Jackie Chan in Fists of Fire/Mysterious Lion/Combos

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JCFoF MLion Charge.png


M. Lion's Combo Video Guide - Spabobin
Combo Section Info (click to expand)
Notation Chained Normals are denoted by an angled bracket ">" between hits
--If part of an Autocombo, include this info; e.g. 5LP > 5HP (Autocombo)
Rapid Fire Normals are denoted by a multiplier 'x'
--Ex: 2LP x3
Special/Super cancels are denoted by 'xx'
--Ex: 2HK xx 236HP
Links are denoted by a comma
--Ex: 5LK, dash 2LK
[Square brackets] can mean different things depending on context:
--A sequence that must be repeatedly looped: [2LP, dash 2LP] = dash 2LP infinite
--Part of a combo that is only possible under certain circumstances, like a juggle ender that only works in the corner
--An optional attack that may be added for more damage; i.e. 2LK 2LP [cl.5HP], where cl.5HP can add damage vs. standing opponents
Damage The amount of damage a move does. May be listed in a few ways:
100% = The combo is a Touch of Death (stuns or kills outright)
varies = The possible damage changes significantly based on various factors
x% = Percent of health bar depleted when used against a full-health Jackie Chan character (unless character specific)
--Because of the way damage scaling and Defense Values work in Fists of Fire, using 'Base Damage' for combos is not very useful
--Damage variation between opponents is minimal, generally within a 1% range
Location Where on the screen the combo can be performed
Anywhere = The combo is not affected by screen position
Corner = The combo must be performed in the corner, or started close enough to the corner for a particular link/juggle to work
--May list qualifiers like 'Near Corner' or 'Midscreen to Corner' to specify ranges that the combo can be used
Midscreen = The combo must not be performed on a fully cornered opponent
Character Specific The characters that a combo can be performed on
Universal = No character restrictions
May list qualifiers like 'Standing', 'Crouching', or 'Everyone except (character)'
If an asterisk (*) appears next to a character's name, check Notes for specific conditions that may apply to that character.
Notes Extra relevant information about the combo that may not easily be explained in the original notation
May include slight variations to the combo that are not important enough to warrant their own entry.
Video A link to the combo being performed. If part of a larger video, include the timestamp.

Hitconfirm Combos

Combo Note: the easiest post-stun combo is j.HK > j.HP, mash 646LP, juggle 2HK. Be as close as possible when starting the forward jump
cl.5HK > cl.5HP xx mash 646LP will also KO, but only works against Lau, Thorsten, Drunk Jackie, and Dragonball Jackie
2LK is more reliable for midscreen juggles, and always works after air resets. 5LK is more useful in some character-specific corner juggles.
When using 646HP in combos, you must be very close to the corner or Lion will cross through, making it very unsafe.

Notation Damage Location Characters Notes
2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK

54%

Anywhere

Everyone but
Drunk Jackie

  • Lion's only real standard hitconfirm; 2LP > 5LP chains more slowly than usual
  • Juggling with 2LK > cl.5HK > far.5HP is easier to time, but gives much worse positioning
  • In the corner, this sets up Lion for a strong meaty/throw mixup


2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > 2LP > cl.5HK

48%

Anywhere

Drunk Jackie,
Lau

  • Same as previous combo, but the juggle is cut short
    • M. Lion can never get both heavy normals to juggle vs. Drunk Jackie
  • This route is recommended vs. Lau due to juggle inconsistencies
    • To get the stronger route, juggle must occur at the earliest or latest possible timing


2LK, 2LP x2 > 5LP xx mash 646HP,
(dash) 2LK > cl.5HP > cl.5HK (stun)

100%
(69%)

Corner

Everyone but Lau,
Admiral Jackie,
Drunk Jackie

  • vs. Kim-Maree & Thorsten: microdash before 2LK
  • vs. Thorsten & M. Lion: no stun, but juggle still works
  • vs. Yeung: juggle is very lenient; switch sides first to make it easier


2LK, 2LP x2 > 5LP xx mash 646HP,
dash 5LK > cl.5HP > cl.5HK (stun)

100%
(61%)

Corner

Lau,
Admiral Jackie,
*Drunk Jackie

  • vs. Lau & Admiral: microdash 5LK required; 2LK will whiff
  • vs. Drunk Jackie: no stun because full juggle can't connect
    -Use microdash 5LK > cl.5HK (~61% dmg)
  • 5LK will work on the other characters too, but has more strict timing


cl.5HK > cl.5HP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK

76%

Anywhere

Lau, Thorsten, Drunk, Dragonball (Standing)

