Jackie Chan in Fists of Fire/Mysterious Lion/KFM

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YUUUUUUU
*dies*

Intro

Mysterious Lion (or M. Lion for short) is an original character to the game. Played by Sam Wong in disguise, Lion fights with magic by summoning bombs, 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's bombs can move slowly or quickly, only exploding when they are near the opponent. This can be a powerful tool to lock down the opponent with chip damage, but most characters can also threaten Lion with a jumpin to punish this. His Lion Crusher is very fast and can punish some moves that are normally safe, but because it doesn't knock down, it can be tricky to use this safely. Because his special moves have so many drawbacks, Lion tends to spent most of the game poking with normals instead, which is effective but not especially rewarding compared to stronger characters.


Strengths Weaknesses
  • 2HK is an incredible punish option, and can be thrown out randomly if well-spaced to discourage approaches
  • 6HP is a strong mid-range poke
  • HP Lion Crusher is fast and does incredible stun, often dizzying opponents in a single quick combo
  • Lion Bomb can control space effectively, making opponents more likely to jump over it for a punish
  • 2HP is a fairly good anti-air
  • Desperation does great chip damage, and amazing stun if the drones hit an approaching enemy
  • High stun resistance
  • Normals are generally slow, with no 3f attacks
  • Blockstrings are fairly limited, and generally less frame advantage than other characters
    • Predictable strings into Lion Bomb can be jumped over
  • LP Lion Crusher is nearly useless - unsafe on hit with no ability to knock down a grounded opponent
  • HP Lion Crusher corners M. Lion and can whiff several hits depending on screen position
    • This means if the attack doesn't stun, it often can't be used
  • Tall crouching and crouch blocking hurtbox makes him more susceptible to high attacks


Character Stats

Prejump Frames: 5
Jump Frames: 42
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

Close Stand LP cl.5LP

cl.5LP
KFM MLion Close 5LP.png
Startup Active Recovery Damage Stun
4 5 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+6 +2 High Y Self-Chain
  • Whiffs on all crouch blocking characters
  • Whiffs on all crouching characters except Thorsten/M. Lion
    • From point blank range, will also whiff through crouching M. Lion
  • Hitstun Type: High


Far Stand LP far.5LP

far.5LP
KFM MLion Far 5LP.png
Startup Active Recovery Damage Stun
4 5 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 Mid Y Self-Chain
  • Great range for a light normal
  • Hitstun Type: Mid


Close Stand HP cl.5HP

cl.5HP
KFM MLion Close 5HP 1.png
KFM MLion Close 5HP 2.png
Startup Active Recovery Damage Stun
6 1*2 32 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-11 -17 High Y -
  • Whiffs on all crouching/crouch blocking characters
  • Only cancellable if the first active frame connects
    • Later 2 active frames do slightly less damage; only hit above/slightly behind M. Lion as an anti-air
  • Hitstun Type: High


Far Stand HP far.5HP

far.5HP
KFM MLion Far 5HP 1.png
KFM MLion Far 5HP 2.png
Startup Active Recovery Damage Stun
7 (11) 4*8 24 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-8 -14 High / Mid Y (1st hit) -
  • 2 hits
  • 1st hit whiffs on all crouch blocking characters, and all crouchers except M. Lion
  • The cancellable 1st hit only connects at a very precise range and is impractical to land
  • Hitstun Type: High/Mid


Close Stand LK cl.5LK

cl.5LK
KFM MLion Close 5LK.png
Startup Active Recovery Damage Stun
4 5 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 Low Y -
  • Standing low, good for catching someone mashing backdash
  • Hitstun Type: Mid


Far Stand LK far.5LK

far.5LK
KFM MLion Far 5LK.png
Startup Active Recovery Damage Stun
4 5 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 Mid Y -
  • Looks identical to 2LK but standing up higher
  • Somewhat ineffective button compared to his LPs or 2LK
  • Hitstun Type: Mid


Close Stand HK cl.5HK

cl.5HK
KFM MLion Close 5HK.png
Startup Active Recovery Damage Stun
5 8 24 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-8 -14 High N -
  • Whiffs on all crouching characters except Thorsten/M. Lion
  • Whiffs on all crouch blocking characters except Sam/Kim
  • Hitstun Type: High


