Intro
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
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- 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
- In the corner, his throws and HP Lion Crusher become extremely powerful
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- 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 has very limited utility; even attempting to activate it is risky
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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
Hitstun, Blockstun, & Juggle Hurtboxes
26 -- Light/High Standing |
27 -- Heavy/High Standing |
32 -- Crouching
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29 -- Light/Mid Standing |
30 -- Heavy/Mid Standing |
Juggle State
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Standing Blockstun |
Crouching Blockstun |
OTG State
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Frame Data Info (click to expand)
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Startup
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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).
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Active
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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.
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Recovery
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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).
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Guard
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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
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Hit Adv
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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.
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Block Adv
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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.
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Damage
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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.
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Stun
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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.
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Knockdown Timer
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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.
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Special Cancel
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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).
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Attribute
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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)
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Hitstun Type
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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.
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Normals
Standing Normals
Stand LP -- (Standing Hitstun Reeling: High/26)
5LP
Close Stand HP -- (Standing Hitstun Reeling: High/27)
cl.5HP
Far Stand HP -- (Standing Hitstun Reeling: High/27)
far.5HP
Stand LK -- (Standing Hitstun Reeling: Mid/29)
5LK
Close Stand HK -- (Standing Hitstun Reeling: High/27)
cl.5HK
Far Stand HK -- (Standing Hitstun Reeling: Mid/30)
far.5HK
Crouching Normals
Crouch LP -- (Standing Hitstun Reeling: Mid/29)
2LP
Crouch HP -- (Standing Hitstun Reeling: Mid+High/30+27)
2HP
Crouch LK -- (Standing Hitstun Reeling: Mid/29)
2LK
Crouch HK -- (Standing Hitstun Reeling: Mid/30)
2HK
Air Normals
Jump LP -- (Standing Hitstun Reeling: Mid/29)
8LP
8LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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6
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--
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Overhead
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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10
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-
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-
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-
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Crossup
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-
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- Instant overhead if used within the first 2 airborne frames
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Jump HP -- (Standing Hitstun Reeling: Mid/29)
8HP
8HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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11
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--
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Overhead
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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20
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-
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-
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-
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Spike, Squish
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-
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- 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
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Jump LK -- (Standing Hitstun Reeling: High/26)
8LK
8LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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6
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--
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Overhead
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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12
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-
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-
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-
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Crossup (small hitbox)
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-
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- Not much use outside of air-to-air juggles
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Jump HK -- (Standing Hitstun Reeling: Mid/29)
8HK
8HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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6
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9
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--
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Overhead
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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24
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-
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-
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-
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Crossup, OTG, Spike, Squish
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-
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- Instant overhead if used within the first 7 airborne frames
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Command Normals
Mighty Cape -- (Standing Hitstun Reeling: High/27)
6HP
6HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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11
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3
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38
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High
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-12
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-15
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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28
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-
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-
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-
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-
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-
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- 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
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Universal Overhead -- (Standing Hitstun Reeling: High+Mid/27+30)
6HK
6HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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15 (24)
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2(7)2
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16
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High / Overhead
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+8
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+5
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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4*4
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-
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-
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-
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KD0 (2nd hit)
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-
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- 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
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Throws
HP Throw
HP Throw
close 6HP/4HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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1
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--
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--
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Throw
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KD
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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32
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-
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-
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-
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Backturn
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-
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- Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful
- Range: 73
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HP Crouch Throw
HP Crouch Throw
close 3HP/1HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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1
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--
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--
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Throw
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KD
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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26*
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-
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-
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-
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Mashable
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-
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- 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
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Special Moves
Lion Bomb (Baby Bomb)
Priority: above 63214P/K, below 646P; Input Buffer: 15f window to press P after 236 input
236P
236P
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LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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34
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9*
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6
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Mid
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+35
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+20
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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7x5
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-
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-
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-
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OTG
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-
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- 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
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HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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66
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9*
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0*
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Mid
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~+81
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~+80
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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7x5
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-
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-
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-
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OTG
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-
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- 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
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Lion Crusher (Psycho Crusher)
Priority: above 236P and 63214P/K ; Input Buffer: 18f window to press P after 646 input
646P
646P
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LP Unmashed
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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3
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12*
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31
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Mid
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-7 (-9 partial mash)
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-10 (-12 partial mash)
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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16*8*8
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-
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-
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-
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Mashable, Airborne 8-27f
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-
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- 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)
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LP Mashed
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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3
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15*
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28
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Mid
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KD
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-8