  • Strong punish combo, especially useful for optimal post-stun damage
  • On other characters, the cl.5HP whiffs
  • vs. Drunk: end with 2LK > 2LP > cl.5HK


cl.5HK > 2HP (1st hit) xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK

69%

Anywhere

Admiral, M. Lion (Standing)

  • Weaker version of the previous combo that works on more characters
    • This also works on Lau, Thorsten, Drunk, & Dragonball, but no reason to use it
  • See earlier combos for character-specific juggle information


236LP Bomb,
dash 2LK > 5LP xx mash 646LP,
dash 2LK > cl.5HK > far.5HP (stun)

100%

Anywhere

Everyone but Thorsten & M. Lion

  • Requires all 5 hits of bomb to connect
  • vs. Drunk Jackie & Lau: juggle with dash 2LK > 5LP > cl.5HK instead
    -The normal route can work on Lau, but is less consistent


236LP Bomb,
dash cl.5HK > 2HP (1st hit) xx mash 646LP,
dash 2LK > cl.5HK > far.5HP (stun)

100%

Anywhere

Thorsten

  • Extremely difficult variation of previous combo to stun Thorsten midscreen
  • Bomb must hit from as close as possible while still getting all 5 hits
  • This ending juggle is much more lenient than the usual 2LK > cl.5HP > cl.5HK route


236LP Bomb,
[dash 5LP] xx mash 646HP,
2LK/5LK > cl.5HK (stun)

100%

Corner

Universal

  • Rrefer to previous 646HP combos for character-specific juggle information
  • [Dash 5LP] is only required vs. Drunk Jackie, Thorsten, & M. Lion
  • vs. Drunk Jackie: juggle with 5LK > far.5HP instead
  • vs. M. Lion: juggle with 2LK > cl.5HP > cl.5HK instead


Juggle timing window (in Frames): Midscreen 646LP into 2LK/5LK > cl.5HP > cl.5HK
Opponent's Character 2LK Juggle 5LK Juggle Notes
Thorsten 4 -- From most midscreen hitconfirms, 5LK > cl.5HP is impossible
M. Lion 5 -- From most midscreen hitconfirms, 5LK > cl.5HP is impossible (or 1f timing at best)
Lau 3 (8) 2 2 Full 2LK juggle only works on the first 3 or final 2 frames; 8f in the middle causes cl.5HK to whiff
-5LK > cl.5HP > cl.5HK only works on final 2 frames, very difficult
-Recommend using 2LK > cl.5HK instead
Kim-Maree 9 5 --
Dragonball Jackie 12 8 --
Drunk Jackie 12 10 End juggle with only cl.5HK; can't juggle an additional 5HP
-Wait until near the end of Lion's dash, as Drunk Jackie gets launched far away
Admiral Jackie 13 9 --
Sam 14 12 On the final possible 2LK juggle frame, Sam gets juggled backwards with 2LK (still extremely lenient)
Yeung 19 16 Both are very lenient; there is 1f where 2LK juggles backwards, so 5LK may be better
-It is strategically better to let Yeung land, then use OTG infinite if you can execute it


Throw Combos

Note: Each character has their most consistent throw juggle listed, but more optimal routes are often possible with strict timing.
Crouch Throw damage varies based on relative mashing speed between players.
Stand Throw leaves the opponent in a backturned state for a stronger mixup.

Notation Damage Location Characters Notes
Stand / [Crouch] Throw,
dash 5LK > cl.5HP > cl.5HK

46%
[~42%]

Near corner

Yeung, Dragonball Jackie

  • If you can't quite get point blank for the juggle, omit the cl.5HP
  • vs. Yeung: using OTG relaunch is a better idea


Stand / [Crouch] Throw,
dash 5LK > cl.5HK > far.5HP

46%
[~42%]

Near corner

Admiral Jackie

  • Most consistent route vs. Admiral; for stronger mixup, omit the 5HP
    -5LK > 2LP > cl.5HK can also work, but corner juggle is awkward
  • If very deep in the corner, you may need to dash out before starting the juggle due to turnaround bug


Stand / [Crouch] Throw,
dash 2LK > 2LP > cl.5HK

40%
[~36%]

Near corner

Lau, Thorsten, Sam, Kim, M. Lion

  • The previous route can work on these characters, but is very inconsistent
  • Pushing a strong mixup is more important than getting optimal juggle damage in the corner


Stand / [Crouch] Throw,
dash 2LP/2LK > cl.5HK

37%
[~33%]

