Jackie Chan in Fists of Fire/Mysterious Lion/Strategy

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JCFoF MLion Win.png


General Strategy

M. Lion generally runs a hit-and-run gameplan, switching between zoning with 236P (Lion Bomb), harassing with 2HK slide as a poke, and dash into light normals mixed with throws. Any bomb hit can generally be converted into 646P (Lion Crusher) for good damage and an excellent post-juggle mixup. Lion frequently leaves the opponent in a back-turned state with his throw and 646HP side switch, which prevents backdashing out of his resets.

A cornerstone of Lion's gameplan is light normals cancelled into 236LP Bomb. This is technically risky as the opponent can dash up throw as a read, but Lion gets great chip damage and continued pressure afterward on block, or a full combo on hit. If the opponent repeatedly tries to forward dash through these strings, chaining into far.5HK or staggering dashes with more light normals can persuade them to sit still or back away.

646LP is your main combo ender, and should always be mashed to get a juggle afterward. 646HP is great at randomly hitting the opponent from mid range, and hard for many characters to punish on block due to its enormous pushback. To use this move effectively, try to keep the opponent midscreen; if they back themselves into the corner, this move becomes nearly useless as it is very punishable. Both strengths of Lion Crusher are excellent punish tools, and can punish moves that are normally safe. The LP version should be used for punishes unless it is too far away to get the followup hits.

M. Lion's teleports move him to a fixed position relative to the opponent depending on which button is pressed, rather than maintaining a specific distance apart. This makes them worse than Thorsten's teleports for running away, but the HK version is somewhat effective as a corner escape. They only have 7 frames of punishable recovery after the invincibility wears off, so the opponent must react quickly to get a good punish.

Boss Version legality -- unless otherwise specified, Evil Lion is not tournament legal. Even without the extra juggle he can already one-touch stun most characters in the corner or after a bomb; his boss version can one-touch stun nearly everyone even without those specific conditions.

Anti-Airs
AA Description
2HP Most common option, better hitbox if used early
  • Prone to trades, but can still juggle afterward
cl.5HP / far.5HP Hit directly above Lion
  • Somewhat slow but can hit attempted crossups
6HP Very disjointed hitbox vs. long jumps
  • Most useful against Kim-Maree at mid range
far.5HK Disjointed hitbox vs. mid-long jumps
2LP Lowers Lion's hurtbox, awkwardly specific option
  • Can work if opponent hits early air normal in anticipation of 2HP
Reversals
Reversal Description
646P
(Lion Crusher)
Fast, but not invincible
  • LP version leads to juggles on hit, but less safe
  • HP version will usually escape safely unless Lion corners himself
63214HK or HP
(Teleport)
Frame 1 invincible, only 7 punishable recovery frames
  • HK = side switch, HP = same side
  • Both will end up about 1/2 screen away
  • Will recover closer to opponent if you corner yourself
Self-Destruct
(Chibi-Lion)
P during Super transformation
  • Not invincible, but explosion comes out even if Chibi-Lion is hit
  • Some characters can punish on hit, so try to cover with Drone Assist



M. Lion vs. Lau Matchup

JCFoF Lau LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2HK slide (only from max range, or you will be punishable)

- 646HP can punish, but may be unsafe depending on screen position
- Dash + 5LP xx mash 646LP if poorly spaced

236LK
(LK Dragon Kick)
- Throw (if done at close range)
  • Lion's throw range is above average, so can punish from farther
  • Crouch throw can do more damage, but the backturn situation from normal throw is better if you are near a corner

- Can be difficult to time the punish, and Lau can use DP or Super to beat a failed punish

  • May be safer to backdash after blocking
236HK
(HK Dragon Kick)
- Full combo punish

- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head)

623P
(Rising Dragon)
- Full combo punish

- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges

Super
(close range)
- Block, then dash up into full combo
  • If Super is done raw, Lion can HK Teleport behind Lau to avoid chip damage (but no punish)
Super
(short-mid range)
- 2HK or 646HP can punish from surprisingly far
  • 646HP usually won't knock down
  • Don't use if you will corner yourself
Super
(around Lau 2HK range)
- Jump forward, j.HK starter
  • j.HK > j.HP works at a specific range, but it's hard to tell when this will work

- From slightly farther out, use j.HP into immediate mashed 646LP instead
- Lion has a lot of prejump frames and will get hit if too close to Lau

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Recovers standing
Getup LK
(block)
Only 1st hit is overhead, so you can stand block for a short time then crouch
  • -7 on block, punishable by reversal mash 646LP
  • 4f gap between 2 hits, can interrupt with mashed 646LP or Throw
Getup HK
(whiff)
2 hits; bait with backdash, whiff punish
  • Recovers crouching, so no dash + cl.5HK in punish
Getup HK
(block)
Both hits are mid (despite sweep animation)
  • True blockstring, safe at -2
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HK (more consistent)

Dash + 2LK > cl.5HP > cl.5HK (less consistent)

  • Only works if 2LK hits at earliest or latest possible timing

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
Microdash 5LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > 2LP > cl.5HK
Crouch Throw
(midscreen)
Dash + 2HK
Touch of Death Combos
Combo
Post-Stun Combo:

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

2LK > 2LP x2 > 5LP xx mash 646HP,
Dash + 5LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > 5LP > cl.5HK (stun)
236LP Bomb (5 hits), mash 646HP,
Dash + 5LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
Dash + 5LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

M. Lion vs. Lau is an interesting matchup, in that few people can agree who wins. While both characters have the same general movement speed, Lau's normals have more overall utility; he is better at converting hits from long range, as well as keeping away opponents that need to get close for their offense. While Lion is usually great at punishing moves with his Lion Crusher or 2HK, Lau is almost never punishable when played properly. Despite all this, M. Lion is a character that can win off a single opening, so he can never be counted out.

