Jackie Chan in Fists of Fire/Mysterious Lion

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YUUUUUUU
*dies*

Intro

JP Name: ミステリアス・ライオン

Mysterious Lion (or M. Lion for short) is an original character to Kung Fu Master and Fists of Fire. Played by Sam Wong in disguise, Lion fights with magic by summoning bombs, teleporting, flying across the screen, and using a shrinking transformation. He doesn't speak, opting instead to communicate through dance and strange squeaking noises.

M. Lion uses a hit-and-run playstyle with his bombs that can either travel a short distance or fullscreen before exploding. Bombs allow for powerful combos on hit and strong pressure on block, in addition to chip damage. His slide is a very fast low attack that is difficult to punish if spaced well, which forces the opponent to either stay at midrange or spend a lot of time crouch blocking. His goal is to frustrate the opponent into overextending as they attempt to make their way in.


Strengths Weaknesses
  • Best punish in the game with 3 frame Lion Crusher
  • Excellent throw range, second only to Kim-Maree
  • Normals like 5LP, 2HK, and far.5HK are very strong in neutral
  • Lion Bombs are great for chip, and usually lead to a stun combo on hit
  • Ultra Heavy weight makes many juggles impossible against him
  • In the corner, his throws and HP Lion Crusher become extremely powerful
  • Super can be used to timer scam some characters that have no way to hit Chibi-Lion
  • Recovers from dizzy more quickly than most characters
  • Awkward execution (frequently leading to accidental Lion Bombs)
  • The game slows down during Lion Bomb, making it hard to properly input followups
  • Applying pressure with lights cancelled into Lion Bomb is risky, as the opponent can dash through it
  • Overhead is slow, weak, and difficult to combo off of at many ranges
  • Juggles can be difficult to convert, and the timing is character/range specific
  • Super is risky to activate, and has no combo utility


Character Stats


General Stats
Base Defense Stun Defense Throw Range
232 (High) 12800 (Very High) 73 (A+)


Wakeup Data
Neutral Rise Forward Roll Backward Roll
32f 59f 53f


Meter Data
Charge Rate Charge Recovery
19% /sec 7f
Taunt Meter Drain Taunt Duration
40% 109f


Movement Data
Weight Prejump Frames Jump Frames
Very Heavy 7f 52f (Fast)
Backdash Duration Backdash Distance Back Walkspeed
19f (Average) 114 (Short) Very Slow
Forward Dash Speed Forward Walkspeed
4.2 (B) Very Slow



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 MLion 5LP.png
Startup Active Recovery Guard Hit Adv Block Adv
6 5 8 Mid +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 Y - High
  • Start of Normal Autocombo (LP>LP>LP>LP>LP>LP)
cl.5HP
JCFoF MLion Close 5HP 1.png
JCFoF MLion Close 5HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
7 3 37 High -14 -17
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 (24) 1792 (1536) 448 (384) Y - High
  • 28 dmg on first active frame, 24 dmg on last 2 active frames
  • Proximity range: ≤ 65
  • Very short proximity range makes it difficult to confirm vs standing opponents in combos
far.5HP
JCFoF MLion Far 5HP.png
Startup Active Recovery Guard Hit Adv Block Adv
11 3 32 High -9 -12
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 N - High
  • Theoretically has a good AA hitbox, but it mostly hits behind despite being a far normal
  • Proximity range: ≥ 66
5LK
JCFoF MLion 5LK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 5 8 Low +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 Y OTG Mid
  • Start of Special Autocombo (LK>LK>HK>HP>HP>LP+HP)
  • Not a proximity normal like most 5LKs
cl.5HK
JCFoF MLion Close 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 9 27 High -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 2048 512 N - High
  • Proximity range: ≤ 87
far.5HK
JCFoF MLion Far 5HK.png
Startup Active Recovery Guard Hit Adv Block Adv
7 10 26 Mid -10 -13
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
30 1280 480 N - Mid
  • Useful as an anti-air against some characters, but a little awkward to time
  • Good neutral button, similar to Drunk Jackie far.5LK but riskier to whiff
  • Proximity range: ≥ 88