Far Stand HK far.5HK

far.5HK
KFM MLion Far 5HK.png
Startup Active Recovery Damage Stun
6 9 23 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-8 -14 Mid N -
  • Good hitbox and active frames to stuff dash-in attempts
  • Hitstun Type: Mid



Crouching Normals

Crouch LP 2LP

2LP
KFM MLion 2LP.png
Startup Active Recovery Damage Stun
4 5 5 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+6 +2 Mid Y Self-Chain
  • Good range for a chainable light, but a lot of pushback
  • Hitstun Type: Mid


Crouch HP 2HP

2HP
KFM MLion 2HP 1.png
KFM MLion 2HP 2.png
Startup Active Recovery Damage Stun
8 2*8 23 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-7 -13 Mid Y (1st hit) -
  • 2 hits, 2nd hit is a decent anti-air
  • 2nd hit whiffs on crouching Sam/Kim, crouch blocking Lau/Yeung/Thorsten
  • Hitstun Type: Mid/High


Crouch LK 2LK

2LK
KFM MLion 2LK.png
Startup Active Recovery Damage Stun
4 5 6 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+5 +1 Low Y Self-Chain
  • Hitstun Type: Mid


Crouch HK 2HK

2HK
KFM MLion 2HK.png
Startup Active Recovery Damage Stun
5 12 23 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
SKD -17 ~ -7 Low N No-Chain
  • Safer the farther out it connects
  • Can low-profile, even going under moves like Lau's fireball if well timed



Air Normals

Jump LP 8LP

8LP
KFM MLion 8LP 8HP.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Mid - -
  • Hitstun Type: Mid
  • Instant Overhead:
    • 3f timing vs. crouch blocking Lau, Yeung, Sam, Thorsten, Kim-Maree, M. Lion, Admiral
    • 2f timing vs. crouch blocking Dragonball
    • 1f timing vs. crouch blocking Drunk
    • 4f timing vs. crouching Thorsten
    • 3f timing vs. crouching Yeung, Kim-Maree, M. Lion, Admiral
    • 2f timing vs. crouching Lau, Sam, Dragonball, Drunk


Jump HP 8HP

8HP
KFM MLion 8LP 8HP.png
Startup Active Recovery Damage Stun
6 10 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Mid - -
  • Hitstun Type: Mid
  • Instant Overhead:
    • 1f timing vs. crouch blocking Kim-Maree only
    • 1f timing vs. crouching Thorsten, M. Lion only (Whiffs at close range)


Jump LK 8LK

8LK
KFM MLion 8LK.png
Startup Active Recovery Damage Stun
3 until ground - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Mid - Crossup
  • Very small crossup hitbox
  • Hitstun Type: Mid
  • Instant Overhead:
    • 1f timing vs. crouching M. Lion only


Jump HK 8HK

8HK
KFM MLion 8HK.png
Startup Active Recovery Damage Stun
4 8 - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
- - Mid - -
  • Has great downward reach for a jump normal
  • Hitstun Type: Mid
  • Instant Overhead:
    • 8f timing vs. crouch blocking Sam, Kim-Maree, M. Lion
    • 7f timing vs. crouch blocking Lau, Yeung, Thorsten, Admiral
    • 6f timing vs. crouch blocking Dragonball
    • 5f timing vs. crouch blocking Drunk
    • 9f timing vs. crouching Thorsten, M. Lion (6f at close range)
    • 8f timing vs. crouching Kim-Maree
    • 7f timing vs. crouching Yeung, Admiral
    • 6f timing vs. crouching Lau, Sam, Dragonball, Drunk (4f at close range)



Command Normals

Mighty Cape 6HP/4HP

6HP/4HP
KFM MLion 6HP 4HP.png
Startup Active Recovery Damage Stun
14 8 26 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-10 -16 Mid N -
  • Strong ranged poke that can't be ducked, but vulnerable to jumps
  • Hitstun Type: High



Throws


HP Throw HP Throw

close 6HP/4HP
KFM MLion Throw 1.png
KFM MLion Throw 2.png
Startup Active Recovery Damage Stun
1 - - ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - Throw - -
  • -



