Jackie Chan in Fists of Fire/Lau

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Scoop Johnson!

Intro

JP Name: ロウ

Lau is played by Hong Kong actor Vincent Lau Tak, using karate as his martial art of choice.

Lau's moveset is similar to the stereotypical "shoto" (pseudo-fireball, uppercut, and tatsu). He has strong movement and pokes, and can rapidly switch from a defensive playstyle to oppressive offense. Lau is good at pushing the opponent toward the corner where his throw and post-fireball juggles make him much more dangerous. He excels at closing out rounds with his unreactable overhead and a super that often can't be avoided without a risky read. His only real weakness compared to the other top tiers is slightly slower mobility and less rewarding combos against crouching midscreen opponents.

Note: In the credits, Lau's name is listed as "Lau Tak". He is frequently confused with Andy Lau Tak-wah, a different actor who has appeared alongside Jackie Chan in several films.


Strengths Weaknesses
  • Long pokes that can cancel into safe special moves
  • Chains into his long-range 2LK and 2HK make it risky to backdash out of his pressure strings
  • Invincible reversal/anti-air (623P)
  • One reset from 236HK or corner 236HP leads to easy stun
  • Fast, long range overhead (6HK) that can combo if meaty
  • Super is very strong as a reversal and a chip-out option
  • Wide lower-body hurtbox makes him more susceptible to extended combos
  • No midscreen throw combo
  • Gets no midscreen juggles against crouching opponents
  • His strongest special cancel whiffs against crouchers
  • Getup attacks can both be blocked standing


Character Stats


General Stats
Base Defense Stun Defense Throw Range
240 (Average) 10240 (Average) 58 (C+)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 55f 47f


Meter Data
Charge Rate Charge Recovery
23.1% /sec 5f
Taunt Meter Drain Taunt Duration
27% 73f


Movement Data
Weight Prejump Frames Jump Frames
Average 5f 56f (OK)
Backdash Duration Backdash Distance Back Walkspeed
20f (Average) 142 (Far) Average
Forward Dash Speed Forward Walkspeed
4.2 (B) Above Average



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

5LP
JCFoF Lau 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 4 7 High +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
7 512 112 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP)
  • Start of Special Autocombo (LP>LP>HP>HP>LP+HP)
cl.5HP
JCFoF Lau Close 5HP 1.png
JCFoF Lau Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
4 (8) 3(1)2 25 High -5 -8
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 (8) 1024 (512) 256 (128) Y (1st hit) - High
  • This move has 2 sets of active frames, but it will never actually hit twice
  • The first 3 active frames hit directly in front of Lau and are special cancellable, dealing more damage/stun
  • The final 2 active frames hit far above Lau as an anti-air similar to 2HP, but does less damage/stun
  • Proximity range: ≤ 73
far.5HP
JCFoF Lau Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 15 High +2 -1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1536 384 N - High
  • Has a lot of active frames for counterpoking, but it's unsafe to whiff at a range where it can convert into any damage
  • Proximity range: ≥ 74
cl.5LK
JCFoF Lau Close 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 6 12 Low +1 -1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 512 144 Y OTG Mid
  • Standing Low
  • Frame advantage when chained into whiffed 5LP: +2/+0
  • Proximity range: ≤ 89
far.5LK
JCFoF Lau Far 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 7 11 High +1 -1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 512 144 N - High
  • Proximity range: ≥ 90
cl.5HK
JCFoF Lau Close 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 8 22 High -4 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 N - High
  • Highest damage when used in anti-air juggles
  • Proximity range: ≤ 81
far.5HK
JCFoF Lau Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 1 31 High -6 -9
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1792 448 N - Mid
  • Only one active frame makes it very weak in neutral
  • Proximity range: ≥ 82