Crouching Normals

2LP
JCFoF MLion 2LP.png
Startup Active Recovery Guard Hit Adv Block Adv
4 6 6 Mid +7 +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 Y Self-chain (slow) Mid
  • Useful in hitconfirms, but should switch to 5LP before attempting 646P cancel due to input leniency issues causing 236P to come out instead
2HP
JCFoF MLion 2HP 1.png
JCFoF MLion 2HP 2.png
Startup Active Recovery Guard Hit Adv Block Adv
9 (11) 2*9 27 Mid / High -10 (-12) -13 (-15)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12*16 768*1024 192*256 Y (1st Hit) - Mid / High
  • 2 hits
  • (refers to crouching hit/block data)
  • Can anti-air, but a little inconsistent
2LK
JCFoF MLion 2LK.png
Startup Active Recovery Guard Hit Adv Block Adv
4 6 7 Low +6 +4
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
9 768 144 Y Self-chain (slow) Mid
  • Main combo/blockstring starter
  • OTG vs M. Lion
2HK
JCFoF MLion 2HK.png
Startup Active Recovery Guard Hit Adv Block Adv
6 13 21 Low -8 to +4 -11 to +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 N OTG, No-Chain Mid
  • Great poke that is safe when well-spaced


Air Normals

j.LP
JCFoF MLion 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
10 512 160 - Crossup Mid
  • Instant overhead if used within the first 2 airborne frames
j.HP
JCFoF MLion 8HP.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 11 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 1280 320 - Spike, Squish Mid
  • Instant overhead if used within the first 3 airborne frames
  • When used as an instant overhead, can also chain into 8HK for high damage (but risky) round ender
  • OTG vs M. Lion
j.LK
JCFoF MLion 8LK.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
12 512 192 - Crossup (small hitbox) High
  • Not much use outside of air-to-air juggles
j.HK
JCFoF MLion 8HK.png
Neutral/Diagonal
Neutral/Diagonal
Startup Active Recovery Guard Hit Adv Block Adv
6 9 - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Crossup, OTG, Spike, Squish Mid
  • Instant overhead if used within the first 7 airborne frames


Command Normals

6HP
JCFoF MLion 6HP.png
Mighty Cape
Mighty Cape
Startup Active Recovery Guard Hit Adv Block Adv
11 3 38 High -12 -15
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
28 1024 448 - - High
  • Decent poke from long range to stop dashes, but frame disadvantage allows opponent to gain ground afterward
  • A bug prevents Lion from chaining into 6HP if he is within cl.5HP activation range
6HK
JCFoF MLion 6HK 1.png
JCFoF MLion 6HK 2.png
Universal Overhead
Universal Overhead
Startup Active Recovery Guard Hit Adv Block Adv
15 (24) 2(7)2 16 High / Overhead +8 +5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
4*4 512*1024 64x2 - KD0 (2nd hit) High / Mid
  • 2 hits (only 2nd hit is an overhead)
  • (refers to startup vs crouchers)
  • Abysmal damage for a HK button; equivalent to the game's weakest light normal if it hits a crouching opponent

Throws

HP Throw
JCFoF MLion HP Throw 1.png
JCFoF MLion HP Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
32 0 512 - Backturn -
  • Corner resets after this throw cannot be backdashed due to the turnaround animation, making it very powerful
  • Range: 73
HP Crouch Throw
JCFoF MLion Crouch Throw 1.png
JCFoF MLion Crouch Throw 2.png
Startup Active Recovery Guard Hit Adv Block Adv
1 - - Throw KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
26* 0 64 * 32 each - Mashable -
  • Damage varies significantly depending on Lion's and opponent's mashing speed
  • 26 dmg if P1/P2 mash equally, possible range from 8-102 dmg
  • Range: 73