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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16*8*(2)*8*(2)
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-
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-
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-
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Mashable, Airborne 8-27f
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-
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- 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
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HP Unmashed
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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3
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15*
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34
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Mid
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-38 (KD from range)
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-41
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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14 * 10x5
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-
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-
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-
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Mashable, Airborne 10-55f
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-
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- 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)
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HP Mashed
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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3
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30*
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32
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Mid
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-40 (KD from range)
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-39
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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14 * [10(2)]x5
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-
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-
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-
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Mashable, Airborne 10-55f
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-
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- 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
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Teleport
Priority: below 646P; Input Buffer: 18f window to press P/K after 63214 input
63214P or 63214K
63214P or 63214K
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LP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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57
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--
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7
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--
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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--
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-
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-
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-
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Invincible 1-57f
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-
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- Teleports to same side, near opponent
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
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HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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57
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--
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7
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--
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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--
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-
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-
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-
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Invincible 1-57f
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-
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- 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
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LK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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57
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--
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7
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--
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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--
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-
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-
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-
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Invincible 1-57f
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-
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- Teleports to opposite side, near opponent
- 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
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HK
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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57
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--
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7
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--
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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--
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-
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-
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-
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Invincible 1-57f
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-
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- 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
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Super
Mini-Lion Transformation
646LP+HP
646LP+HP
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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14+37
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533
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0
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--
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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--
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-
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-
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-
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Invincible 1-37f
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-
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- 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
- Super may accidentally come out if you try to mash Lion Crusher with both LP and HP buttons
-Only mash with 1 button to avoid this (mash timing for Lion Crusher is lenient)
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Self-Destruct
+P (during Super)
+P (during Super)
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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9
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10
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43 (ground) to 54 (max height)
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Mid
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-12 (-23)
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-11 (-22)
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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8x5
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-
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-
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-
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OTG, Air OK
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-
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- 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
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Lion Force (Drone Call)
+K or +6K (during Super)
+K or +6K (during Super)
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Startup
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Active
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Recovery
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Guard
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Hit Adv
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Block Adv
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61 ground, 24-42 air
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until ground
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--
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Overhead
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--
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--
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Damage
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Stun
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KD Timer
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Special Cancel
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Attribute
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Hitstun Type
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16x3
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-
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-
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-
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OTG, Air OK
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-
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- 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/Knockdown
Getup Attack Detailed Info (click to expand)
- 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 LK
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Startup
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Active
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Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
8
|
17
|
12
|
Overhead
|
KD
|
-6
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Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
24
|
-
|
-
|
-
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Invincible 1-7f, Airborne 1-28f
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-
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- 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.
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Getup HK
Getup HK
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Startup
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Active
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Recovery
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Guard
|
Hit Adv
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Block Adv
|
14
|
3
|
23
|
Low
|
KD
|
-3
|
Damage
|
Stun
|
KD Timer
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Special Cancel
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Attribute
|
Hitstun Type
|
24
|
-
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-
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-
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Invincible 1-10f, OTG
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-
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- 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
- Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
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Pursuit Attack
Pursuit Attack
8LP or 8HP
|
Startup
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Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
54
|
4
|
43
|
Overhead
|
[-41] / (-25)
|
[-37] / (-21)
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Damage
|
Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
16 * (4 each)
|
-
|
-
|
-
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OTG, Mashable
|
-
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- 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)
- 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:
-[Frame Advantage] on standing/crouching opponents -In this situation, M. Lion only has a hurtbox during his final 9 recovery frames as he teleports away -(Frame Advantage) only if the final active frame connects, causing M. Lion to stagger as though he whiffed
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Pursuit Counter
Pursuit Counter
Any 2 Buttons
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Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
--
|
--
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--
|
--
|
KD
|
--
|
Damage
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Stun
|
KD Timer
|
Special Cancel
|
Attribute
|
Hitstun Type
|
20
|
-
|
-
|
-
|
-
|
-
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- 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
-If M. Lion wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
- Can juggle afterward from anywhere on screen
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Auto Combos
Normal Autocombo - LP > LP > LP > LP > LP > LP
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(LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
11
|
3
|
27
|
Mid
|
-4
|
-7
|
Damage
|
Stun
|
KD Timer
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Special Cancel
|
Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
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- Same animation as far.5HK; OTG vs M. Lion
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(LP > LP) > LP
|
Startup
|
Active
|
Recovery
|
Guard
|
Hit Adv
|
Block Adv
|
22
|
2
|
12
|
High
|
+5
|
+3
|
Damage
|
Stun
|
KD Timer
|
Special Cancel
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Attribute
|
Hitstun Type
|
8
|
-
|
-
|
-
|
-
|
-
|
- Doesn't combo
- Same animation as 2HP (only one hit) while sliding forward
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(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
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|
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
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Colors
Default Colors
Boss Version Colors
Select Boss variant with Start+Button on character select screen
Character Poses
Taunt |
Win |
Time Loss/Draw
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Charge |
Perfect |
Loss (KO)
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Stages
External Links