Mysterious Lion (or M. Lion for short) is an original character to Kung Fu Master and Fists of Fire. Played by Sam Wong in disguise, Lion fights with magic by summoning bombs, teleporting, flying across the screen, and using a shrinking transformation. He doesn't speak, opting instead to communicate through dance and strange squeaking noises.
M. Lion uses a hit-and-run playstyle with his bombs that can either travel a short distance or fullscreen before exploding. Bombs allow for powerful combos on hit and strong pressure on block, in addition to chip damage. His slide is a very fast low attack that is difficult to punish if spaced well, which forces the opponent to either stay at midrange or spend a lot of time crouch blocking. His goal is to frustrate the opponent into overextending as they attempt to make their way in.
Strengths
Weaknesses
Best punish in the game with Psycho Crusher (3f startup)
Strong normals
Very strong chip game with his bombs
Ultra Heavy weight makes many juggles impossible against him
Corner throw leads to very strong mixups
Awkward combos and execution
Mediocre overhead
Poor midscreen conversions
Weak super
Character Stats
232 (High) // Very High
7f+52f (Fast) // Ultra Heavy
73 (A+)
19% / second // 7f
40% // 109f
Very Slow // Very Slow
4.2 (B)
19f // 114 (Short)
N: 32f // F: 59f // B: 53f
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)
(slow) means the self-chain must be delayed until the move's recovery (cannot chain during active frames or hitstop)
No-Chain = Normal attack that cannot be chained into another normal OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage. Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state. Invincible/Invulnerable = Attack has no hurtbox and cannot be interrupted during these invincibility frames Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage. KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
Hitstun Type
Against standing opponents, attacks can inflict two types of reeling animations. They are referred to as High and Mid hitstun because it usually (but not always) correlates with High attacks vs. Mid/Low attacks. The hitstun reeling animation can affect combo routes due to different hurtbox widths. Crouching opponents always have the same reeling animation regardless of attack.
Normals
Standing Normals
Stand LP
5LP
5LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
5
8
Mid
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
Special Cancel
-
Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
Close Stand HP
Close 5HP
Cl 5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
3
37
High
-14
-17
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28 (24)
-
-
-
Special Cancel
-
28 dmg on first active frame, 24 dmg on last 2 active frames
Proximity range: ≤ 65
Very short proximity range makes it difficult to confirm vs standing opponents in combos
Far Stand HP
Far 5HP
Far 5HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
3
32
High
-9
-12
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
-
-
Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal
Proximity range: ≥ 66
Stand LK
5LK
5LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
5
8
Low
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
-
-
-
OTG, Special Cancel
-
Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
Not a proximity normal like most 5LKs
Close Stand HK
Close 5HK
Cl 5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
27
High
-10
-13
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
32
-
-
-
-
-
Proximity range: ≤ 87
Far Stand HK
Far 5HK
Far 5HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
7
10
26
Mid
-10
-13
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
30
-
-
-
-
-
Useful as an anti-air against some characters, but a little awkward to time
Good neutral button, similar to Drunk Jackie Far 5LK but riskier to whiff
Proximity range: ≥ 88
Crouching Normals
Crouch LP
2LP
2LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
6
6
Mid
+7
+5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
8
-
-
-
Special Cancel
-
Can be useful in combos, as Lion Crusher will link afterwards (by not special cancelling, there is more time to hitconfirm)
Crouch HP
2HP
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
Crouch LK
2LK
2LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
4
6
7
Low
+6
+4
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
9
-
-
-
Special Cancel
-
OTG vs M. Lion
Crouch HK
2HK
2HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
13
21
Low
-8 to +4
-11 to +1
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
OTG, No-Cancel
-
Great poke that is safe when well-spaced
Air Normals
Jump LP
8LP
8LP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
10
-
-
-
Crossup
-
Instant overhead if used within the first 2 airborne frames
Jump HP
8HP
8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
11
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
20
-
-
-
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
Jump LK
8LK
8LK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
6
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
12
-
-
-
Crossup (small hitbox)
-
Not much use outside of air-to-air juggles
Jump HK
8HK
8HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
6
9
--
Overhead
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
24
-
-
-
Crossup, OTG, Spike, Squish
-
Instant overhead if used within the first 7 airborne frames
Command Normals
Mighty Cape
6HP
6HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