Special Moves


Lion Crusher (Psycho Crusher) 646P

646P
JCFoF MLion 646P 1.png
JCFoF MLion 646P 2.png
Input Priority:
above 236P and 63214P/K
Input Priority:
above 236P and 63214P/K
LP Unmashed Startup Active Recovery Guard Hit Adv Block Adv
3 12* 31 Mid -7 (-9 partial mash) -10 (-12 partial mash)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*8*8 1024*512x2 256*128x2 - Mashable, Airborne 8-27f -
  • Active frame distribution: 3(4)2*[3]*4 -- 16f start to finish, 12 actual active frames
  • This move should always be mashed, as it's safer on block and leads to juggles on hit
  • Execution Tip: in combos, input like a 360 motion starting with forward
  • OTG vs M. Lion (1 hit)
LP Mashed Startup Active Recovery Guard Hit Adv Block Adv
3 15* 28 Mid KD -8
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16*
[8*2]x2
1024*
512x4
256*
[128*32]x2
- Mashable
Airborne 8-27f
-
  • Active frame distribution: 3(4)2*[3]*4*[3] -- 19f start to finish, 15 actual active frames
  • The mashed version of LP Lion Crusher is M. Lion's primary combo ender as it leads to juggles afterward
  • Execution Tip: in combos, input like a 360 motion starting with forward
HP Unmashed Startup Active Recovery Guard Hit Adv Block Adv
3 15* 34 Mid -38 (KD from range) -41
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14 * 10x5 512x6 224*160x5 - Mashable, Airborne 10-55f -
  • Active frame distribution: 3(4) 2(5) 2(7) 2(7) 3(6) 3 -- 44 frames start to finish, 15 actual active frames
  • Can knock down on final hit if started from far away, which may lead to juggle
  • Around -13 on block at best from max range, but recovers closer to opponent
  • OTG vs M. Lion (1 hit)
HP Mashed Startup Active Recovery Guard Hit Adv Block Adv
3 30* 32 Mid -40 (KD from range) -39
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
14*
[10*2]x5
512x10 224*
[160*32]x4*160
- Mashable
Airborne 10-55f
-
  • The (2) damage represents the extra hits when mashed; not all hits of the move can connect
  • Active frame distribution [=extra hits]: 3(4) 2*[3]*4*[3](4) 2*[3](4) 3*[2](4) 3*[2] -- 46 frames start to finish, 30 actual active frames, final [2] active frames replace recovery frames
  • Can knock down on final hit if started from far away, which may lead to juggle
  • Around -13 on block at best from max range, but recovers closer to opponent


Lion Bomb (Baby Bomb) 236P

236P
JCFoF MLion 236LP 1.png
JCFoF MLion 236LP 2.png
Input Priority:
above 63214P/K, below 646P
Input Priority:
above 63214P/K, below 646P
LP Startup Active Recovery Guard Hit Adv Block Adv
8+26 9* 6 Mid +35 +20
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
7x5 768x5 112x5 - OTG -
  • 48f total animation, travels a short distance
  • Bomb will not spawn if Lion is hit before frame 8
  • Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
  • Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
  • Frame data assumes first active frame and all 5 hits connects, can vary
  • Destroys projectiles when colliding with them
HP Startup Active Recovery Guard Hit Adv Block Adv
15+51 9* 0* Mid ~+81 ~+80
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
7x5 768x5 112x5 - OTG -
  • 55f total animation, travels full screen
  • Bomb will not spawn if Lion is hit before frame 15
  • Active frame distribution: 1(1)1(1)1(1)1(1)1 -- 9f start to finish, 5 actual active frames
  • M. Lion recovers before the bomb detonates, so startup/active/recovery is all measured independently
  • Not all hits will connect at all ranges; damage listed assumes all 5 hits connect
  • Frame data assumes first active frame and all 5 hits connects, can vary
  • Destroys projectiles when colliding with them


Teleport 63214P or 63214K

63214P or 63214K
JCFoF MLion Teleport 1.png
JCFoF MLion Teleport 2.png
JCFoF MLion Teleport 3.png
Input Priority:
below 646P and 236P
Input Priority:
below 646P and 236P
LP Startup Active Recovery Guard Hit Adv Block Adv
57 - 7 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-57f -
  • Teleports to same side, near opponent
  • 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
HP Startup Active Recovery Guard Hit Adv Block Adv
57 - 7 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-57f -
  • Teleports to same side, around 1/2 screen from opponent (unless corner forces you closer)
  • 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
LK Startup Active Recovery Guard Hit Adv Block Adv
57 - 7 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-57f -
  • Teleports to opposite side, near opponent
  • 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58
HK Startup Active Recovery Guard Hit Adv Block Adv
57 - 7 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-57f -
  • Teleports to opposite side, around 1/2 screen from opponent (unless corner forces you closer)
  • 64f total animation; disappears on frame 20, reappears frame 45, becomes vulnerable on frame 58

