Jackie Chan in Fists of Fire/Lau/KFM

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Scoop Johnson!

Intro

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

Lau has a moveset similar to a stereotypical "shoto" with a fireball and uppercut (however, he lacks a forward moving kick special). His pokes are excellent and can be safely cancelled into his fireball on hit or block. Lau's uppercut whiffs so quickly that doing it repeatedly in neutral is a legitimate strategy, as an opponent who attempts to punish it on reaction will most likely get hit by a followup uppercut. And an opponent who plays passively out of fear is easy to hit with a dash into throw.

After landing a knockdown, Lau has a great jump arc and air normals to create ambiguous okizeme. On hit, Lau will almost certainly get a stun combo, and on block he maintains enough frame advantage to dash in for more pressure. While jumping in neutral is not the strongest strategy in this game, Lau can get away with it more than most characters, which makes it difficult for the opponent to focus on all of Lau's approach options at once.

Perhaps Lau's strongest feature is his 2 frame 2LP; because it is so fast, it has almost no pushback when rapidly chained into itself. This requires specific timing, as the chains cannot be input during hitstop, but with practice it is possible to stun many opponents with only his jab. It also locks the opponent in blockstun for an extended period, and at any point Lau can choose to chain into a low to punish the opponent for attempting to backdash the pressure.

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
  • Fireball game is very strong, forcing most characters to take huge risks
    • If a jumping opponent lands into the fireball, they are put in a hard knockdown state
  • Invincible uppercut with very little recovery that is very difficult to punish when whiffed in neutral
  • 2 frame jab that leads to guaranteed stun combos at close range
  • Great pokes that lead to either a knockdown or safe fireball ender
  • Strong jump-ins and jump arc make it risky to whiff any slow moves against Lau
  • Crouching hurtbox is very short, causing many high attacks to whiff against him
  • Some characters can avoid his fireball effectively
  • His Desperation has long recovery, very little chip damage and no invincibility
  • High execution requirements for his optimal combos (2LP timing is precise)


Character Stats

Prejump Frames: 3
Jump Frames: 44
Backdash Frames: 18 (all invincible)


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
--Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage
Stun Stun damage of the attack, not accounting for any scaling (light normals do not have any stun scaling). Throws never deal stun.
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
Guard The way a move must be guarded against.
Throw = Cannot be blocked
Overhead = Must be blocked standing
Low = Must be blocked crouching.
Mid = Can be blocked both standing and crouching.
High = Can be blocked standing, whiffs against crouching.
  • Note: In Kung Fu Master, crouching hurtboxes vary significantly between characters, and between offensive crouch/crouch block. For high attacks, specific details about how the move interacts with crouchers will be noted in the description.
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 High attack 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).
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.
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.
HKD = Hard Knockdown (opponent lies on the ground for a couple seconds, allowing ample time to set up positioning)
SKD = Soft Knockdown (opponent rises shortly after landing)
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.
Special Cancel The ability to cancel the animation of a normal attack into a special/super move. Specials cannot be cancelled into supers like in some other games. Command normals can also never be special cancelled.
Attribute Self-chain = 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, and after hitstop/blockstop if it connects)
  • (slow) means the self-chain must be delayed until the move's recovery (all active frames must pass, including residual active frames that occur after hitstop/blockstop)

No-Chain = 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 cause an air reset.
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.
Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent

Hitstun Type This property is noted in the move description when applicable. 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.

Damage/Stun is currently unavailable until a training lua script is made.
When describing hitbox interactions, "crouching" means holding down or down/forward, while "crouch blocking" means holding down back.
Hitting a crouching button may further alter a character's hurtbox, but this is not taken into consideration.