11
3
38
High
-12
-15
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
28
-
-
-
-
-
Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward
A bug prevents Lion from chaining into 6HP if he is within cl 5HP activation range
Universal Overhead
6HK
6HK
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
15 (24)
2(7)2
16
High / Overhead
+8
+5
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
4*4
-
-
-
KD0 (2nd hit)
-
2 hits (only 2nd hit is an overhead)
(refers to startup vs crouchers)
Abysmal damage for a HK button; equivalent to the game's weakest light normal if it hits a crouching opponent
Throws
HP Throw
HP Throw
close 6HP/4HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
--
--
Throw
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
32
-
-
-
Backturn
-
Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful
Range: 73
HP Crouch Throw
HP Crouch Throw
close 3HP/1HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
1
--
--
Throw
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
26*
-
-
-
Mashable
-
Damage varies significantly depending on Lion's and opponent's mashing speed
26 dmg if P1/P2 mash equally, possible range from 8-102 dmg
Range: 73
Special Moves
Lion 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, travels a short distance
Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
Frame data assumes first active frame and all 5 hits connects, can vary
Destroys projectiles when colliding with them
HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
66
9*
0*
Mid
~+81
~+80
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
7x5
-
-
-
OTG
-
55f total animation, travels full screen
Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently
Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
Frame data assumes first active frame and all 5 hits connects, can vary
Destroys projectiles when colliding with them
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 8-27f
-
Active frame distribution: 3(4)2*[3]*4 -- 16f start to finish, 12 actual active frames
This move should always be mashed, as it's safer on block and leads to juggles on hit
Execution Tip: in combos, input like a 360 motion starting with forward
OTG vs M. Lion (1 hit)
LP Mashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
15*
28
Mid
KD
-8
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16*8*(2)*8*(2)
-
-
-
Mashable, Airborne 8-27f
-
Active frame distribution: 3(4)2*[3]*4*[3] -- 19f start to finish, 15 actual active frames
The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward
Execution Tip: in combos, input like a 360 motion starting with forward
HP Unmashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
15*
34
Mid
-38 (KD from range)
-41
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * 10x5
-
-
-
Mashable, Airborne 10-55f
-
Active frame distribution: 3(4) 2(5) 2(7) 2(7) 3(6) 3 -- 44 frames start to finish, 15 actual active frames
Can knock down on final hit if started from far away, which may lead to juggle
Around -13 on block at best from max range, but recovers closer to opponent
OTG vs M. Lion (1 hit)
HP Mashed
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
3
30*
32
Mid
-40 (KD from range)
-39
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
14 * [10(2)]x5
-
-
-
Mashable, Airborne 10-55f
-
The (2) damage represents the extra hits when mashed; not all hits of the move can connect
Active frame distribution [=extra hits]: 3(4) 2*[3]*4*[3](4) 2*[3](4) 3*[2](4) 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames
Can knock down on final hit if started from far away, which may lead to juggle
Around -13 on block at best from max range, but recovers closer to opponent
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
Wakeup/Knockdown
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 1-28f
-
More useful due to being airborne and invincible throughout startup.
A lot of pushback on block, tons of active frames, and very few recovery frames make it hard to punish.
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, OTG
-
A rare wakeup 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
Pursuit Attack
Pursuit Attack
8LP or 8HP
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
--
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
16 * (4 each)
-
-
-
OTG, Mashable
-
Only usable on a knocked down opponent
First hit does 16 damage, all mashed followups do 4 damage each
Damage scales as though it is part of a combo (rather than OTG scaling)
Pursuit Counter
Pursuit Counter
Any 2 Buttons
Startup
Active
Recovery
Guard
Hit Adv
Block Adv
--
--
--
--
KD
--
Damage
Stun
KD Timer
Special Cancel
Attribute
Hitstun Type
20
-
-
-
-
-
2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
Countering does not prevent M. Lion from taking damage first
Can juggle afterward from anywhere on screen
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; OTG vs M. Lion
(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
-
-
-
-
-
Same animation as 5LP
(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; OTG vs M. Lion
(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; OTG
(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 no mashable properties; airborne 12-41f
-24 at worst in corner, -10 at best midscreen; OTG vs M. Lion
Combos and Resets
Combo Section Info (click to expand)
Notation
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 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. Template:ComboHeader-JCFoFTemplate:Combo-JCFoF
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
?