Super


Mini-Lion Transformation 646LP+HP

646LP+HP
(Transform)
JCFoF MLion Teleport 1.png
JCFoF MLion Teleport 2.png
JCFoF MLion Super Mini.png
Startup Active Recovery Guard Hit Adv Block Adv
14+37 533 0 - - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
- - - - Invincible 1-37f -
  • 14f startup pre-flash, then falls as Mini-Lion for 37f (Super flash lasts 20f, not included in invincibility)
  • Invincibility lasts until Mini-Lion appears; can be hit on the way down from initial transformation
  • Gains new moves but can no longer dash, use normals, throw, or be thrown
  • Super ends if Lion is stunned or knocked down
  • Mini-Lion still has 7 prejump frames like normal Lion, which is important for timing his K drone attack
  • 533f active = 8.88 real seconds, 6.58 seconds on game timer
  • If using Self-Destruct or Lion Force as transformation time ends, Mini-Lion will land before reverting to regular Lion
  • Super may accidentally come out if you try to mash Lion Crusher with both LP and HP buttons
    -Only mash with 1 button to avoid this (mash timing for Lion Crusher is lenient)
+P
(Self-Destruct)
JCFoF MLion Super P 1.png
JCFoF MLion Super P 2.png
Startup Active Recovery Guard Hit Adv Block Adv
9 10 43 to 54 Mid -12 (-23) -11 (-22)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8x5 1024x5 128x5 - OTG, Air OK -
  • Explosion knocks Mini-Lion upward
    • The higher he is, the more recovery there is
  • Explosion cannot be stopped even if Mini-Lion is hit during the first startup frame
  • Cannot be activated while in proximity guard
+K or +6K
(Lion Force)
JCFoF MLion Super K 1.png
JCFoF MLion Super K 2.png
Hidden Missiles!
Hidden Missiles!
Startup Active Recovery Guard Hit Adv Block Adv
61 ground, 24-42 air until ground - Overhead - -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16x3 2048 each 256 each - OTG, Air OK -
  • 3 Lion Drones appear from the air, their position depending on which button was pressed
  • LK = 1/4 screen, HK = 1/2 screen, 6LK = 3/4 screen, 6HK = full screen
  • Drones spawn at the very top of the screen (beyond what is visible even while jumping) and drop slowly to the ground in a group of 3
  • From the ground, Mini-Lion will jump and call the drones, which has a 61f animation
  • If airborne, he will call drones and then drop, which takes 24f (min height) to 42f (max height)
  • A low jump drone call into immediate self-destruct is very difficult to punish, as the drones will cover the recovery, allowing you to repeat the cycle
    • Well-placed drones + self destruct can instantly stun everyone besides Thorsten/M. Lion, if all hits connect
  • Cannot be activated while in proximity guard