Lion can play neutral similarly to most other matchups, but he has to be careful of Lau's HK Tatsu, which can fly over Lion Bombs for a punish. At some ranges, however, the final hit of HK Tatsu will whiff due to Lion's reeling animation. This also happens in Lau's hitconfirm combos if there is too much pushback from light normals. Lau is -11 when the final hit of Tatsu whiffs, so Lion can punish with a cl.5HK > cl.5HP starter; for easier timing, you can also start with 3LK > 3LP > 6LP xx 646LP (by starting with down + forward, you avoid any accidental bomb inputs). Lion players should always assume the HK Tatsu will drop, and start inputting a punish at the right time; if the Tatsu fully connects, then there is no harm in attempting the inputs. Be very careful when ticking a light normal into Bomb; at this range, HK Tatsu will always fully connect, and it's easier to do on reaction since they have the normal as a visual cue.

The best spacing for Lion to throw LP Bomb is a bit outside sweep range. Since many Lau players will be desperate to Tatsu over a bomb, wiggling and crouching in neutral can work as a feint to make the opponent think you are about to throw one (unless the opponent proves they are able to do it on reaction, of course). If your Bomb hits Lau out of the air, dash up 6HP is the most consistent juggle; 2HK hits too low, Lau will land before it connects.

On a similar note, Lau's Fireball tends to whiff some hits if it connects at longer ranges; it is possible for Lion to mash 2HK to option select a slide punish in case some hits drop. If the Fireball fully connects, Lion will be knocked down regardless. On block, you can simply react to the fireball fully connecting and stop mashing 2HK.

Lion's throw range is much greater than Lau's, so he can be a real threat at close range. When landing a corner throw, be aware that Lau has multiple dangerous options that can counter a throw loop. Tatsu's are 1f airborne, while DP and Super are 1f invincible. Since it's an air reset situation, Lion can safely use meaty 2LK to stuff any of these reversal options before they activate, but it must be timed exactly on the opponent's landing. A successful corner 2LK can lead to a TOD combo into HP Lion Crusher, so doing this a few times will likely make the opponent block, which will allow throw loops to be a viable (but risky) option again. When deciding whether or not to attempt a throw loop, you should consider if you have enough health to survive a HK Tatsu combo or a Super; if not, it's probably not worth the risk.

If Lau plays defensively and charges meter, he may try to throw out Supers for chip damage or to randomly catch an extended limb. Lion can HK Teleport on reaction to the super freeze to avoid any chip damage. It's very hard for Lau's Super to be used on reaction to a bomb, but if used predictively it could lead to a huge trade combo in Lau's favor, so pay attention to his meter. In general, you should always keep an eye on Lau's meter and avoid taking any action that could lead to this trade scenario, as it's one of Lau's biggest strengths.

While Lau normally has access to strong left/right mixups after his juggles, Lion is too heavy for this to work most of the time. In general, it's safer to block same-side while being ready to input a defensive crouch throw. If Lau uses HK Tatsu deep in the corner, he may cross under with no way to get back to the other side, which is a great situation for Lion to be in. Lau's overhead can also be a threat after these juggles, but unless it's going to kill it's better to get hit by that than a low starter.

With a life lead, Lion's Super can be used effectively as a timer scam against Lau. He has no effective way to land a mixup on Chibi-Lion, as his overhead whiffs. Chibi-Lion can also duck under fireball and Super. Lau can deal chip damage with the first hit of LP Uppercut, but unless this is enough to reclaim the life lead at the last moment, it will only result in him being punished.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 0:00 to 10:49
Sinistar vs. RCF - Kuma's Kumite - 1:16:27 to 1:20:55
GriffyBones vs. RCF - Vortex Gallery - 2:32:24 to 2:39:25
Spabobin vs. RCF 02-13-2022 - 56:30 to 1:02:02
Spabobin vs. RCF 12-16-2021 - 48:38 to 1:22:47
Spabobin vs. RCF 12-05-2021 - 0:00 to 1:06:22
Sinistar vs. Funkdoc - 08-31-2021 - 24:14 to 27:42


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Yeung Matchup

JCFoF Yeung LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2HK can punish at any range
  • On a close range punish, Lion will be unsafe himself

- From close range, 5LP xx 646LP can punish

  • Reversal 646LP on its own is unreliable
6HK - Stand or Crouch Throw can punish on hit or block
  • Note that the corner OTG infinite may be harder after Stand Throw due to backturn

- On block, reversal mashed 646LP is an easier punish to time

63214P
(Crane Wings)
- If cancelled into from 2LP, the LP version can be punished with 2HK on block
  • LP version is totally safe from longer range

- HP version can be punished on hit or block by 646HP

  • Requires a microdash if HP version is used from max possible range
41236K
(Swallow Kick)
- Dash up and punish with a full combo
Super - Duck under the first hit, then stuff the approach with 5LK xx mashed 646LP to start the infinite

- From longer distances, 6HP, far.5HK, or even 236LP can stuff the 2nd hit of Super
- If the dash-in portion is blocked, Yeung is safe