Normals


Standing Normals

cl.5LP
KFM Lau Close 5LP 1.png
KFM Lau Close 5LP 2.png
Startup Active Recovery Damage Stun
2 6 2 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Mid Y Self-chain (slow)
  • Hitstun Type: Mid
far.5LP
KFM Lau Far 5LP.png
Startup Active Recovery Damage Stun
2 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 High Y Self-chain
  • Whiffs on all crouching and crouch blocking characters
  • Hitstun Type: High
cl.5HP
KFM Lau Close 5HP 1.png
KFM Lau Close 5HP 2.png
Startup Active Recovery Damage Stun
5 2*10 16 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-4 -10 High Y (1st hit) -
  • 2nd hit is an anti-air hitbox that almost never connects on grounded opponents, outside of rare circumstances
  • Whiffs on all crouching and crouch blocking characters
  • Hitstun Type: High
far.5HP
KFM Lau Far 5HP.png
Startup Active Recovery Damage Stun
5 8 13 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+3 -3 High Y -
  • Whiffs on crouching characters except Thorsten/M. Lion
  • Whiffs on crouch blocking characters except Kim/Sam
    • At farther ranges, will not connect on crouch block, especially vs. Sam
  • Hitstun Type: High
cl.5LK
KFM Lau Close 5LK.png
Startup Active Recovery Damage Stun
5 6 10 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+0 -4 Low N -
  • Hitstun Type: Mid
far.5LK
KFM Lau Far 5LK.png
Startup Active Recovery Damage Stun
4 6 9 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+1 -3 High Y -
  • Has very short range for a far proximity normal, especially vs. crouchers
  • Only connects vs. crouching Yeung, Thorsten, M. Lion
  • Only connects vs. crouch blocking Lau, Sam, Kim, M. Lion
  • Hitstun Type: Mid
cl.5HK
KFM Lau Close 5HK.png
Startup Active Recovery Damage Stun
7 7 19 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-2 -8 High N -
  • Whiffs on crouching Lau, Sam
  • Whiffs on crouch blocking Yeung, Thorsten
  • Hitstun Type: High
far.5HK
KFM Lau Far 5HK.png
Startup Active Recovery Damage Stun
5 8 20 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-4 -10 High N -
  • Whiffs on crouching Lau
  • Connects on crouch blocking characters, but has much less range against crouch blocking Thorsten
  • Very strong poke vs. Kim/M. Lion due to range and hitbox interactions
  • Hitstun Type: High



Crouching Normals

2LP
KFM Lau 2LP.png
Startup Active Recovery Damage Stun
2 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Mid Y Self-Chain
  • With proper chain timing, this move has almost no pushback, allowing for stun combos with just 2LP
  • Hitstun Type: Mid
2HP
KFM Lau 2HP.png
Startup Active Recovery Damage Stun
4 2*10 17 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-5 -11 High Y (1st hit) -
  • 2nd hit is an anti-air hitbox that almost never connects on grounded opponents, outside of rare circumstances
  • Whiffs on all crouching and crouch blocking characters
  • Hitstun Type: Mid
2LK
KFM Lau 2LK.png
Startup Active Recovery Damage Stun
4 4 4 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+8 +4 Low Y Self-chain (slow)
  • Good range for a fast low starter, allows easy confirm combos
  • After pressuring with jabs, chaining into 2LK can catch attempted backdashes
  • Hitstun Type: Mid
2HK
KFM Lau 2HK.png
Startup Active Recovery Damage Stun
6 6 26 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
SKD -14 Low Y -
  • Low poke with excellent range that can be cancelled into fireball for safety on block



