Jackie Chan in Fists of Fire/Mysterious Lion/Combos

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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.
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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

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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

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OTG Options

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Miscellaneous Combos

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Evil Lion Combos

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