Full juggle only works on the first 3 or final 2 frames; 8f in the middle causes cl 5HK to whiff -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
--
Yeung
19
?
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
M. Lion generally runs a hit-and-run gameplan, switching between zoning with 236P (Lion Bomb), harassing with 2HK slide as a poke, and dash into light normals mixed with throws. Any bomb hit can generally be converted into 646P (Lion Crusher) for good damage and an excellent post-juggle mixup. Lion frequently leaves the opponent in a back-turned state with his throw and side switch Lion Crusher, which prevents backdashing out of his resets.
A cornerstone of Lion's gameplan is light normals cancelled into 236LP bomb. This is technically risky as the opponent can dash up throw as a read, but Lion gets great chip damage and continued pressure afterward on block, or a full combo on hit. Mix between bomb cancels, chains into 6HK, and dashing into more light normals/throws to keep the opponent guessing.
646LP (Lion Crusher) is your main combo ender, and should always be mashed to get a juggle afterward. 646HP is great at randomly hitting the opponent from half screen, and hard for many characters to punish on block due to its enormous pushback. To use this move effectively, try to keep the opponent midscreen; if they back themselves into the corner, this move becomes nearly useless as it is very punishable without the pushback. Both strengths of Lion Crusher are excellent punish tools, and can punish moves that are normally considered safe due to pushback. The LP version should be used for punishes unless it is too far away to get the followup hits.
M. Lion's teleports move him to a fixed position relative to the opponent depending on which button is pressed, rather than maintaining a specific distance apart. This makes them worse than Thorsten's teleports for running away, but they still have very little recovery after the invincibility wears off. It might be worth using to escape the corner even if you get hit, depending on the opponent's strength.
Anti-Airs
M. Lion is one of the most awkward characters to anti-air with. He doesn't have a single button that is always his preferred option. Close 5HP hits above and slightly behind him, making it okay against crossups, but the hitbox is mediocre. Far 5HP has a great hitbox, but it doesn't extend very far forward for a far normal and it's quite slow. Far 5HK has a great hitbox against far range jumpins, but will lose clean to any deep jump. 6HP has a disjointed hitbox that works well for far range jumps.
2HP is probably your best bet most of the time. The hitbox priority isn't great, but even on trade Lion can dash up for a juggle afterward. 2LP also has an unusually low hurtbox that can work if the opponent hits an early air normal, but it's not reliable enough to use consistently.
Lau Matchup
Lau
Important punishes: 2HK: 2HK slide (only from max range, or you will be punishable)
-646HP can punish, but may be unsafe depending on screen position
-Dash up 5LP xx 646LP (mash) if poorly spaced (not very likely)
236LK (LK Dragon Kick): Throw (if done at close range)
-Lion's throw range is above average, so can punish from farther
-Crouch throw can do more damage, but the backturn situation from normal throw is better if you are near a corner
-Note: it can be difficult to punish properly, and Lau can use DP or Super to beat a failed punish. May be safer to backdash after blocking.
236HK (HK Dragon Kick): Full combo punish
-If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)
623P (Rising Dragon): Full combo punish
-Be aware that 623LP can whiff quickly and be hard to punish from farther ranges
Super (close range): block, then dash up into BnB combo
-Note: if Super is done raw, Lion can HK Teleport behind Lau to avoid chip damage
Super (short-mid range): 2HK or 646HP can punish from surprisingly far
-646HP usually won't knock down; don't use if it will corner yourself
Super (~Lau 2HK range): jump forward HK combo (can j.HK > j.HP at a specific range, but hard to judge this spacing)
-From slightly beyond 2HK range, use j.HP into immediate 646LP instead
-Be careful of range, as Lion has a lot of prejump frames and will get hit if too close to Lau
-Note: at far range 2HK xx Super, Lion can HK Teleport behind Lau during the gap to avoid chip damage
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
Both wakeup attacks can be baited with a backdash, then whiff punished.
vs. Wakeup LK: the first hit must be stand blocked
-There is a 4f gap between the 2 hits that can be interrupted with mashed 646P or Throw.
