Jackie Chan in Fists of Fire/Mysterious Lion

From Mizuumi Wiki
< Jackie Chan in Fists of Fire
Revision as of 18:53, 5 June 2021 by Spabobin (talk | contribs) (added special move hitboxes)
Jump to navigation Jump to search

Mysterious Lion (or M. Lion for short) is an original character to Kung Fu Master and Fists of Fire. Played by Sam Wong in disguise, Lion fights with magic by summoning bombs, teleporting, flying across the screen, and using a shrinking transformation. He doesn't speak, opting instead to communicate through dance and strange squeaking noises.

Gameplay

M. Lion uses a hit-and-run playstyle with his bombs that can either travel a short distance or fullscreen before exploding. Bombs allow for powerful combos on hit and strong pressure on block, in addition to chip damage. His slide is a very fast low attack that is difficult to punish if spaced well, which forces the opponent to either stay at midrange or spend a lot of time crouch blocking. His goal is to frustrate the opponent into overextending as they attempt to make their way in.


Strengths Weaknesses
  • Best punish in the game with Psycho Crusher (3f startup)
  • Strong normals
  • Very strong chip game with his bombs
  • Ultra Heavy weight makes many juggles impossible against him
  • Awkward combos and execution
  • Mediocre throw and overhead
  • Overall slow movement speed
  • Weak super

Character Stats

232 7f+52f (Fast) Ultra Heavy Very High 7f 40% Very Slow ? ? Very Slow 19f (all invincible) ? 32f 59f 53f

Normals

Frame Data Info (click to expand)
Damage Base Damage of the attack, not accounting for scaling or opponent's defense value.
Damage for each hit is separated by an asterisk (*)
If there are several hits in a row with identical damage, it will be listed as A x B to save space
-Ex: 4*5x3*8 = 4 damage + 3 hits of 5 damage each + 8 damage
See System page for details on damage scaling and defense.
Guard The way a move must be guarded against.
High = Can be blocked standing, whiffs against crouching.
Mid = Can be blocked standing or crouching.
Low = Must be blocked crouching.
Throw = Cannot be blocked
Startup The number of frames it takes for a move to become active.
If this value is lower than another move's Hit Adv or Block Adv, it can be used to punish that move if it is in range.
If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
Active The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.
Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.
-Ex1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)
-Ex2: 2(5)4 = 2 active frames, 5f gap, 4 active frames
For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
Recovery The number of frames in which a character cannot act after startup and recovery have passed.
For airborne attacks, recovery may be listed as "X + Y land", where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
Hit/Block Adv The frame advantage of an attack on hit/block.
0 means the attacker and defender recover at the same time.
A positive number means the attacker recovers before the defender.
A negative number means the defender recovers before the attacker, and the attack may be punishable.
KD means the attack knocks down if it hits.
Throws cannot be blocked, so the column is left empty in this case.
May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.

-Example: A move listed as -6 on Block may be punished by a move with 6f Startup, if it is in range.
Attribute OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage.
Rapid Fire = Light normal that can be rapidly chained into itself on hit, block, or whiff
Special Cancel = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed
No-Cancel = Normal attack that cannot be chained into another normal
Airborne = Attack puts the user in the air, making them immune to throws, and hits will put them into a juggle state.
Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames
Mashable = Rapidly hitting buttons/direction adds extra hits/damage. On throws, defender can also mash to counteract this.
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent
KD0 = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up
Spike = Air normal with KD0 property, will slam airborne opponent to the ground.
Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)

Standing Normals 5LP

Stand LP
5LP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 5 8 Mid +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 - - - Special Cancel -
  • Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)

Close 5HP

Close Stand HP
Close 5HP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
7 3 37 High -14 -17
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 (24) - - - Special Cancel -
  • 28 dmg on first active frame, 24 dmg on last 2 active frames

Far 5HP

Far Stand HP
Far 5HP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
11 3 32 High -9 -12
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 - - - - -
  • Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal

5LK

Stand LK
5LK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 5 8 Low +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 - - - OTG, Special Cancel -
  • Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
  • Not a proximity normal like most 5LKs

Close 5HK

Close Stand HK
Close 5HK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 27 High -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 - - - - -
  • --

Far 5HK

Far Stand HK
Far 5HK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
7 10 26 Mid -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 - - - - -
  • Useful as an anti-air against some characters, but a little awkward to time