Air Normals

j.LP
KFM Lau 8LP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Hitstun Type: Mid
  • Instant Overhead:
    • 2f timing vs. crouch blocking Sam, Kim-Maree, M. Lion
    • 1f timing vs. crouch blocking Lau, Thorsten, Yeung, Dragonball, Admiral
    • 2f timing vs. crouching Thorsten, M. Lion
    • 1f timing vs. crouching Kim-Maree, Yeung, Drunk, Dragonball, Admiral Jackie
j.HP
KFM Lau 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Damage Stun
6 10 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Good downward reaching attack
  • Hitstun Type: Mid
  • Instant Overhead:
    • 2f timing vs. crouch blocking Sam, Kim-Maree
    • 1f timing vs. crouch blocking Lau, Yeung, M. Lion, Admiral Jackie
    • 2f timing vs. crouching Thorsten, M. Lion
    • 1f timing vs. crouching Yeung, Kim-Maree, Dragonball Jackie, Admiral Jackie
j.LK
KFM Lau 9LK.png
Diagonal
Diagonal
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Can chain into j.HK for a double-hitting crossup
  • Hitstun Type: Mid
  • Instant Overhead:
    • 1f timing vs. crouch blocking Yeung, Sam, M. Lion, Kim-Maree
    • 1f timing vs. crouching Thorsten, Kim-Maree, M. Lion
nj.LK
KFM Lau 8LK.png
Neutral
Neutral
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Hitstun Type: Mid
j.HK
KFM Lau 9HK 1.png
KFM Lau 9HK 2.png
Diagonal
Diagonal
Startup Active Recovery Damage Stun
3 (5) 10 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Initial hitbox has very short range
  • On frame 5, the leg hitbox sticks out with much more range
  • Hitstun Type: Mid
nj.HK
KFM Lau 8HK.png
Neutral
Neutral
Startup Active Recovery Damage Stun
4 8 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - Crossup
  • Very narrow crossup hitbox if the opponent tries to dash under Lau
  • Hitstun Type: Mid



Throws

HP Throw
KFM Lau HP Throw 1.png
KFM Lau HP Throw 2.png
Close
Close
Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
HK Throw
KFM Lau HK Throw 1.png
KFM Lau HK Throw 2.png
Close
Close
Startup Active Recovery Damage Stun
1 - - ? 0
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw


Special Moves


Rising Dragon (Uppercut / Scoop Johnson)
Note: Active frames are listed as "xx" because they can't be easily measured without a hitbox viewer. For now, "Recovery" includes all active + recovery frames 623P

623P
KFM Lau 623P.png
Input Priority:
above 236P
Input Priority:
above 236P
LP Startup Active Recovery Damage Stun
5 xx 26+6 land ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -14 (-12) Mid - Invincible 1-7f
  • Very difficult to punish if spaced out
HP Startup Active Recovery Damage Stun
6 xx 38+12 land ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD -28 Mid - Invincible 1-8f
  • Travels farther, but in combos it is likely to drop the final hits, making it unsafe


Dragon Flame (Fireball) 236P

236P
KFM Lau 236P.png
Input Priority:
below 623P
Input Priority:
below 623P
LP Startup Active Recovery Damage Stun
10 - 37 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-20 -19 High - -
  • Travels slowly; much safer at longer ranges
  • HKD vs airborne opponent
  • Whiffs on crouching Lau/Sam if they hold straight down
    • If there is a short gap in the blockstring between the normal and fireball, they cannot duck underneath
  • Yeung 2HK easily slides underneath; M. Lion's 2HK also slides under, but usually trades with the fireball afterward
  • Thorsten and M. Lion projectiles travel underneath rather than clashing
HP Startup Active Recovery Damage Stun
10 - 48 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-31 -30 High - -
  • Travels quickly; much safer at longer ranges
  • HKD vs airborne opponent
  • Whiffs on crouching Lau/Sam if they hold straight down
    • If there is a short gap in the blockstring between the normal and fireball, they cannot duck underneath
  • Yeung 2HK easily slides underneath; M. Lion's 2HK also slides under, but usually trades with the fireball afterward
  • Thorsten and M. Lion projectiles travel underneath rather than clashing



Desperation


Dragon's Breath 236LP+HP

236LP+HP
KFM Lau Desperation.png
Startup Active Recovery Damage Stun
10 - 50 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD (-24) -22 Mid - -
  • No invincibility on startup
  • Projectile has 6 hits of durability
    • Thorsten's Slash Sword and M. Lion's Bomb both travel underneath
  • If too close, some hits will whiff and it won't knock down, making it unsafe (-24 oH)
  • Frame advantage is much better at farther ranges
  • Surprisingly little chip damage


Combos

-


Strategy

-

Anti-Airs

  • x - x

Reversals

  • x - x

Matchup Notes

Lau

Yeung

Sam

Thorsten

Kim-Maree

M. Lion

Dragonball Jackie

Drunk Jackie

Admiral Jackie


KFM Lau Idle.png KFM Lau Idle Crouch.png


External Links


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