-It is -7 on block, so reversal 646P is a consistent punish against it.
vs. Wakeup HK: despite the sweep animation, this does not hit low. The 2 hits are a true blockstring, and are safe at -2 on block.
-Recovers crouching, which doesn't have a major effect on Lion's most common combo routes; 646P may take slightly longer to reach than usual.
Strategy:
Lau counters some of Lion's biggest strengths. For one, Lion's excellent punish game with 646P (Lion Crusher) doesn't affect Lau very much, as 236HP pushes back too far. Lion is also vulnerable to Lau's 236HK if he throws out Lion Bomb in neutral or in blockstrings, as the forward movement will keep Lau out of the blast radius. Lion has to use the bombs from a farther range, which lets Lau sit back and build meter safely. To fight Lau effectively, Lion has to play a bit more offensively, using his great throw range to threaten Lau.
Yeung Matchup
Yeung
Important punishes: 2HK: 2HK can punish at any range, but on a close range punish, Lion will be unsafe himself
-From close ranges, 5LP xx 646LP can punish; reversal 646LP is generally unreliable
6HK: Stand or Crouch Throw can punish on hit or block
-On block, reversal 646LP (mashed) is an easier punish to time
-Note that the corner OTG infinite appears to be harder on backturned knockdowns (like Stand Throw), so take this into consideration
63214P (Crane Wings): If cancelled into from 2LP, the LP version can be punished with 2HK on block
-LP version is totally safe from longer range
-HP version can be punished on hit or block by 646HP, except at the tip of its range
-Microdash into 646HP can often punish in this scenario, but is hard to judge the spacing
41236K (Swallow Kick): Dash up and punish with a full knockdown combo
Super: Duck under the first hit, then stuff the approach with 5LK xx 646LP to start the infinite
-From longer distances, 6HP, far 5HK, or even 236LP can stuff the followup attack
-If the dash-in portion is blocked, Yeung is safe
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
Both wakeup attacks can be baited with a backdash, then whiff punished. Wakeup LK has much faster recovery but also moves forward for an easier punish.
vs. Wakeup LK: must be stand blocked
-From very close range, Wakeup LK will whiff over a crouching opponent; crouch blocking can potentially work against both wakeup options
-0 on block at worst, and potentially advantageous from farther ranges
-Mashing 2LP on Yeung's wakeup will stuff Wakeup LK, but loses to Wakeup HK
-Yeung can pick up juggles from this anywhere, so it is best to assume she will use Wakeup LK instead of HK
vs. Wakeup HK: must be blocked low
-Punishable at -7 on block; 2HK will always reach for a punish, but 646P will whiff from longer ranges
-Yeung recovers crouching, but this only matters if you try to dash up for a cl 5HK whiff punish starter.
Yeung OTG Infinite:
5LK, link 646LP (mash), dash out of corner and repeat
-Possible to start this midscreen, but much easier in the corner
-Somewhat difficult to execute; don't cancel the LK into 646LP
-In general, the point is to run the clock out because this won't do enough damage to kill
Alternative OTGs (non-infinite):
1) 2HK, 5LK > cl 5HK > 2HP (near corner, good reset)
2) 2HK, 2LK xx 236HP (sends Yeung fullscreen into blocked bomb)
Strategy:
_
Thorsten Matchup
Thorsten
Important punishes: 46LK (LK Jackknife Storm): Throw is generally the best punish if near the corner, as it leads to backturned corner resets
-Reversal 646LP is an easy punish that gives more corner carry if starting midscreen
-For a damage increase, you can also plink 2LK~2LP to make the punish window 2f, then chain into 5LP xx 646LP
46HK (HK Jackknife Storm): Punish with a full combo
-cl 5HK > 2HP xx 646LP will connect for a very strong punish (recommend stand blocking to ensure Thorsten stays in range)
-Crouch blocking can make 46HK fly over your head at some ranges, making punishes difficult or impossible
28K (Gatling Kick): Punish with a 5LK or Throw combo
-Only has 3f of landing recovery, making the punish much harder; 2LK will hit Thorsten out of the air, but 5LK will only connect grounded
-Because of this landing recovery, punishing with a cl 5HK starter is also not recommended