Crouching Normals

2LP
JCFoF Lau 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 5 6 Mid +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4 512 64 Y Self-chain Mid
  • Good for extended hitconfirms
  • Strong, safe neutral button, especially against characters who are good at hopping over 2LK
  • Frame advantage when chained into whiffed 5LP: +2/+0
2HP
JCFoF Lau 2HP 1.png
JCFoF Lau 2HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
4 (7) 3*11 20 High -8 -11
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8 1024 (512) 256 (128) Y (1st hit) - High
  • Great Anti-Air
  • Like cl.5HP, will only hit once; initial hitbox is in front of Lau and special cancels; later active frames hit above Lau
  • Compared to cl.5HP, followup chained normals can be delayed much longer
2LK
JCFoF Lau 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 5 6 Low +8 +6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 Y OTG, Self-chain (slow) Mid
  • Great range and hitbox for a light attack; allows link confirms into 2HK
  • Frame advantage when chained into whiffed 5LP: +2/+0
2HK
JCFoF Lau 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 7 29 Low -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 Y OTG Mid
  • Extremely strong poke due to Lau's safe 236P cancel, but unsafe on hit or block if not cancelled
  • 22f window to confirm into specials on hit, but only 14f window on block. This means it is difficult to confirm into 236P on block and 236HK on hit.
  • If chained into a whiffed far.5HP, becomes -4 on hit, -7 on block (rarely useful, since 236HP is better in every regard)


Air Normals

j.LP
JCFoF Lau 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 - - Mid
  • Weak hitbox and few active frames make it ineffective as a jump normal
j.HP
JCFoF Lau 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
10 12 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 - Spike, Squish Mid
  • Amazing active frames for a jump normal
  • OTG vs M. Lion
j.LK
JCFoF Lau 9LK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - Crossup High
  • Fairly weak crossup normal
nj.LK
JCFoF Lau 8LK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 6 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 - - High
  • Great air-to-air hitbox
j.HK
JCFoF Lau 9HK.png
Diagonal
Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
8 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Crossup High
  • Good crossup button
nj.HK
JCFoF Lau 8HK.png
Neutral
Neutral
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Crossup* High
  • Very weak crossup hitbox, will only work if opponent dashes directly below Lau


Command Normals

6HK
JCFoF Lau 6HK.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
12 5 19 Overhead +2 -1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 N KD0, Airborne 3-20f Mid
  • Great tool in neutral; unreactable startup, great forward movement, and generally beats crouching buttons
  • Can combo afterward if used as a meaty (most commonly after air resets)

Throws

HP Throw
JCFoF Lau HP Throw 1.png
JCFoF Lau 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 0 512 - Backturn -
  • Can juggle afterward in the corner; opponent will be backturned, so they can't backdash out of mixup
  • Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
  • Range: 58
HK Throw
JCFoF Lau HK Throw 1.png
JCFoF Lau HK Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 -- -- Throw KD --
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 0 512 - Backturn -
  • Can juggle in the corner vs. Yeung and Sam (2LK > 2HP xx 623P mash)
  • Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
  • Range: 58

Special Moves


Rising Dragon (Uppercut / Scoop Johnson) 623P

623P
JCFoF Lau 623P 1.png
JCFoF Lau 623P 2.png
JCFoF Lau 623P 3.png
Input Priority:
above 236P and 236K
Input Priority:
above 236P and 236K
LP Startup Active Recovery Guard Hit Adv Block Adv
6 20 18 + 9 land Mid KD -24
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24/(16)/(8) + (2x4) 1536*(256x4) 384*(24x4) - Invincible 1-7f, [Mashable] -
  • Damage of 1st hit depends on which active frame connects
    • 24: 1-2f, 16: 3-4f, 8: 5-20f
  • [Up to 4 additional mashed hits when used in juggles, 2 damage each; not included in active frames]
  • Usually the highest damage juggle ender due to its consistency
  • First hit can hit OTG against M. Lion
HP Startup Active Recovery Guard Hit Adv Block Adv
7 2*2*24 27 + 16 land Mid KD -44 (-46)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14*12*10 + (2x4) 1024*768*512 + (256x4) 224*144*120 + (24x3*16) - Invincible 1-8f, [Mashable] -
  • Up to 4 additional mashed hits when used in juggles, 2 damage each; not included in active frames
  • Harder to make the mashed version fully connect
  • (Worse on block vs. crouching opponents)
  • Extra mashed hits are character-specific, and usually only work in juggles
  • First hit can hit OTG against M. Lion