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Bait with a backdash, whiff punish
  • Airborne, recovers standing
  • Has fast recovery, but moves forward for easier punish
Getup LK
(block)
Hits overhead, 0 on block (no punish)
  • From very close range, Getup LK will whiff over a crouching opponent
  • Crouch blocking can potentially work against both getup options
  • Mashing 2LP on Yeung's wakeup will stuff Getup LK, but loses to Getup HK
  • Yeung can pick up juggles from this anywhere, so it is best to assume she will use Getup LK instead of HK
Getup HK
(whiff)
Bait with backdash, whiff punish
  • Recovers crouching, but this only matters if attempting dash + cl.5HK punish
Getup HK
(block)
Must be blocked low
  • -7 on block; 2HK will always reach for a punish
    • Lion Crusher will whiff at longer ranges, but can also work
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash 2LK > cl.5HP > cl.5HK
  • Usually better to just let Yeung get knocked down, then OTG relaunch/infiniet

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
Dash out of corner, 2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
5LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(midscreen)
Dash + 2HK
Yeung OTG Combos
Combo
5LK, link Mashed 646LP, dash out of corner, repeat
  • True OTG infinite, but does very low damage
  • Time will likely run out before this infinite can kill
  • Possible to start this midscreen, but much easier in the corner
  • Be sure to LINK the LP Lion Crusher, not cancel into it
5LK, Dash + 5LK > cl.5HP > cl.5HK
  • Strong damage + reset (no infinite)
2HK, 2LK xx 236HP
  • Sends Yeung fullscreen into blocked bomb (no infinite)
Touch of Death Combos
Combo
Post-Stun Combo:

j.HK > j.HP, mash 646LP, juggle 2HK

  • Start with a close range forward jump for easy spacing
2LK > 2LP x2 > 5LP xx mash 646HP,
Dash out of corner + 2LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
236LP Bomb (5 hits), mash 646HP,
Dash out of corner + 2LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

Yeung can threaten Lion at longer ranges than most characters, but Lion generally has the advantage in this matchup. If she uses slow heavy normals or specials, there's a good chance Lion Bomb can punish her recovery even if she hits you. In this event, you will usually be able to dash up and combo off the bomb hit. Try not to throw bombs within Yeung's LP Crow Shot range, as she can react to the animation and hop over the bomb explosion for a punish. If you do it from slightly farther out, she can still try this to avoid the blast but it won't be a threat to you. If Yeung lands into the bomb explosion, be sure to dash up and juggle with 6HP or set up another meaty bomb. Be aware that Yeung can interrupt a light normal cancelled into LP Bomb with her HK Swallow Kick, which usually avoids the explosion, so don't be too predictable with this.

It's worth practicing the OTG infinite against Yeung, but since it does so little damage and is relatively difficult, it's often better to just go for resets after the OTG. If you land a corner throw, keep in mind that Yeung's LK Swallow Kick will beat an attempted throw loop, so it's a good idea to use meaty 2LK more often than not. A successful confirm from this will lead to a KO, so the opponent can become conditioned to block in this scenario, which opens up the future possibility of throw loops.

If Yeung knocks Lion down, she generally doesn't have the strongest options to bait and punish your Getup LK, and your reward for landing it can potentially be massive.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 36:43 to 1:02:57
Funkdoc vs Spabobin 04-05-2022 - 10:58 to 34:25
Spabobin vs RCF 04-04-2022 - 0:00 to 1:07:29; 1:12:38 to 1:39:00


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Thorsten Matchup

JCFoF Thorsten LossKO.png
Important Punishes
Opponent's Move Punish
46LK
(LK Jackknife Storm)
- Throw is generally the best punish if near the corner, as it leads to backturned corner resets

- Reversal 646LP is an easy punish that gives more corner carry if starting midscreen
- For a damage increase, you can also plink 2LK~2LP to make the punish window 2f, then chain into 5LP xx 646LP

46HK
(HK Jackknife Storm)
- Punishable with a full combo
  • cl.5HK > cl.5HP xx 646LP will connect for a very strong punish
  • Recommend stand blocking to ensure Thorsten stays in range for full punish
  • Crouch blocking can make 46HK fly over your head at some ranges, making punishes difficult or impossible
28K
(Gatling Kick)
- Punish with a 5LK or Throw combo
  • Only has 3f of landing recovery, making the punish much harder
  • 2LK will hit Thorsten out of the air, but 5LK will only connect grounded
16P
(Slash Sword)
- Dash up into 2LK combo
  • Difficult or impossible to punish a ranged meaty connect (explosion hits, but his hand doesn't hit you on the way down)
Teleport - Dash into 2HK is the most reliable punish
  • Usually hits meaty, making it much safer than usual

- 646HP can work, but can potentially be unsafe even on hit depending on the ranges involved

Super - Dash up into a full combo
  • cl.5HK > cl.5HP starter is possible, but can be difficult to time
  • Easier if you stand block first, which leaves Thorsten closer

- HP Teleport (63214HP) can avoid chip damage, and possibly allow a punish afterward depending on screen position

Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK
  • Timing is strict due to Thorsten's heavy weight

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > 2LP > cl.5HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers standing
Getup LK
(block)
1st hit is an overhead; safe on block if both hits connect
  • You can crouch block at a range where only the 1st hit connects (-11 on hit)
    • Punish with Mash 646P
    • 2HK also works, but Thorsten can punish back with 28LK if he survives
      JCFoF Example SpacingVSThorstenGetupLK.png
Getup HK
(whiff)
2 hits; bait with a backdash, whiff punish
  • Short recovery makes this difficult
  • Recovers crouching
Getup HK
(block)
2 low hits, true blockstring, safe on block
  • Many Thorsten players attempt 28LK on block, so it's risky to hit a button
Touch of Death Combos
Combo
Post-Stun Combo:

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

236LP Bomb (5 hits), Dash + cl.5HK > 2HP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
  • Extremely difficult, requires very tight spacing and 1f timing on cl.5HK
236LP Bomb (5 hits), Dash + 5LP xx mash 646HP,
Microdash + 2LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 2LP > 5LP xx mash 646HP,
1f Microdash + 5LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 3 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

Whoever gets the life lead first has a huge advantage in this matchup. Both characters are quite strong at running away after taking a life lead. Lion actually is better than most characters at punishing Thorsten's runaway, due to his long backdash and quick 2HK. Additionally, Lion actually has the advantage when it comes to escaping the corner, as his HK Teleport will create extra distance after the side switch.