16P (Slash Sword): Dash up into 2LK combo
-On a ranged meaty connect (where the explosion hits, but his hand doesn't hit you on the way down), it becomes difficult or impossible to punish
Teleport: Dash into 2HK is the most reliable punish; usually hits meaty, making it much safer than usual
-646HP can work, but can potentially be unsafe even on hit depending on the ranges involved
Super: Dash up into a full combo
-cl 5HK > 2HP starter is possible, but can be difficult to time; easier if you stand block first, which leaves Thorsten closer
-HP Teleport (63214HP) can avoid chip damage, and possibly allow a punish afterward depending on screen position
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Drunk Jackie Matchup
Drunk Jackie
Important punishes: Far 5HK: Throw or 646LP to punish, unless it was well spaced
-2LK and far 5HK are good at stuffing an approaching far 5HK (careful with 5HK, as it has a lot of recovery)
-646HP can also be good if you aren't sure that the far 5HK was unsafe, as long as there is a lot of room behind Drunk Jackie (since he has trouble chasing down for a punish)
Light Normal > 6HK Chain: No counter to this on hit or block
-Super or Teleport can go through it with invincibility, but both are easily punished afterward
236P (Jug Throw): Lion can dash through the jug fairly well, allowing a throw or 2LK combo
-2HK slide can hit while avoiding the jug if close enough; Drunk Jackie's punishes on this are usually weak, so it's worth considering
-Staying out of range and clashing with your Lion Bombs can eliminate the threat, but generally leads to a stalemate until someone picks a different option
-Do not attempt to 646P through the jug, as this almost never works
Blockstring into 236P Jug Throw: 646HP can punish and avoid the jug, but don't use if Jackie's back is near the corner
-2HK also avoids the jug, and won't generally be punished very hard unless done from very close range
63214P (Drunk Dragon): 646LP (mash) is a consistent punish on hit or block
-Dash up into a combo is possible, but doesn't add that much damage and is harder to time
236K (Tricky Kick): Full combo punish
-cl 5HK > 2HP works unless it was a very close range HK Tricky Kick (can still work with a quick dash beforehand)
28P (JackieCopter): Full combo punish
-Be sure to wait until he fully lands
Super: Full combo punish
-It is possible to time a 236LP Bomb right as he lands, allowing for a stun combo; use when Drunk begins to fall to the ground to hit his landing recovery
-Only has 10 landing recovery frames, so be ready with the proper timing
-Note: The proximity guard of Super can prevent you from walking to position yourself for a punish; dash away from Jackie, then walk/dash forward as he descends
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Dragonball Jackie Matchup
Dragonball Jackie
Important punishes: 6HP: 2HK can punish, even if blocking the 2nd hit
-If ducking under the 2nd hit, 2LP xx 646LP can often whiff punish
41236P (Tiger Fist): 646LP (mash) will easily punish
Super: Same as Tiger Fist
-If used from a distance, Lion can stuff the approaching super with most normals (5LP, 5LK, 2LP, 2LK, far 5HK, 2HK, 6HP)
-From close range, doing this with 5HK/2HK will trade, generally in Lion's favor
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Admiral Jackie Matchup
Admiral Jackie
Important punishes: 2HK: 2HK slide can punish at any range
-646LP can punish from closer ranges (will only get 1 hit near max range); useful because 2HK can be unsafe on hit from close
41236P (Dragon Palm): Dash into a full combo
-Reversal 646LP will work, but miss most of its hits; try to at least do dash 5LP xx 646LP for an easy, higher damage punish
623K (Double Dutch): Full combo punish
-cl 5HK > 2HP is possible if Admiral recovers point blank
Super: Microdash 646LP (mashed); input as 6, 4, 66, then hit LP after dashing a few frames
-With no microdash, reversal LP Lion Crusher won't get the knockdown and can be unsafe
-Can also dash 5-7f into 5LP, which combos into 646LP knockdown
-2HK, 6HP, or 646HP can punish more easily, but are significantly less effective and can be unsafe even on hit
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Sam Matchup
Sam