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 MLion GetupLK.png
Startup Active Recovery Guard Hit Adv Block Adv
8 17 12 Overhead KD -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1028 384 - Invincible 1-7f, Airborne 1-28f -
  • More useful due to being airborne and invincible throughout startup.
  • A lot of pushback on block, tons of active frames, and very few recovery frames make it hard to punish.
Getup HK
JCFoF MLion GetupHK.png
Startup Active Recovery Guard Hit Adv Block Adv
14 3 23 Low KD -3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
24 1024 384 - Invincible 1-10f, OTG -
  • A rare getup attack with invincibility that doesn't extend throughout the entire startup
  • KD Timer is very short, but if you land a quick OTG afterward it resets the KD timer to allow for more OTGs
  • Recovers in a crouching state, so it must be whiff punished with moves that work against crouchers
Pursuit Attack
8LP or 8HP
JCFoF MLion PursuitA 1.png
JCFoF MLion PursuitA 2.png
Startup Active Recovery Guard Hit Adv Block Adv
54 4 43 Overhead [-41] / (-25) [-37] / (-21)
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
16 * (4 each) 768 - - OTG, Mashable -
  • Only usable on a knocked down opponent
  • First hit does 16 damage, all mashed followups do 4 damage each
  • Damage scales as though it is part of a combo (rather than OTG scaling)
  • 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
    -In this situation, M. Lion only has a hurtbox during his final 9 recovery frames as he teleports away
    -(Frame Advantage) only if the final active frame connects, causing M. Lion to stagger as though he whiffed
Pursuit Counter
Any 2 Buttons
JCFoF MLion PursuitC 1.png
JCFoF MLion PursuitC 2.png
Startup Active Recovery Guard Hit Adv Block Adv
- - - - KD -
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
20 0 320 - - -
  • 2f window to counter an opponent's pursuit attack; can counter against any hit of the pursuit attack
  • M. Lion will take damage before the Counter happens, so it cannot save him from a KO
  • Counter can only be performed while knocked down
    -If M. Lion wakes up before the Pursuit Attack connects, he cannot use Pursuit Counter against it
  • Can juggle afterward from anywhere on screen

Auto Combos


Normal Autocombo - LP > LP > LP > LP > LP > LP

JCFoF MLion AutoN 2.png
> LP

(2)
Startup Active Recovery Guard Hit Adv Block Adv
11 3 27 Mid -4 -7
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - -
  • Same animation as far.5HK; OTG vs M. Lion
JCFoF MLion AutoN 3.png
> LP

(3)
Startup Active Recovery Guard Hit Adv Block Adv
22 2 12 High +5 +3
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - -
  • Doesn't combo
  • Same animation as 2HP (only one hit) while sliding forward
JCFoF MLion AutoN 4.png
> LP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
10 2 15 Mid +2 +0
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - -
  • Same animation as 5LP
JCFoF MLion AutoN 5.png
> LP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
15 2 31 High -7 -10
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - -
  • Same animation as far.5HP
JCFoF MLion AutoN 6.png
> LP

(6)
Startup Active Recovery Guard Hit Adv Block Adv
16 2 36 High -12 -15
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
12 1024 192 N - -
  • Same animation as 6HP cape attack


Special Autocombo - LK > LK > HK > HP > HP > LP+HP

JCFoF MLion AutoS 2.png
> LK

(2)
Startup Active Recovery Guard Hit Adv Block Adv
9 2 14 Mid +3 +1
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
8 512 128 N - -
  • Animation is similar to 2LK, but performed while standing
  • Initial 5LK is a standing low, so LK > LK is a somewhat useful string due to its frame advantage and hitconfirmability
JCFoF MLion AutoS 3.png
> HK

(3)
Startup Active Recovery Guard Hit Adv Block Adv
11 2 27 Mid -3 -6
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - -
  • Same animation as far.5HK; OTG vs M. Lion
JCFoF MLion AutoS 4.png
> HP

(4)
Startup Active Recovery Guard Hit Adv Block Adv
18 2 39 High -15 -19
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - -
  • Same animation as 6HP cape attack, but rotating in the opposite direction
JCFoF MLion AutoS 5.png
> HP

(5)
Startup Active Recovery Guard Hit Adv Block Adv
12 2 26 Low -2 -5
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
10 512 160 N - -
  • Similar animation to 6HP cape attack, but performed while crouching; OTG
JCFoF MLion AutoS 6.png
> LP+HP

(6)
Startup Active Recovery Guard Hit Adv Block Adv
17 23 29 Mid -8 -11~-25
Damage Stun KD Timer Special Cancel Attribute Hitstun Type
6x5 512x5 96x5 N - -
  • Same animation as 646P (Lion Crusher) but no mashable properties; airborne 12-41f
  • -24 at worst in corner, -10 at best midscreen; OTG vs M. Lion


Hurtboxes/Hitstun

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

"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/Gold
LK/HK Blue/Gold

Boss Version Colors

Evil Lion P1 - Purple/Red
Evil Lion P2 - Black/Gold

Select Boss variant with Start+Button on character select screen

Character Poses

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


Stages

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


External Links




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