Dragon Flame (Fireball) 236P

236P
JCFoF Lau 236LP.png
JCFoF Lau 236HP.png
Input Priority:
above 236K, below 623P
Input Priority:
above 236K, below 623P
LP Startup Active Recovery Guard Hit Adv Block Adv
15 2*2*3 22 Mid KD +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*6*6 1024x3 192*(96x2) - - -
  • 7 total active frames, 3 hits
  • Less effective range than the HP version, but offers real pressure afterward
HP Startup Active Recovery Guard Hit Adv Block Adv
18 2*3*2*2*3 32 Mid KD -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*6x4 1024x5 128*(96x4) - - -
  • 12 total active frames, 5 hits
  • Great chip damage tool with pushback that makes it very safe


Dragon Kick (Tatsu) 236K

236K
JCFoF Lau 236K 1.png
JCFoF Lau 236K 2.png
JCFoF Lau 236K 3.png
Input Priority:
below 236P and 236K
Input Priority:
below 236P and 236K
LK Startup Active Recovery Guard Hit Adv Block Adv
8 3(7)4 21 Mid +1 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8 1024*512 256*128 - Airborne 1-28f -
  • Avoids throws and low attacks
  • Relatively safe on block if spaced well, and can set up throw situations
  • Can set up left/right mixups if cancelled into during a juggle
HK Startup Active Recovery Guard Hit Adv Block Adv
9 3(7)4(5)4 26 High KD -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14*12*10 1024x3 224*192*160 - Airborne 1-39f -
  • Only hits standing opponents, and sets up juggles anywhere on screen if it hits
  • Avoids throws and low attacks
  • Useful as a punish for high-pushback attacks due to its long range and high reward
  • Only move in the game that grants the opponent a 2f guard cancel reversal window
  • (In practice this is irrelevant since the move is already very unsafe, and can be made more unsafe by crouch blocking)

Super


Dragon's Breath 236LP+HP

236LP+HP
JCFoF Lau Super.png
Startup Active Recovery Guard Hit Adv Block Adv
5+5 -- 56 Mid KD -24
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10x6 1024x6 160x6 - Invincible 1-10f -
  • 19f super flash. Frame advantage on block depends on spacing (farther = safer).
  • Chip Damage: ~11%
  • Projectile will always come out regardless of whether Lau is hit. Travels across entire screen until it hits someone or moves past the corner.
  • An opponent's forward-moving attack may whiff through the Super projectile at close range.
  • Lau can be thrown to punish and avoid the projectile, but it requires frame perfect timing. Only recommended if there is no other option to survive.
  • From very close range, the final knockdown hit may whiff, making the Super unsafe on hit.
    -Additionally, there is a bug where Player 1 will be more unsafe (-15) than Player 2 (-12) in this instance
  • Can connect one hit OTG against M. Lion if you make him bounce with another OTG first

