
Template:Combo-JCFoF
|}
Miscellaneous Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
Evil Lion Combos
Template:ComboHeader-JCFoF
Template:Combo-JCFoF
|}
Strategy & Matchups
(click to expand)
Lau Matchup
Lau |
Important punishes:
2HK: _
Super: _
Strategy:
_
|
Yeung Matchup
Yeung |
Important punishes:
2HK: _
Super: _
Strategy:
_
|
Thorsten Matchup
Thorsten |
Important punishes:
46LK: _
Super: _
Strategy:
_
|
Drunk Jackie Matchup
Drunk Jackie |
Important punishes:
Far 5HK: _
236P: _
Strategy:
_
|
Dragonball Jackie Matchup
Dragonball Jackie |
Important punishes:
6HP: _
41236P: _
Super: _
Strategy:
_
|
Admiral Jackie Matchup
Admiral Jackie |
Important punishes:
2HK: _
41236P: _
Super: _
Strategy:
_
|
Sam Matchup
Sam |
Important punishes:
236LP: _
236HP: _
214K: _
Super: _
Strategy:
_
|
Kim-Maree Matchup
Kim-Maree |
Important punishes:
2HK: _
6HK: _
236P: _
Strategy:
_
|
Mysterious Lion Matchup (Mirror)
M. Lion (Mirror) |
Important punishes:
2HK: _
Strategy:
_
|
Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
External Links