Special Moves


Lion Crusher 646P

646P
KFM MLion 646P 1.png
KFM MLion 646P 2.png
LP Startup Active Recovery Damage Stun
3 18 total 29 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-13 ~ -23 -19 ~ -29 Mid - Airborne 8-25f
  • HKD vs airborne opponents
  • Much better frame advantage if the 3rd hit connects, but still generally unsafe even on hit
HP Startup Active Recovery Damage Stun
3 42 total 32 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
-12 ~ -32 -16 ~ -30 Mid - Airborne 8-49f
  • HKD vs airborne opponents
  • Closer range = worse frame advantage, but can be safer due to pushback if Lion doesn't corner himself
  • More hits on cornered opponents, can lead to easy stun
  • Flies straight over Thorsten's projectile for a punish (only use if he is cornered)

Priority: above 236P

Lion Bomb 236P

236P
KFM MLion 236P.png
LP Startup Active Recovery Damage Stun
23 - 24 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+24 +10 Mid - -
  • Frame advantage listed is from closest possible range; better advantage from farther out
  • Bomb walks slowly toward opponent, detonates when close enough
  • If it collides with a projectile, both will be destroyed
    • Will travel underneath Lau's fireball/Desperation
HP Startup Active Recovery Damage Stun
27 - 25 ? ?
Hit Adv Block Adv Guard Special Cancel Attribute
+14 +5 Mid - -
  • Frame advantage listed is from closest possible range; better advantage from farther out
  • Bomb walks quickly toward opponent, detonates when close enough
    • Can pass through opponents if used from point blank range
  • If it collides with a projectile, both will be destroyed
    • Will travel underneath Lau's fireball/Desperation

Priority: below 646P


Desperation


Mini-Lion Transformation 41236LP+HP

41236LP+HP
KFM MLion Desperation 1.png
KFM MLion Desperation 2.png
Startup Active Recovery Damage Stun
45 - - - -
Hit Adv Block Adv Guard Special Cancel Attribute
HKD - - - -
  • Invincible until Chibi Lion appears, but can be hit before he reaches the ground
  • Ends if Chibi Lion is knocked down, or after ~9 seconds (13.5 in-game)
  • Chibi Lion gains access to Self-Destruct (P) and Lion Force (K)
  • Chibi Lion cannot dash, throw, or be thrown, and has no normal attacks
    • Jumping is his fastest method of movement, but is risky if not covered by Drones
    • Many moves cannot connect on him due to his tiny hurtbox (can walk under Lau fireballs for example)


Self-Destruct P

P
KFM MLion Desperation P 1.png
KFM MLion Desperation P 2.png
Startup Active Recovery Damage Stun
9 10 32 - -
Hit Adv Block Adv Guard Special Cancel Attribute
-18 -24 Mid - -
  • Can be done in the air (but more recovery and more unsafe on hit/block)
  • Explosion will occur even if Chibi-Lion is hit on the same frame as activation
  • Hitbox is a projectile, can cancel out other projectiles


Lion Force (Drone Assist) K

K
KFM MLion Desperation K 1.png
KFM MLion Desperation K 2.png
Startup Active Recovery Damage Stun
54 (22) - - - -
Hit Adv Block Adv Guard Special Cancel Attribute
- - Overhead - -
  • Calls 3 drones that hit overhead and do massive damage/stun
  • Takes about 59f for drone to reach opponent (height-dependent)
  • LK = 1/4 screen, HK = 1/2 screen, 6LK = 3/4 screen, 6HK = full screen
  • If used on the ground, Chibi Lion will hop into the air first (much slower)
  • If done from the air, it can be activated much more safely (6th jump frame = earliest)
  • Instant air HK Drone + Self-Destruct can instantly stun anyone that tries to punish Chibi Lion



Combos

Note: M. Lion's light normals are a bit slower than average, which causes them to have more pushback. To maximize hitconfirm time, alternating between his LP and LK buttons will generally give the fastest chains (i.e. 2LK > 2LP > 2LK > 2LP > 5LK > 5LP)

2LK > 2LP > 5LP, link 646HP (stun); j.HK > j.HP, dash 2LK > 5LP, link 646HP (stun), KO with anything

  • Cool and practical double-stun combo
  • Against M. Lion, you must be close enough to the corner for an extra hit of 646HP to connect
  • Linking into 646HP is not strictly necessary, but it gives more hitconfirm time and the extra pushback may allow more hits of Lion Crusher to connect

instant air HK Drone Assist, land + Self-Destruct (stun); jump forward x2, repeat

  • Powerful Chibi-Lion combo that works if the opponent tries to dash in after a drone call
  • If there is enough time, you can call another set of drones after the 2nd combo
  • Alternatively, you may be able to combo after the drones if the transformation ends at the right time
  • Jumping forward is Chibi-Lion's fastest method of movement; walking is too slow to reach the opponent


Strategy

M. Lion's goal is to frustrate the opponent into making mistakes using his ranged options. He has several good pokes like 5LP, 2HK, and 6HP, plus a lockdown proximity projectile that allows him to quickly transition to close range offense. He lacks the powerful close-range presence of characters like Lau and Sam, but can win a round instantly off a clean hit if he manages to get one.

