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
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- 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
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- 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)
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Character Stats
Prejump Frames: 3
Jump Frames: 44
Backdash Frames: 18 (all invincible)
Frame Data Info (click to expand)
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Damage
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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
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Stun
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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
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Guard
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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.
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Startup
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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).
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Active
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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.
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Recovery
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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).
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Hit Adv
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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)
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Block Adv
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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.
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Special Cancel
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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.
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Attribute
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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
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Hitstun Type
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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.
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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
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Startup
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Active
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Recovery
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Damage
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Stun
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2
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6
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2
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Mid
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Y
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Self-chain (slow)
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far.5LP
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Startup
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Active
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Recovery
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Damage
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Stun
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2
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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High
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Y
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Self-chain
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- Whiffs on all crouching and crouch blocking characters
- Hitstun Type: High
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cl.5HP
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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2*10
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16
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-4
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-10
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High
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Y (1st hit)
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-
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- 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
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far.5HP
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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8
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13
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+3
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-3
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High
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Y
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-
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- 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
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cl.5LK
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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6
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10
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+0
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-4
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Low
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N
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-
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far.5LK
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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6
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9
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+1
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-3
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High
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Y
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-
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- 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
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cl.5HK
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Startup
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Active
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Recovery
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Damage
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Stun
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7
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7
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19
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-2
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-8
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High
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N
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-
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- Whiffs on crouching Lau, Sam
- Whiffs on crouch blocking Yeung, Thorsten
- Hitstun Type: High
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far.5HK
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Startup
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Active
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Recovery
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Damage
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Stun
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5
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8
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20
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-4
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-10
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High
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N
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-
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- 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
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Crouching Normals
2LP
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Startup
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Active
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Recovery
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Damage
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Stun
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2
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Mid
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Y
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Self-Chain
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- With proper chain timing, this move has almost no pushback, allowing for stun combos with just 2LP
- Hitstun Type: Mid
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2HP
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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2*10
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17
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-5
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-11
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High
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Y (1st hit)
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-
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- 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
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2LK
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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4
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4
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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+8
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+4
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Low
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Y
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Self-chain (slow)
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- 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
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2HK
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Startup
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Active
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Recovery
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Damage
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Stun
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6
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6
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26
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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SKD
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-14
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Low
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Y
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-
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- Low poke with excellent range that can be cancelled into fireball for safety on block
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Air Normals
j.LP Neutral/Diagonal Neutral/Diagonal
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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until ground
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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- 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
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j.HP Neutral/Diagonal Neutral/Diagonal
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Startup
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Active
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Recovery
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Damage
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Stun
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6
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10
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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- 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
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j.LK Diagonal Diagonal
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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until ground
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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Crossup
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- 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
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nj.LK Neutral Neutral
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Startup
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Active
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Recovery
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Damage
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Stun
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3
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until ground
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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-
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|
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j.HK Diagonal Diagonal
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Startup
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Active
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Recovery
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Damage
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Stun
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3 (5)
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10
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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Crossup
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- Initial hitbox has very short range
- On frame 5, the leg hitbox sticks out with much more range
- Hitstun Type: Mid
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nj.HK Neutral Neutral
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Startup
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Active
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Recovery
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Damage
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Stun
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4
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8
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-
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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-
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-
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Overhead
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-
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Crossup
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- Very narrow crossup hitbox if the opponent tries to dash under Lau
- Hitstun Type: Mid
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Throws
HP Throw Close Close
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Startup
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Active
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Recovery
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Damage
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Stun
|
1
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-
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-
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?
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0
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-
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Throw
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-
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-
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- Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
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HK Throw Close Close
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Startup
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Active
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Recovery
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Damage
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Stun
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1
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-
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-
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?
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0
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-
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Throw
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-
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-
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- Because Lau has two throws, he can plink 6HP~6HK (or 4HP~4HK) to increase the timing window for a reversal throw
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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 Input Priority: above 236P Input Priority: above 236P
|
LP
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Startup
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Active
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Recovery
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Damage
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Stun
|
5
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xx
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26+6 land
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?
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?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-14 (-12)
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Mid
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-
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Invincible 1-7f
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- Very difficult to punish if spaced out
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HP
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Startup
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Active
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Recovery
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Damage
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Stun
|
6
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xx
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38+12 land
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?
|
?
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Hit Adv
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Block Adv
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Guard
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Special Cancel
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Attribute
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HKD
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-28
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Mid
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-
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Invincible 1-8f
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- Travels farther, but in combos it is likely to drop the final hits, making it unsafe
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Dragon Flame (Fireball)
236P
236P Input Priority: below 623P Input Priority: below 623P
|
LP
|
Startup
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Active
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Recovery
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Damage
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Stun
|
10
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-
|
37
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?
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?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
-20
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-19
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High
|
-
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-
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- 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
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HP
|
Startup
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Active
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Recovery
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Damage
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Stun
|
10
|
-
|
48
|
?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
-31
|
-30
|
High
|
-
|
-
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- 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
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Desperation
Dragon's Breath
236LP+HP
236LP+HP
|
Startup
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Active
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Recovery
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Damage
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Stun
|
10
|
-
|
50
|
?
|
?
|
Hit Adv
|
Block Adv
|
Guard
|
Special Cancel
|
Attribute
|
HKD (-24)
|
-22
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Mid
|
-
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-
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- 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
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Combos
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Strategy
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Anti-Airs
Reversals
Matchup Notes
Lau
Yeung
Sam
Thorsten
Kim-Maree
M. Lion
Dragonball Jackie
Drunk Jackie
Admiral Jackie
External Links
General (Fists of Fire)
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Playable Characters
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Boss Characters
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