Thorsten's 2HK is an effective poke against Lion, but he has to be careful when using it because he will eat a Lion bomb during recovery if it came out before Lion was hit. Lion's own 2HK is pretty good as well, but if Thorsten dashes forward it can make your slide unsafe, punishable by his Gatling Kick.

Because Lion has longer throw range than Thorsten, he can quite effectively deal with his corner throw loop resets by holding down back and timing a Crouch Throw as Thorsten dashes forward. Lion can also buffer a 63214 input for a Teleport, then hold down back and hit delayed HK. This will allow him to block a true meaty while teleporting out if Thorsten did something else. Lion actually plays the corner throw loop game more effectively than Thorsten because he lacks some of these defensive advantages. However, he still has a 3f Gatling Kick that can beat a mistimed throw loop, so the mixup isn't free.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 1:03:13 to 1:18:44


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Drunk Jackie Matchup

JCFoF Drunk LossKO.png


Important Punishes
Opponent's Move Punish
far.5HK - Throw or 646LP to punish, unless it was well spaced

- 2LK and far.5HK are good at stuffing an approaching far.5HK
- 646HP can also be effective, as long as you're at a range where it's safe

Light Normal > 6HK chain - No counter to this on hit or block

- Super or Teleport can go through it with invincibility, but both are punishable afterward

236P
(Jug Throw)
- Lion can dash through the jug, allowing a throw or 2LK combo

- 2HK can hit while avoiding the jug if close enough

  • Punishable, but Drunk's punishes against crouchers are not usually very strong

- Staying out of range and clashing with your Lion Bombs can eliminate the threat

  • Generally leads to a stalemate until someone picks a different option

- Do not attempt to 646P through the jug on reaction, as this almost never works

  • HP version can work as a prediction
Blockstring into
236P Jug Throw
- 646HP is usually close enough to punish and avoid the jug
  • Don't use if Lion will recover close to Drunk

- 2HK also avoids the jug with but may get punished afterward

621P
(Drunk Dragon)
- Mashed 646LP is a consistent punish on hit or block
  • Dash up into a combo is possible, but doesn't add much damage and is harder to time
236K
(Tricky Kick)
- Full combo punish
  • cl.5HK > cl.5HP works for optimal damage
    • May need to microdash first if you blocked point blank HK Tricky Kick
28P
(JackieCopter)
- Both strengths are extremely punishable

- Wait until Drunk fully lands to get a better punish

Super - Full combo punish

- It is possible to time a 236LP Bomb right as he lands, allowing for a stun combo

  • Input it when Drunk begins to fall to the ground to hit his landing recovery

- Super only has 10 landing recovery frames, so be ready with the proper timing
- The proximity guard of Super can prevent you from walking to position yourself for a punish

  • Dash away from Drunk, then walk/dash forward as he descends
Dropped Butt Infinite
(whiffs far.5HP)
- Hold down back, 2HK while his far.5HP whiffs
  • -9 on block, but only his far.5LK can punish you back
  • Always option select this punish in case the infinite drops
  • Attempting to combo into LP Lion Crusher will cause it to drop the final hit at this range
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > 5LP > cl.5HK

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
Dash + 5LK > cl.5HK
Stand/Crouch Throw
(corner)
Slight step forward, 2LP > cl.5HK
  • Time the 2LP before Drunk hits the ground
  • 2LK also works, but must be timed very late as Drunk bounces
  • If you don't step forward, far.5HK will come out and whiff
Stand Throw
(midscreen)
Dash + 2HK
Touch of Death Combos
Combo
Post-Stun Combo:

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

236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > 5LP > cl.5HK (stun)
236LP Bomb (5 hits), Dash + 5LP xx mash 646HP,
Dash + 5LK > far.5HP (stun)
  • Corner Only

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Getup Attack Punishes
Scenario Punish
Neutral Getup LK
(whiff)
If you backdash, Drunk will recover near you for an easy punish
  • Whiffs on close range crouchers despite being an overhead
  • If this happens you can start mashing crouching lights to start a punish
Neutral Getup LK
(block)
-10 on block, simple 2LK confirm into Lion Crusher
  • Usually ends up in throw range as well, which can lead to throw loops
  • Can crossup if you try to stand block at this close range
Roll + Getup LK
(whiff)
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
  • 2HK or Dash + 5LP xx Lion Crusher can punish
Roll + Getup LK
(block)
-2 on block, completely safe
Getup HK
(whiff)
Can backdash to make it whiff, but remember there are 2 hits
  • 2HK is the only consistent reactable punish here
Getup HK
(block)
+1 on block, but -10 if 2nd hit whiffs at longer range
  • 2HK or HP Lion Crusher can punish this partial hit
  • LP Lion Crusher won't knock down

Strategy

M. Lion does surprisingly well against Drunk Jackie, who is normally known for his advantage versus the rest of the top tiers. Bomb pressure, if spaced well, is stronger than usual because Drunk's forward dash has shorter total distance than most dashes (despite being the fastest dash overall). This means he will either have to force a closer range to get past bombs, or stay at a longer range to avoid them completely. As M. Lion, you want to force a range where his far.5HK either whiffs or connects too close, making it punishable by throw or LP Lion Crusher.