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
JCFoF Lau GetupLK 1.png
JCFoF Lau GetupLK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
10 4(22)2 30 Overhead / Mid KD -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 512*1024 128*256 - Invincible 1-9f, airborne 1-14f -
  • 2 hits with a 4f gap in between hits
  • If both hits connect, uses up all juggle potential
  • Can juggle if only the 2nd hit connects with opponent
Getup HK
JCFoF Lau GetupHK 1.png
JCFoF Lau GetupHK 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 3(12)2 25 Mid / Mid KD -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8*16 512*1024 128*256 - Invincible 1-6f, OTG -
  • 2 hits (tight blockstring)
  • Only getup attack in the game that does chip damage on block
  • Does not hit low, despite its animation, severely weakening the mixup potential
  • This move recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
Pursuit Attack
8LP or 8HP
JCFoF Lau PursuitA 1.png
JCFoF Lau PursuitA 2.png
Startup Active Recovery Guard Hit Adv Block Adv
49 6 18 Overhead [-38] / (+0) [-34] / (+5)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 * (4 each) 512 - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 14 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
    -(Frame Advantage) only if the final active frame connects, causing Lau to not bounce away
Pursuit Counter
Any 2 Buttons
JCFoF Lau PursuitC 1.png
JCFoF Lau PursuitC 2.png
Startup Active Recovery Guard Hit Adv Block Adv
- - - - KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 0 256 - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • Lau will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If Lau wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can only juggle afterward if near the corner, similar to his post-throw combos

Auto Combos


Normal Autocombo - LP > LP > LP > LP

JCFoF Lau Autocombo N2 S2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
10 2 12 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 N - -
  • Can be linked out of, same animation as cl.5LP from Kung-Fu Master
JCFoF Lau Autocombo N3.png
> LP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
7 2 17 Mid 0 -2
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - -
  • Animation is unique to this autocombo
JCFoF Lau Autocombo N4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
14 2 28 High -4 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 1024 256 N - -
  • Same animation as cl.5HK


Special Autocombo - LP > LP > HP > HP > LP+HP

JCFoF Lau Autocombo N2 S2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
10 2 12 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6 512 96 N - -
  • Can be linked out of, same animation as cl.5LP from Kung-Fu Master
JCFoF Lau Autocombo S3.png
> HP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
10 3 24 High -1 -4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - -
  • Same animation as cl.5HP
JCFoF Lau Autocombo S4.png
> HP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
18 2 26 High -2 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 768 192 N - -
  • Same animation as 2HP but lunges forward
JCFoF Lau Autocombo S5 All.png
> LP+HP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
11 2*2*24 27 + 13 land Mid KD -41 (-43)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10*8*6 512x3 160*128*96 N - -
  • (data against crouching opponent), same animation as 623P but can't be mashed, no chip damage
  • Can get one OTG hit against M. Lion. If you ever win with this, your opponent has to delete their game.


Hurtboxes/Hitstun

Standing (L High) Standing (H High) Crouching
JCFoF Lau Hitstun 26.png
JCFoF Lau Hitstun 27.png
JCFoF Lau Hitstun 32.png
Standing (L Mid) Standing (H Mid) Juggle State
JCFoF Lau Hitstun 29.png
JCFoF Lau Hitstun 30.png
JCFoF Lau Hitstun Juggle.png
Standing Blockstun Crouching Blockstun OTG State
JCFoF Lau Blockstun Stand.png
JCFoF Lau Blockstun Crouch.png
JCFoF Lau OTG.png

"High" and "Mid" hitstun types do not always correspond to the attack's Guard Level (i.e. how it must be blocked). Low attacks on standing characters generally fall under the "Mid" category for example. The purpose of this table is to understand where the hurtboxes are when a character is reeling from an attack, which helps understand why certain sequences will hit or whiff. Attacks have 2 main types of hitstun they can do to grounded opponents, with further slight differences between light/heavy attacks.
Note: The lua console lists the following memory values for hitstun types:
L High = 26, H High = 27, L Mid = 29, H Mid = 30, Crouching = 32


Colors

Default Colors

LP/HP Red+Blue
LK/HK Blue+Blue

Boss Version Colors

Dark Lau P1 - Pink+Dark Purple
Dark Lau P2 - Green+Purple

Select Boss variant with Start+Button on character select screen


Character Poses

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


Stages

JCFoF LauStage1L.png JCFoF LauStage1R.png
JCFoF LauStage2L.png JCFoF LauStage2R.png
JCFoF LauStage3L.png JCFoF LauStage3R.png


External Links




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