Crouching Normals 2LP

Crouch LP
2LP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
4 6 6 Mid +7 +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 - - - Special Cancel -
  • --

2HP

Crouch HP
2HP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
9 (11) 2*9 27 Mid -10 (-12) -13 (-15)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*16 - - - Special Cancel (1st hit) -
  • 2 hits
  • (refers to crouching hit/block data)
  • Can anti-air, but a little inconsistent

2LK

Crouch LK
2LK
JCFoF MLion icon.png
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

2HK

Crouch HK
2HK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 13 21 Low -8 to +4 -11 to +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 - - - OTG, No-Cancel -
  • Great poke that is safe when well-spaced



Air Normals 8LP

Jump LP
8LP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 - - - Crossup -
  • Instant overhead if used within the first 2 airborne frames

8HP

Jump HP
8HP
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 11 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 - - - Spike, Squish -
  • Instant overhead if used within the first 3 airborne frames
  • When used as an instant overhead, can also chain into 8HK for high damage (but risky) round ender
  • OTG vs M. Lion

8LK

Jump LK
8LK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 - - - Crossup (small hitbox) -
  • --

8HK

Jump HK
8HK
JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 -- Overhead -- --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Crossup, OTG, Spike, Squish -
  • Instant overhead if used within the first 7 airborne frames

Command Normals/Throws


Mighty Cape 6HP

6HP
JCFoF MLion 6HP.png
Startup Active Recovery Guard Hit Adv Block Adv
11 3 38 High -12 -15
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 - - - - -
  • Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward


Universal Overhead 6HK

6HK
JCFoF MLion 6HK 1.png
JCFoF MLion 6HK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
15 (24) 2(7)2 16 High / Overhead +8 +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4*4 - - - - -
  • 2 hits (only 2nd hit is an overhead)
  • (refers to startup vs crouchers)
  • Abysmal damage for a HK button; equivalent to the game's weakest light normal if it hits a crouching opponent


HP Throw HP Throw

close 6HP/4HP
JCFoF MLion HP Throw 1.png
JCFoF MLion HP Throw 2.png
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


HP Crouch Throw HP Crouch Throw

close 3HP/1HP
JCFoF MLion Crouch Throw 1.png
JCFoF MLion Crouch Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 -- -- Throw KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
26* - - - Mashable -
  • Damage varies significantly depending on Lion's and opponent's mashing speed
  • 26 dmg if P1/P2 mash equally, possible range from 8-102 dmg

Special Moves


Lion Bomb (Baby Bomb) 236P

236P
JCFoF MLion 236LP 1.png
JCFoF MLion 236LP 2.png
LP Startup Active Recovery Guard Hit Adv Block Adv
34 9* 6 Mid +35 +20
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
7x5 - - - OTG -
  • 48f total animation
  • Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
  • Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
  • Frame data assumes first active frame and all 5 hits connects, can vary
  • Destroys projectiles when colliding with them
HP Startup Active Recovery Guard Hit Adv Block Adv
66 9* 0* Mid ~+81 ~+80
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
7x5 - - - OTG -
  • 55f total animation
  • Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
  • M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently
  • Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
  • Frame data assumes first active frame and all 5 hits connects, can vary
  • Destroys projectiles when colliding with them


Lion Crusher (Psycho Crusher) 646P

646P
JCFoF MLion 646P 1.png
JCFoF MLion 646P 2.png
LP Unmashed Startup Active Recovery Guard Hit Adv Block Adv
3 12* 31 Mid -7 (-9 partial mash) -10 (-12 partial mash)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8*8 - - - Mashable, Airborne 8f -
  • Active frame distribution: 3(4)2*[3]*4 -- 16f start to finish, 12 actual active frames
  • This move should always be mashed, as it's safer on block and leads to juggles on hit
  • Execution Tip: in combos, input like a 360 motion starting with forward
  • 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 8f -
  • Active frame distribution: 3(4)2*[3]*4*[3] -- 19f start to finish, 15 actual active frames
  • The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward
  • Execution Tip: in combos, input like a 360 motion starting with forward
HP Unmashed Startup Active Recovery Guard Hit Adv Block Adv
3 15* 34 Mid -38 (KD from range) -41
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 * 10x5 - - - Mashable, Airborne 8f -
  • Active frame distribution: 3(4) 2(5) 2(7) 2(7) 3(6) 3 -- 44 frames start to finish, 15 actual active frames
  • Can knock down on final hit if started from far away, which may lead to juggle
  • Around -13 on block at best from max range, but recovers closer to opponent
  • 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 8f -
  • The (2) damage represents the extra hits when mashed; not all hits of the move can connect
  • Active frame distribution [=extra hits]: 3(4) 2*[3]*4*[3](4) 2*[3](4) 3*[2](4) 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames
  • Can knock down on final hit if started from far away, which may lead to juggle
  • Around -13 on block at best from max range, but recovers closer to opponent