Bombs (236P) are fairly effective at controlling space; rather than detonating at a fixed distance, they explode when in close proximity to the opponent. The slow (LP) one will force the opponent to either take chip damage or attempt to avoid it, giving Lion time to position himself for an anti-air or whiff punish. The faster HP version is generally less useful, but at some ranges its speed might cause the opponent to make a mistake while trying to avoid it, or it could punish a fireball if used predictively. Be careful not to use bombs while in the opponent's jump-in range, as Lion's anti-airs are weak at that spot and the opponent can punish the startup. Ticking a light normal into bomb can work, but this too can be punished if done too predictably.

HP Lion Crusher (646HP) is your main combo ender, and it will almost always stun when properly comboed into, allowing for a touch of death. Be careful not to throw the move out randomly, as it is usually punishable unless you start at closer range with a full screen behind the opponent. The LP version is nearly useless, as it can't knock down and it is unsafe on hit or block. There are no additional mashed hits like in Fists of Fire.

Desperation (41236PP) is surprisingly strong in Kung-Fu Master if set up properly. By doing a short hop into Drone Assist, the opponent will have very little time to react. If they charge in recklessly, using HK Drones into immediate Self-Destruct can lead to an instant stun combo. Also note that Drones can force a draw near the end of a round even if Lion gets knocked out after calling them. Depending on screen position and the attack that was used to KO chibi-Lion, the double KO may be unavoidable for the opponent if they don't hit him before he calls the drones.

Anti-Airs

  • 6HP/4HP - strong disjointed hitbox makes it excellent at mid-long range, which is where Lion should try to be any time he's not pressuring the opponent
  • 2HP - Loses or trades often, but it can work in a pinch if Lion doesn't have time to reposition. Not recommended against strong jumps like Kim-Maree j.HP.
  • cl.5HP/far.5HP - both hit directly above Lion, but are very unreliable in most scenarios. cl.5HP in particular doesn't hit nearly as high as the animation suggests.

Reversals

M. Lion's defense is fairly weak if the opponent gets close. His fastest normals are 4f, and he has no true invincibility to make the opponent hesitate. Your best best is to simply backdash or attempt a reversal throw, but your other options include:

  • 646HP (Lion Crusher) - Not invincible, but fast enough that it can occasionally work. Don't make a habit out of using this, and be aware of whether you will recover at a safe distance from the opponent
  • 41236PP (Desperation) - Has some startup invincibility, but Chibi-Lion can be hit on the way down. Once transformed, Self-Destruct (P) can also trade consistently as a reversal (but will end the Desperation if knocked down).

Matchup Notes

Lau

  • 2HK can slide under fireballs, but the spacing is precise and is likely to trade
  • A preemptive Bomb can also work; it likely won't punish, but it can lock him down while you block or avoid his projectile
  • Chibi-Lion can simply walk under Lau's fireballs, but he has to be careful against random LP uppercuts as there's not much Chibi can do to punish them (and they knock down on hit)

Yeung

Sam

  • 2HK reliably punishes his Desperation, so play more defensively once he has it and get the free punish
  • Sam's jumpins can be awkward to AA, but his jump arc is so high you can usually dash under him for a punish
  • Dashing 5LP pressure can be hard to escape, but option selecting a slightly delayed back throw is a fairly low-risk defensive option
    • If he chains into 2LK to punish your stand block, you'll take way less damage than if you get thrown or hit by an infinite

Thorsten

Kim-Maree

  • Long-range LP Bomb is hard for Kim to deal with, since she can't easily chase Lion down
  • Her jumpins are very strong, so don't take any risks if she is close enough for j.HP to hit. Your AAs won't work from that range.
  • Always be ready to 6HP/4HP anti-air if she jumps from longer range (dash first if she neutral jumps)

M. Lion

Dragonball Jackie

Drunk Jackie

Admiral Jackie


KFM MLion Idle.png KFM MLion Idle Crouch.png


External Links


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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)