Near corner

Drunk Jackie

  • Use 2LP if juggling earlier; 2LK only works very late and is hard to time


6HP/4HP Stand Throw, dash 2HK

33%

Midscreen

Yeung, Admiral, Drunk, Dragonball Jackie

  • Weak midscreen juggle after throw
    -Must 2HK near the end of the dash
  • vs. Yeung: using OTG relaunch is a better idea


3HP/1HP Crouch Throw, dash 2HK

~29%

Midscreen

Lau, Yeung,
Admiral Jackie,
Kim, M. Lion

  • Weak midscreen juggle after crouch throw
    -Must 2HK near the end of the dash
  • vs. Yeung: using OTG relaunch is a better idea
  • Throw damage varies based on relative mashing speed between players



Overhead Combos

Combo Note: In most cases, the opponent must be crouching to make the first hit of 6HK whiff, reducing M. Lion's pushback

Notation Damage Location Characters Notes
6HK, 2LP xx mash 646LP,
dash [2LK > cl.5HP > cl.5HK]

41%*

Anywhere

Universal*
(crouching)

  • Note: see [Hitconfirms Section] for character-specific juggle details after 646LP
  • Can use 2LK > 5LP for easier confirm, but damage doesn't change


6HK, 2LK > 5LP xx mash 646HP,
(dash) 2LK > cl.5HP > cl.5HK (stun)

100%
(57%)

Corner

Universal*
(crouching)

  • Note: see [Hitconfirms Section] for character-specific juggle details after corner 646HP
  • Stuns everyone except M. Lion (high stun) & Drunk Jackie (weaker juggle)
  • vs. Thorsten: after 6HK use 2LK > 2LP > 5LP, then microdash 1f before 5LK (very impractical)



OTG Options

Notation Damage Location Characters Notes
2HK, 5LK, 2HK

~12%

Midscreen

Universal

  • Basic OTG combo. Dash before 5LK if midscreen.


5LK, (link) mash 646LP,
dash out of corner, repeat

100%

Midscreen to Corner

Yeung

  • Yeung OTG infinite. Must slightly delay the 646LP (not a special cancel)
  • Starting midscreen will almost always take you to the corner after one rep
  • Does incredibly low damage each rep; more likely to time out than kill.
  • If Yeung has the life lead, you may need to use a reset at some point.


5LK, dash 5LK > cl.5HP > cl.5HK

~26%

Anywhere

Yeung

  • Yeung OTG juggle - not an infinite, but easy with good damage + positioning
  • If Yeung is backturned (after 6HP/4HP Throw), won't work midscreen
    -Needs an alternate juggle route


2HK, 2LK xx 236HP

8% +
6% chip

Midscreen

Yeung

  • Sends Yeung near fullscreen into a meaty bomb for extra chip damage
  • Must start 2HK from very close range


(Evil Lion only)
5LK, 2LK > cl.5HP > cl.5HK, jump,
j.LP > j.LK > j.HP, land 2LK (repeat)

100%

Corner

Yeung

  • Evil Lion OTG Infinite (incredibly difficult)
  • Neutral jump after 6HP/4HP Throw (backturned knockdown)
  • Forward jump after regular knockdown, dash out of corner each rep
  • Must delay the j.LP as late as possible, and hit 2LK immediately after landing



Miscellaneous Combos

Notation Damage Location Characters Notes
Getup LK, dash 2LK > cl.5HP > cl.5HK

Up to
41%

Near Corner

Universal*

  • Note: Juggle options are the same as after 646LP
    -See [Hitconfirms Section] for character-specific juggle details
  • Depending on the distance from the corner, you may have to improvise a less optimal juggle
    Ex: 2LK > cl.5HK; 2LK > 5LP > far.5HP
  • Lighter characters allow more time to dash in for the juggle, enabling combo farther away from the corner


Pursuit Counter, dash 2LK > cl.5HP > cl.5HK

Up to
38%

Anywhere

Universal*

  • Opponents fall very slowly, giving plenty of time for a juggle
  • vs. Lau, Admiral, Sam, Kim, M. Lion: 2LK > 2LP > cl.5HK is much more consistent
    -If attempting the optimal juggle, delay your dash and juggle as late as possible
  • vs. Drunk Jackie: juggle with 2LK > cl.5HK


2LK > 2LP > 6HK (2 hits),
5LP xx mash 646LP

24%+

Anywhere

Yeung
(Crouching)