Teleport 63214P or 63214K

63214P or 63214K
JCFoF MLion Teleport 1.png
JCFoF MLion Teleport 2.png
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
JCFoF MLion icon.png
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)
JCFoF MLion icon.png
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)
JCFoF MLion icon.png
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 Attacks

Wakeup Attack Detailed Info (click to expand)
  • Wakeup LK or HK must be input within a specific 16 frame window during the wakeup animation.
  • The exact timing of this window varies by character and by whether it was a neutral wakeup or forward/back roll.
  • During these 16 frames, the final LK or HK input will decide which version comes out. If LK and HK are input simultaneously, Wakeup LK takes priority.
  • The Wakeup Attack will always come out on the first frame after the 16 frame input window, regardless of when it was input.
  • For some characters, there is very little time between the end of the 16 frame Wakeup Attack window and the end of recovery, making it difficult to input a reversal move with LK or HK, so be mindful of this if you get accidental Wakeup Attacks.
  • After inputting a Wakeup Attack, any special move input that occurs afterward will automatically be buffered until the attack animation has ended. This means that it's important to stop mashing directions on wakeup once the Wakeup Attack window is active, as you may get an unexpected special move way after it was input.


Wakeup LK Wakeup LK

JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
8 17 12 Overhead KD -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Invincible 1-7f, Airborne -
  • More useful due to being airborne and invincible throughout startup.
  • A lot of pushback on block, tons of active frames, and very few recovery frames make it hard to punish.


Wakeup HK Wakeup HK

JCFoF MLion icon.png
Startup Active Recovery Guard Hit Adv Block Adv
14 3 23 Low KD -3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 - - - Invincible 1-10f -
  • A rare wakeup attack with invincibility that doesn't extend throughout the entire startup

Auto Combos


Normal Autocombo - LP > LP > LP > LP > LP > LP

JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
(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

JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
JCFoF MLion icon.png
(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 cannot be mashed to change its properties
  • -24 at worst in corner, -10 at best midscreen; OTG vs M. Lion


Combos and Resets

Hitconfirm Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Throw Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

|}


Overhead Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

|}


OTG Options

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Miscellaneous Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

|}


Evil Lion Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

|}


Strategy & Matchups

(click to expand)


General Strategy

Strategy goes here

Lau Matchup
Lau
JCFoF Lau icon.png

Important punishes:
2HK: _
Super: _

Strategy:
_

Yeung Matchup
Yeung
JCFoF Yeung icon.png

Important punishes:
2HK: _
Super: _

Strategy:
_

Thorsten Matchup
Thorsten
JCFoF Thorsten icon.png

Important punishes:
46LK: _
Super: _

Strategy:
_

Drunk Jackie Matchup
Drunk Jackie
JCFoF Drunk icon.png

Important punishes:
Far 5HK: _
236P: _

Strategy:
_

Dragonball Jackie Matchup
Dragonball Jackie
JCFoF Spiritual icon.png

Important punishes:
6HP: _
41236P: _
Super: _

Strategy:
_

Admiral Jackie Matchup
Admiral Jackie
JCFoF Admiral icon.png

Important punishes:
2HK: _
41236P: _
Super: _

Strategy:
_

Sam Matchup
Sam
JCFoF Sam icon.png

Important punishes:
236LP: _
236HP: _
214K: _
Super: _

Strategy:
_

Kim-Maree Matchup
Kim-Maree
JCFoF KimMaree icon.png

Important punishes:
2HK: _
6HK: _
236P: _

Strategy:
_

Mysterious Lion Matchup (Mirror)
M. Lion
(Mirror)
JCFoF MLion icon.png

Important punishes:
2HK: _

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


External Links



General
FAQ
Controls
HUD
System (Basic)
System (Advanced)
Strategy
Glossary
Community
Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion