Jackie Chan in Fists of Fire/Mysterious Lion

From Mizuumi Wiki
Jump to navigation Jump to search
JCFoF MLion ArcadePortrait.png

-Dances to the distant drum beat-

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
  • 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 often lead to strong conversion on hit
  • Ultra Heavy weight makes many juggles impossible against him
  • In the corner, his throws and HP Lion Crusher become extremely powerful
  • Awkward execution to avoid accidental Lion Bomb inputs
  • The game's slowdown during Lion Bomb makes 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
  • Awful 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


Hitstun, Blockstun, & Juggle Hurtboxes

26 -- Light/High Standing 27 -- Heavy/High Standing 32 -- Crouching
JCFoF MLion Hitstun 26.png
JCFoF MLion Hitstun 27.png
JCFoF MLion Hitstun 32.png
29 -- Light/Mid Standing 30 -- Heavy/Mid Standing Juggle State
JCFoF MLion Hitstun 29.png
JCFoF MLion Hitstun 30.png
JCFoF MLion Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF MLion Blockstun Stand.png
JCFoF MLion Blockstun Crouch.png
JCFoF MLion OTG.png


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 -- (Standing Hitstun Reeling: High/26) 5LP

5LP
JCFoF MLion 5LP.png
Template:AttackDataN-JCFoF


Close Stand HP -- (Standing Hitstun Reeling: High/27) Close 5HP

Cl 5HP
JCFoF MLion Close 5HP 1.png
JCFoF MLion Close 5HP 2.png
Template:AttackDataN-JCFoF


Far Stand HP -- (Standing Hitstun Reeling: High/27) Far 5HP

Far 5HP
JCFoF MLion Far 5HP.png
Template:AttackDataN-JCFoF


Stand LK -- (Standing Hitstun Reeling: Mid/29) 5LK

5LK
JCFoF MLion 5LK.png
Template:AttackDataN-JCFoF


Close Stand HK -- (Standing Hitstun Reeling: High/27) Close 5HK

Cl 5HK
JCFoF MLion Close 5HK.png
Template:AttackDataN-JCFoF


Far Stand HK -- (Standing Hitstun Reeling: Mid/30) Far 5HK

Far 5HK
JCFoF MLion Far 5HK.png
Template:AttackDataN-JCFoF


Crouching Normals

Crouch LP -- (Standing Hitstun Reeling: Mid/29) 2LP

2LP
JCFoF MLion 2LP.png
Template:AttackDataN-JCFoF


Crouch HP -- (Standing Hitstun Reeling: Mid+High/30+27) 2HP

2HP
JCFoF MLion 2HP 1.png
JCFoF MLion 2HP 2.png
Template:AttackDataN-JCFoF


Crouch LK -- (Standing Hitstun Reeling: Mid/29) 2LK

2LK
JCFoF MLion 2LK.png
Template:AttackDataN-JCFoF


Crouch HK -- (Standing Hitstun Reeling: Mid/30) 2HK

2HK
JCFoF MLion 2HK.png
Template:AttackDataN-JCFoF


Air Normals

Jump LP -- (Standing Hitstun Reeling: Mid/29) 8LP

8LP
JCFoF MLion 8LP.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


Jump HP -- (Standing Hitstun Reeling: Mid/29) 8HP

8HP
JCFoF MLion 8HP.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


Jump LK -- (Standing Hitstun Reeling: High/26) 8LK

8LK
JCFoF MLion 8LK.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) -
  • Not much use outside of air-to-air juggles


Jump HK -- (Standing Hitstun Reeling: Mid/29) 8HK

8HK
JCFoF MLion 8HK.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

Mighty Cape -- (Standing Hitstun Reeling: High/27) 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
  • A bug prevents Lion from chaining into 6HP if he is within cl 5HP activation range


Universal Overhead -- (Standing Hitstun Reeling: High+Mid/27+30) 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 - - - 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
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
  • Range: 73


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
  • Range: 73

Special Moves


Lion Bomb (Baby Bomb)
Priority: above 63214P/K, below 646P; Input Buffer: 15f window to press P after 236 input 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, 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)
Priority: above 236P and 63214P/K ; Input Buffer: 18f window to press P after 646 input 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 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
Priority: below 646P; Input Buffer: 18f window to press P/K after 63214 input 63214P or 63214K

63214P or 63214K
JCFoF MLion Teleport 1.png
JCFoF MLion Teleport 2.png
JCFoF MLion Teleport 3.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
Input Buffer: 18f window to press LP+HP after 646 input 646LP+HP

646LP+HP
JCFoF MLion Teleport 1.png
JCFoF MLion Teleport 2.png
JCFoF MLion Super Mini.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
  • 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)


Self-Destruct +P (during Super)

+P (during Super)
JCFoF MLion Super P 1.png
JCFoF MLion Super P 2.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 Super K 1.png
JCFoF MLion Super K 2.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/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

JCFoF MLion WakeupLK.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 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

JCFoF MLion WakeupHK.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, 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
  • Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers


Pursuit Attack Pursuit Attack

8LP or 8HP
JCFoF MLion PursuitA 1.png
JCFoF MLion PursuitA 2.png
Startup Active Recovery Guard Hit Adv Block Adv
-- -- -- Overhead -- --
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
JCFoF MLion PursuitC 1.png
JCFoF MLion PursuitC 2.png
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

JCFoF MLion AutoN 2.png
JCFoF MLion AutoN 3.png
JCFoF MLion AutoN 4.png
JCFoF MLion AutoN 5.png
JCFoF MLion AutoN 6.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 AutoS 2.png
JCFoF MLion AutoS 3.png
JCFoF MLion AutoS 4.png
JCFoF MLion AutoS 5.png
JCFoF MLion AutoS 6.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 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. 2LK 2LP [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-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template: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 2 Full 2LK juggle only works on the first 3 or final 2 frames; 8f in the middle causes cl 5HK to whiff
-5LK > cl 5HP > cl 5HK only works on final 2 frames, very difficult
-Recommend using 2LK > cl 5HK instead
Kim-Maree 9 5 --
Dragonball Jackie 12 8 --
Drunk Jackie 12 10 End juggle with only cl 5HK; can't juggle an additional 5HP
-Wait until near the end of Lion's dash, as Drunk Jackie gets launched far away
Admiral Jackie 13 9 --
Sam 14 12 On the final possible 2LK juggle frame, Sam gets juggled backwards with 2LK (still extremely lenient)
Yeung 19 16 Both are very lenient; there is 1f where 2LK juggles backwards, so 5LK may be better
-It is strategically better to let Yeung land, then use OTG infinite if you can execute it


Throw Combos

Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing.
Crouch Throw damage varies based on relative mashing speed between players.
Stand Throw leaves the opponent in a backturned state for a stronger mixup. Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Overhead Combos

Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

|}


OTG Options

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Miscellaneous Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Evil Lion Combos

Template:ComboHeader-JCFoF Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

Template:Combo-JCFoF

|}


Strategy & Matchups

(click to expand)

General Strategy

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
JCFoF Lau icon.png

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
JCFoF Yeung icon.png

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
JCFoF Thorsten icon.png

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
JCFoF Drunk icon.png

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
JCFoF Spiritual icon.png

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

236HK (HK Crush Kick): 646LP (mash) will punish unless spaced perfectly

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
JCFoF Admiral icon.png

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
JCFoF Sam icon.png

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
JCFoF KimMaree icon.png

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)
JCFoF MLion icon.png

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

Character Poses

Taunt Win Time Loss/Draw
JCFoF MLion Taunt.png
JCFoF MLion Win.png
JCFoF MLion Draw.png
Charge Perfect Loss (KO)
JCFoF MLion Charge.png
JCFoF MLion Perfect.png
JCFoF MLion LossKO.png

Stages

JCFoF MLionStage1L.png JCFoF MLionStage1R.png
JCFoF MLionStage2L.png JCFoF MLionStage2R.png
JCFoF MLionStage3L.png JCFoF MLionStage3R.png


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