  • Both hits of 6HK combo due to crouching Yeung's expanding hurtbox
  • Can convert this into the Yeung OTG infinite
  • Lion can also chain into 6HP vs. crouching Yeung, but this is always unsafe on hit


236HP Bomb, dash + forward jump,
j.LK > j.LP > j.HK > j.HP, mash 646HP,
2LK > cl.5HK (stun)

100%

Corner

Kim-Maree,
Thorsten,
M. Lion

  • Extremely impractical novelty combo
  • Air normals must be chained slowly to allow a combo after landing
  • Kim & Thorsten will be stunned by just the 646HP


Short hop + LK Drone Call,
Self Destruct (P) (stun)
(during Super)

varies

Anywhere

Everyone but Thorsten, M. Lion

  • If all 3 drones and all 5 hits of Self Destruct hit, all normal-stun characters become dizzied
  • This relies on the opponent trying to approach Chibi-Lion for a punish, with a fairly specific timing/spacing
  • After stun, you can either call drones + explode again or get a full combo if the Super transformation ends



Evil Lion Combos

Notation Damage Location Characters Notes
Mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HP > cl.5HK (stun)

100%

Anywhere

Yeung*, Sam, Kim, Dragonball Jackie

  • vs. Yeung: The 2nd juggle must be done as she is very low to the ground
    -Do a full dash after 1st juggle, then use 5LK instead of 2LK for consistency
  • This route allows a stun combo from raw 646LP, which is a great punish starter in many matchups


2LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HK > cl.5HP (stun)

100%

Anywhere

Lau

  • It is hard to get the usual 2LK > cl.5HP > cl.5HK juggle vs. Lau
    -Try doing the 2LK as early as possible while still being in cl.5HP proximity
  • One light normal is needed for stun because the ending juggle is slightly weaker
  • The spacing for the final juggle is very tight; must be directly under Lau


2LK > 2LP xx mash 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 5LK > cl.5HK > far.5HP (stun)

100%

Anywhere

Admiral Jackie

  • Using 5LK instead of 2LK in the second juggle will time the hit as low as possible, making it easier
  • Two light normals are needed for stun because the ending juggle is slightly weaker


2LK > 5LP xx 646LP,
dash 2LK > cl.5HP > cl.5HK,
dash 2LK > cl.5HK > [cl.5HP] (stun)

100%
(59%)

Midscreen to Corner

Thorsten

  • If you can reach the corner, this route will stun Thorsten
  • If you end outside the corner, omit [cl.5HP] in second juggle
    -Won't stun, but still does good damage


2LK > 2LP > 5LP xx mash 646LP,
dash 2LK > 2LP > cl.5HK,
dash cl.5HK > cl.5HP (stun)

100%

Anywhere

Drunk Jackie

  • In order to stun, Lion must get very close during the final juggle
    • Very strict timing to get close enough and juggle cl.5HK low enough
    • If you end in the corner, it is much easier
    • Any other route will do good damage, but won't stun (i.e. 5HK > Far 5HP)


2LK > 2LP > 5LP xx 646LP,
dash 2LK > cl.5HP > cl.5HK,
2LK > cl/far.5HP > cl.5HK

64%

Near Corner

M. Lion

  • Must end in the corner for the final juggle to connect
    • Far 5HP usually comes out, but damage/stun is slightly higher if you can get Close 5HP
  • Midscreen, it is technically possible to add a 2LP > cl.5HK juggle, but requires frame perfect timing
    • Better to just go for a mixup or use meaty 236LP Bomb
    • Lion can also add a 6HP midscreen, but this sends Lion away fullscreen for no mixup


(Stand/Crouch Throw + first juggle),
walk/dash 2LK > cl.5HK > cl.5HP

44-57%

Near Corner

Universal

  • See "Throw Combos" section to see the first juggle route for each character
  • far.5HP at the end can work on some characters, but gives less time for Lion to reposition
  • vs. M. Lion, Admiral, Dragonball Jackie: 2LK > cl.5HP > cl.5HK also works on final juggle


236LP Bomb, dash 5LP xx mash 646LP,
dash 2LK > cl.5HK,
dash 2LK > cl.5HK (stun)

100%

Anywhere

Universal

  • Stun combo from a stray bomb hit
  • vs. M. Lion: add a cl.5HP at the end to stun
    -Juggle must end fully in the corner





General
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Kung-Fu Master
Characters
Lau
Yeung
Thorsten
Drunken Fist Jackie
Spiritual Kung-Fu Jackie
Admiral Jackie
Sam
Kim-Maree
Mysterious Lion