Important punishes: 236P (Thousand Spears) (Blocked): Hold up forward and punish with j.HK > j.HP, dash 5LK > 5LP xx 646LP (mash) into an ending juggle
-Can omit the 5LK > 5LP upon landing to make it easier, but the timing is fairly lenient
-It is also possible to punish with a 236LP starter, but the spacing for a TOD combo doesn't generally work, making it weaker than the jump combo
236P (Thousand Spears) (Whiffed): 236LP Bomb can reliably punish due to the long animation; be careful not to move forward into Sam's active frames
-The followup combo can be difficult; dash 5LP xx 646LP is the most consistent, or just 646HP if it's at a safe screen position
-A spaced 2HK after seeing the animation end can work, but if too close, Sam can punish this with 236HK
-646P does not generally work since the early hits won't connect at this range
214K (Divekick): 646LP (mash) works reliably; try to time the LP right as Sam lands, or it will hit him airborne for little damage
-2HK also works reliably, and will hit meaty enough to be safe
-From close-mid range, can backdash on reaction and punish the whiff with a full combo
Super: Punish with a full combo when he lands
-Note: The 5th and 6th hits are overheads, so block these high
-If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter (these hits whiff on crouchers)
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Kim-Maree Matchup
Kim-Maree
Important punishes: 2HK: Lion's 2HK can punish Kim's at any range; if too close, dash up into a short combo instead, or you might get throw punished
6HK: Throw (stand or crouch) can punish on hit or block
-646LP (mash) can punish reliably on block; low risk due to the easy reversal timing
-Mashing Crouch Throw can interrupt the gap in her 2LK > 6HK string
236P (Running Lariat): Crouch until Kim reaches you, then punish with 2LK > 5LP xx 646LP (mash)
-Alternatively, Crouch Throw is risk-free since you don't need to stand to attempt it (but is generally a weaker option)
28P (I Want You!): Dash up into a 2LK combo
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
Strategy:
_
Mysterious Lion Matchup (Mirror)
M. Lion (Mirror)
Important punishes: 6HP: Duck under it and whiff punish with 2HK (unless you are too close for 2HK to be safe)
-It is possible to whiff punish with 646LP after ducking, but hard to time
2HK: 646LP unless spaced very well
-2HK can also punish itself on hit or block, creating an endless loop until one player stops doing it
646LP (LP Lion Crusher): Punish with a 2LK combo (or standing Throw near the corner if attempting throw loops)
646HP (HP Lion Crusher): In almost any situation, Lion can punish HP Lion Crusher with his own HP Lion Crusher
-This punish will usually lead to a knockdown, either because it hits late or because the opponent corners himself
-If the 646HP was used from fullscreen, just punish with a 2LK combo into 646LP instead
Normal xx 236LP (Lion Bomb): Dash forward completely past the bomb, then use 2LK or Throwcombo starter
-If you attempt to punish too early during the dash, your hurtbox may extend backwards into the blast
-Mashed 646HP can work, but will usually lead to you getting punished unless it kills
Teleport: Dash into 2HK is the most reliable punish; usually hits meaty, making it much safer than usual
Super: If close, can use mashed 646LP to knock him out of the transformation (inconsistent)
-Once transformed, harassing Chibi-Lion with 236LP and spaced 2HK can keep him locked down
-He can use self destruct to destroy incoming bombs, but he can be punished with mashed 646HP for trying this (usually into a knockdown)
Combo Note: In the corner, HP Lion Crusher (646HP) will always fully connect for a knockdown. This can significantly increase your damage, as well as drain the clock due to its long hitstun duration. However, 646HP will go through the opponent if they do not start fully in the corner, making the move extremely unsafe.
Wakeup Attacks:
_
-Note: M. Lion's Wakeup LK has a very similar animation to his wakeup forward roll. Pay attention on his wakeup so you don't react to the wrong move.
Strategy:
_
Colors
Default Colors
LP/HP Red/Gold
LK/HK Blue/Gold
Boss Version Colors
Evil Lion P1 - Purple/Red
Evil Lion P2 - Black/Gold
Select Boss variant with Start+Button on character select screen