Drunk Jackie has a harder time than most characters punishing HP Lion Crusher, so throw this out randomly unless he is backdashing at fullscreen or near his own corner. If he is staying at this long range, HP Bomb can threaten him while he is too far for his own ranged options.

Drunk Jackie is generally weak at punishing lows, so slide can be more useful (plus it might go past a jug). He can technically punish this with far.5HP > far.5HK, but this is a knowledge check that many players will fail and it can be hard to know what Drunk Jackie's frame advantage will be after the far.5HK connects. If he tries starting the punish with something else like a far.5LK, the far.5HP will no longer work because Lion's hurtbox is no longer extended upward.

Corner throw loops are incredibly powerful against Drunk, as he has no fast invincible or airborne moves to counter it. As long as you time and space the dash + throw so that his reversal throw won't work, it is virtually inescapable without Super. And if his Super is available, a meaty 2LK after the air reset will beat it clean and lead to a 646HP stun combo.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 10:59 to 53:19
Spabobin vs. RCF 12-16-2021 - 1:23:00 to 1:46:58
Funkdoc vs. Spabobin 09-18-2021 - 10:20 to 12:25
Spabobin vs. RCF 09-09-2021 - 37:30 to 56:20
Spabobin vs. RCF 09-03-2021 - 0:00 to 1:14:00
RCF vs. Funkdoc 09-03-2021 - 0:00 to 54:11
Spabobin vs. Funkdoc 05-04-2021 - 26:45 to 37:54


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Dragonball Jackie Matchup

JCFoF Spiritual LossKO.png
Important Punishes
Opponent's Move Punish
6HP - 2HK can punish, even if blocking the 2nd hit

- If ducking under the 2nd hit, 2LP xx mash 646LP can often whiff punish

236HK
(HK Crush Kick)
- Mash 646LP will punish unless spaced perfectly
  • Difficult to distinguish between LK and HK versions (HK moves farther)

- Use frequent 2LP/5LP and LP Bomb to discourage him from abusing the move in neutral
- If Dragonball Jackie has Super stocked, attempting a punish is riskier

41236P
(Tiger Fist)
- Mash 646LP will easily punish
Super - Same as Tiger Fist

- If used from a distance, Lion can stuff the approaching super with most normals

  • 5LP, 5LK, 2LP, 2LK, far.5HK, 2HK, 6HP all work
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • If you backdash to bait DB Jackie's wakeup, a quick 2HK should easily punish
  • Dash + 5LP xx mash 646P can also work, but is a little harder
Getup LK
(block)
-5 on stand block
  • Mash 646P will punish, but it's better to duck under it
Getup HK
(whiff)
2 hits, easy to Dash + 5LP xx 646LP punish after backdashing
Getup HK
(block)
-2 on block, both hits are low and a true blockstring
  • -17 if the 2nd hit whiffs
    JCFoF Example SpacingVSDragonballGetupHK.png
  • Punish with 5LP xx mash 646LP if this happens
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > cl.5HP > cl.5HK
Stand Throw
(midscreen)
Dash + 2HK
Touch of Death Combos
Combo
Post-Stun Combo:

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

2LK > 2LP x2 > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
236LP Bomb (5 hits), mash 646HP,
2LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

Learn to differentiate between Dragonball Jackie's LK and HK Crush Kick. The HK one goes much farther, and you can punish it with LP Lion Crusher on block. If you take this option away from him, he has to work much harder in neutral. HK Crush Kick is one of his better options for getting past bombs, but it's a lot harder for him to use it if he has to react to the bomb animation first. If he uses random Tiger Fist to go through your bomb, the explosion will punish him partway through; if the Tiger Fist is blocked, this too can be punished with LP Lion Crusher (same with Super).

As a result of all this, Dragonball has to mostly fight with his movement and lackluster normals. He does have a very powerful TOD by looping Special Autocombo against standing Lion, so don't be too predictable with bombs or he could dash through for a punish. If you make the matchup a more defensive battle, your bomb chip damage will generally outperform his Crush Kick chip damage. Dragonball does have a fairly good overhead that he can chain into, so you don't want to let him get close enough to threaten with light normals. HP Lion Crusher is another good chip option, as Dragonball can't punish it if activated from close range unless you corner yourself in the process.

All of M. Lion's juggles work easily on Dragonball Jackie with no difficulties or adjustments needed, so you can always use the most optimal juggle enders.

Matchup Video Examples
[ Video Links]


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Admiral Jackie Matchup

JCFoF Admiral LossKO.png
Important Punishes
Opponent's Move Punish
2HK - 2HK slide can punish at any range

- 646LP can punish from closer ranges (will only get 1 hit near max range)

  • Still useful because 2HK can be unsafe on hit from close
41236P
(Dragon Palm)
- Dash into a full combo

- Reversal 646LP will work, but misses most of its hits

  • Try to at least do dash 5LP xx Mash 646LP for an easy, higher damage punish
623K
(Double Dutch)
- Full combo punish

- LK DP whiffs quickly in neutral, so you may punish too late if you weren't ready

Super - Microdash + Mash 646LP is optimal punish
  • Input as 6, 4, 66, then hit LP after dashing a few frames
  • With no microdash, it won't knock down and will be unsafe

- Can also Dash 5-7f into 5LP xx Mash 646LP

  • Stricter timing, but no input tricks required

- 2HK, 6HP, or 646HP can punish more easily, but are significantly weaker or less safe

Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
5LK > cl.5HK > far.5HP
  • May need to dash slightly out of corner due to turnaround bug
Stand/Crouch Throw
(midscreen)
Dash + 2HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Long 30f recovery, so you can backdash to bait and punish
  • Dash + combo into mashed 646P, or just 2HK for a weaker punish
Getup LK
(block)
-7 on block; 2 hits, only 1st is overhead
  • Mashed 646LP can punish at closer ranges, while 2HK can punish anywhere (but may be unsafe)
  • 1st hit has less range, so you can crouch block from mid-long range
  • If you do this, there is too much pushback to punish
Getup HK
(whiff)
Long 34f recovery, so you can backdash to bait and punish
  • Dash + combo into mashed 646P
    • Use HP version if Admiral is cornered
Getup HK
(block)
-11, must be blocked low
  • At closer ranges, punishable by combo into mashed 646LP (or just used as a reversal)
  • At max range, 2HK and 646HP can punish
    • Admiral may be able to punish you for this depending on screen position
Touch of Death Combos
Combo
Post-Stun Combo:

j.HK > j.HP, mash 646LP, juggle 2HK

  • Start with a close range forward jump for easy spacing
2LK > 2LP x2 > 5LP xx mash 646HP,
Dash + 5LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
236LP Bomb (5 hits), mash 646HP,
Dash + 5LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

Admiral is by far Lion's worst matchup. His dash speed and light normal pressure are very difficult to deal with, and Lion's wide hurtbox makes him more easily susceptible to hitconfirms, particularly into Double Dutch. It's difficult for Lion to throw bombs because Admiral can easily dash forward and throw or 2LP during the blockstring gap, leading to a reset or knockdown anywhere on the screen. While Admiral is quite fast, his short backdash can make it hard to predict and punish Lion's HK Teleport, so consider using this to escape the corner if you are getting pushed back too far.

Some Admiral players may attempt to jump back and throw air fireballs when they see a Lion Bomb; it's usually possible for Lion to dash underneath this, and fairly low risk even if the fireball hits. Remember that Admiral will recover airborne after using this move, so your best bet is to juggle with 2LK > 2LP > cl.5HK x2 (the 2nd one can be hard to space, so cl.5HK can be replaced with far.5HP). It's very unlikely you'll be able to time the punish on the 1 grounded recovery frame, which is the only way to effectively combo into Lion Crusher.

It's important to maximize punishes whenever possible; your 2HK can punish Admiral's sweep at max range, and from closer range you can use reversal LP Lion Crusher. If he cancels into Dragon Palm, you can dash in for a full combo into Lion Crusher, and the mixup after the air reset can lead to stun. Take note of the various punish options against his Super listed above; it can be difficult to punish optimally, but it's important to learn because most Admiral players rely on safe Super as a free chip damage tool.

As Chibi Lion, there is nothing Admiral can really do to hit you while you crouch, so it can be an effective timer scam. However, Admiral can easily dash up and juggle during the transformation, and can often do the same if you attempt a Drone Assist, making the super somewhat weak if you're at a life disadvantage.

Note that Admiral's great backdash and combo ability means that it's dangerous to attempt Getup LK. However, Admiral's fast backdash can actually be detrimental in some circumstances - it means he is invincible for a shorter time. As a result, if he backdashes from point blank, your Getup LK has enough active frames that it will still connect afterward. If Admiral is a little farther away, you should exercise caution as Admiral can dodge the attack in this scenario.

Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 53:27 to 1:19:28
Spabobin vs. RCF 04-04-2022 - 1:43:54 to 2:00:20
Spabobin vs. RCF - Vortex Gallery - 1:58:30 to 2:04:59
Spabobin vs. RCF - Kuma's Kumite - 46:31 to 49:42
Spabobin vs. RCF 02-13-2022 - 1:02:14 to 1:11:37


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Sam Matchup

JCFoF Sam LossKO.png
Important Punishes
Opponent's Move Punish
236P blocked
(Thousand Spears)
- Hold up forward and punish with:

j.HK > j.HP, dash 5LK > 5LP xx mash 646LP + juggle ender
- It is also possible to punish with a 236LP Bomb starter

  • The spacing for a TOD combo doesn't generally work, making it weaker than the jump combo
236P whiffed
(Thousand Spears)
- 236LP Bomb can reliably punish due to the long animation
  • Be careful not to move forward into Sam's active frames

- The followup combo can be difficult

  • Dash + 5LP xx 646LP is the most consistent, or just 646HP if it will be safe
  • A spaced 2HK after seeing the animation end can work
  • If too close, Sam can punish this with 236HK even on hit

- Reversal 646P does not work well on its own, since the early hits won't connect at this range

214K
(Divekick)
- Mash 646LP works reliably
  • Try to time the LP right as Sam lands, or it will hit him airborne for little damage

- 2HK also works reliably, and will hit meaty enough to be safe
- From close-mid range, can backdash on reaction and punish the whiff with a full combo

Super - Punish with a full combo when he lands

- The 5th and 6th hits are overheads, so block these high
- If chip damage or time are a concern, interrupt the 1st or 3rd hit with a 2LK combo starter

Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > 2LP > cl.5HK
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Whiffs on crouch block, so full combo punish on reaction
  • There is little reason to backdash bait on Sam's wakeup, but Lion can still punish if he does so
  • 2HK is easy, Dash + 5LP xx 646P a little harder
    • Getup LK has long range and can hit Lion if you try to dash in too early
Getup LK
(block)
-5 on stand block
  • 646P can punish, but just duck under it
Getup HK
(whiff)
Range is very short, so you can bait this without moving
  • JCFoF Example SpacingVSSamGetupHK.gif
  • Can also backdash to bait, then Dash + 5LP xx 646P combo
    • Use HP version in the corner, LP version anywhere else
Getup HK
(block)
-12 on block, hits low
  • Reversal 646P can punish from all ranges; can start with Dash + 5LP but much harder
  • 2HK also works but is weaker
Touch of Death Combos
Combo
Post-Stun Combo:

j.HK > j.HP, mash 646LP, juggle 2HK

  • Start with a close range forward jump for easy spacing
2LK > 2LP x2 > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
236LP Bomb (5 hits), mash 646HP,
2LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

Lion vs. Sam is a fast paced, dynamic matchup. It is generally favorable for Lion, but it's still possible to lose a round off one mistake against a skilled opponent. One of the most important factors in this matchup is Sam's ability to easily punish 2HK slide; because 2HK has a raised hurtbox during recovery, it is susceptible to the first hit of Sam's Rekka on hit or block at most ranges. 2HK is too useful to give up entirely, but it should be avoided in scenarios where Lion will die to the Rekka punish, especially if the slide itself won't kill Sam.

Bombs are effective against Sam, as he has to take a fairly large risk to counter them. If Sam manages to dash past the explosion or hit you with Rekkas/Super, there is still a high chance that he will reel back into the explosion, so always be ready to convert off a trade combo.

Sam has no juggles after corner throw, so there's no need to take huge risks on defense. If he is looping 5LP + Dash against you, you can hold down back and option selected a delayed Crouch Throw at the timing where his next jab would otherwise connect. Be careful not to autopilot this too much, as Sam can simply stop his pressure and wait for you to whiff 2HP. HK Teleport is a reversal option that can escape the corner, but Sam has good enough movement to potentially bait and punish this if used too predictably.

Because of Lion's wide hurtbox, he is susceptible to extended combos. It's easy for Sam to get many hits of his Dash + 5LP infinite and convert it into a knockdown. He also has a loop with LK Rekkas that can stun in one touch, but it requires two 1f links. If Sam drops this combo, he will whiff the first hit of Rekka against crouch blocking Lion; always be ready to punish this whiff with a quick 2LK combo starter. You can input the punish without even waiting to react to the drop, as nothing will come out if Sam is successful.

After blocking Sam's full LK Rekka series (-1 on block), reversal Lion Crusher will lose to Sam's immediate 2LP; it's safer to simply hit your own 2LP/2LK or escape the situation with a backdash or teleport.

Without meter, Sam is helpless against properly timed corner throw loops. For this reason, the best overall strategy is probably to push him to the corner early before he can build Super. Once his meter is full, it becomes a lot riskier to attempt, but you can still attack with meaty 2LK to stuff the Super startup after an air reset. If you do this frequently enough, it will condition the Sam player to block even with a full meter.

Super is an effective timer scam against Sam, as his only option is to chip away with LK Divekick. Just be careful to activate it at long range or while a bomb is exploding, as Sam can punish the activation from a little over half screen with his Divekick.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 12:27 to 36:17
Spabobin vs. Funkdoc 03-02-2022 - 28:10 to 37:20
Spabobin vs RCF 02-13-2022 - 0:00 to 39:17
Spabobin vs RCF 12-16-2021 - 0:00 to 24:55
Spabobin vs RCF 12-05-2021 - 1:06:37 to 1:33:09
Spabobin vs RCF 11-04-2021 - 0:00 to 1:27:37
Spabobin vs RCF 10-23-2021 - 20:03 to 58:47
Spabobin vs RCF 09-09-2021 - 56:31 to 1:02:13


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


M. Lion vs. Kim-Maree Matchup

JCFoF KimMaree LossKO.png
Important Punishes
Opponent's Move Punish
2HK - Lion's 2HK can punish Kim's at any range

- If too close, your 2HK might get punished

  • Microdash into a light combo starter or reversal 646LP in that case
6HK - Throw (stand or crouch) can punish on hit or block

- Mash 646LP can punish reliably on block

  • Low risk due to the easy reversal timing

- Mashing Crouch Throw can also interrupt the gap in her 2LK > 6HK string

236P
(Running Lariat)
- Crouch until Kim reaches you, then punish with 2LK > 5LP xx mash 646LP

- Alternatively, Crouch Throw is risk-free since you don't need to stand to attempt it

28P
(I Want You!)
- Dash up into a full combo punish
Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
You will get thrown if you stand (unless too far out of throw range)
  • Mashing 2LP will hit Kim out of the air (but this loses to Getup HK)
  • Kim will whiff against crouchers and knock herself down where she can be hit OTG
    • Because OTGs are low damage, a Kim with a large life lead may keep doing this on purpose
    • Try to juggle her mid-air if this happens
Getup LK
(block)
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
  • If you are fast you can OTG her, but knockdown time is short
Getup HK
(whiff)
The long animation and active frame window makes it hard to backdash this
  • If you try to backdash bait on her wakeup, be sure to keep stand blocking just in case
  • Use a quick punish like 2LP > 5LK xx mash 646P if you manage to make her whiff nearby
Getup HK
(block)
+6 on block overhead, completely safe
  • Kim can force a true blockstring into 2LP, then chain into low to punish your backdash attempt
  • She can also use immediate 2LK, but with a 1f gap that can lose to invincible moves
  • If you stay put, she can do a delayed throw, so pick the least risky option depending on circumstances
    • Smartest choice is to just stay far away on her wakeup
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK

- Juggles are less consistent if 646LP connects at farther ranges

Mash 646HP (corner)
(HP Lion Crusher)
Microdash + 2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > 2LP > cl.5HK
Crouch Throw
(midscreen)
Dash + 2HK
Touch of Death Combos
Combo
Post-Stun Combo:

j.HK > j.HP, mash 646LP, juggle 2HK

  • Start with a close range forward jump for easy spacing
2LK > 2LP x2 > 5LP xx mash 646HP,
Microdash + 2LK > cl.5HP > cl.5HK (stun)
  • Corner Only
236LP Bomb (5 hits), Dash + 2LK > 5LP xx mash 646LP,
Dash + 2LK > cl.5HK > far.5HP (stun)
236LP Bomb (5 hits), mash 646HP,
2LK > cl.5HK (stun)
  • Corner Only
6HK, 2LK > 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner + Crouching only
  • 6HK must hit close enough to connect 2 lights afterward

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb in these combos

Strategy

The hardest part about playing Lion against Kim-Maree is the feeling of guilt knowing she has no options to fight back. Lion can play with nearly zero risk by backdashing, throwing LP Lion Bombs at a safe distance, then using HK Teleport to escape the corner and start again. Kim's backdash is so slow that even if she predicts the teleport, she can rarely punish; at worst you might eat a single 2HK. If she tries to poke you with her long-ranged limbs, the recovery is so slow that a bomb will reach her and explode before she can block; you may also be able to combo out of this bomb hit with your own 2HK. Out of desperation, Kim might throw out Running Lariat to try and catch the bomb startup, but this is too slow to work 99% of the time and it doesn't lead to anything else if by some miracle it connects. Just remember to crouch under the Lariat and punish when she gets close.

There is no real reason to tick into Bomb after a light normal; Kim is able to dash up and punish with a throw or I Want You from this range, and you don't want to let her get momentum with a knockdown.

If Kim jumps from mid to long range, Lion can easily anti-air with 6HP due to its disjointed hurtbox; against closer range jumps, Lion's buttons are liable to trade, so it's better to just backdash to avoid the situation and reset your positioning. If you do block a jump normal, remember that Kim will likely chain into another button so you have to stand block twice.

Kim's 6HK overhead has enough forward movement that it can technically avoid a bomb, but this is hard to do in practice. It is throw punishable on hit or block, but this punish can be risky to attempt because Kim can use her invincible I Want You to blow through a mistimed punish.

Lion's heavy weight means that Kim can't land corner juggles off of her hitconfirm combos; her only practical juggle starter is HK Throw. And since she has to be close to the corner to juggle, you can avoid any real danger simply by positioning yourself midscreen as much as possible.

Since it's easy for Lion to run away, he can also charge meter safely. If you activate Super, Kim has almost no options to hit you. Even her 6HK doesn't connect, despite the animation appearing to hit the ground. You can use this to timer scam, or threaten with Drone Assist since she will have a hard time stopping you from calling them.

As a gimmick, Kim is able to OTG with her j.HP, then land an immediate Air Throw. If you don't mash to wake up, this can actually lead to a TOD after her corner HK Throw juggle, so make sure not to let her get away with this. It doesn't require fast mashing to escape this scenario, lightly tapping the buttons and directions is enough to wake up on time.

Matchup Video Examples
RCF vs. Spabobin 08-27-2022 - 0:00 to 12:11
RCF vs. Spabobin 05-23-2022 - 0:00 to 21:30
Spabobin vs. Funkdoc 03-02-2022 - 37:29 to 45:22
Spabobin vs RCF 02-13-2022 - 39:27 to 51:26
Spabobin vs RCF 12-16-2021 - 25:07 to 48:25
Spabobin vs RCF 11-04-2021 - 1:27:45 to 1:36:45


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion


Mysterious Lion Matchup (Mirror)

JCFoF MLion LossKO.png
Important Punishes
Opponent's Move Punish
6HP - Duck under it and whiff punish with 2HK (unless you are too close)

- It is possible to whiff punish with 646LP after ducking, but hard to time

2HK - 646LP unless spaced very well

- 2HK can also punish itself on hit or block, creating an endless loop until one player stops doing it

646LP
(LP Lion Crusher)
- Punish with a 2LK combo

- If near the corner, Standing Throw is also good to set up throw loops

646HP
(HP Lion Crusher)
- In almost any situation, Lion can punish HP Lion Crusher with his own HP Lion Crusher
  • This punish will usually lead to a knockdown, either because it hits late or because the other Lion corners himself
  • If the 646HP recovers near you, just punish with a 2LK combo instead
Normal xx 236LP
(Lion Bomb)
- Dash well past the bomb, then use 2LK or Throw combo starter
  • If you attempt to punish too early during the dash, your hurtbox may extend backwards into the blast

- Mash 646HP can work, but remember this can be punishable on hit

Teleport - Dash + 2HK is the most reliable punish
  • Usually hits meaty, making it much safer than usual
Super - If close, can Mash 646LP to knock him out of the transformation (inconsistent)

- Once transformed, harassing Chibi-Lion with LP Bombs and spaced 2HK can keep him locked down

  • He can use self destruct to destroy incoming bombs, but he can be punished with 646HP for trying this (usually into a knockdown)
Touch of Death Combos
Combo
Post-Stun Combo:

j.HK > j.HP, mash 646LP, juggle 2HK

  • Start with a close range forward jump for easy spacing
236LP Bomb (5 hits), Dash + 5LP xx mash 646HP,
2LK > cl.5HP > cl.5HK (stun)
  • Corner Only

Execution tip: input 2LK > 5LP as 3LK > 6LP to avoid accidental Lion Bomb

Getup Attack Punishes
Scenario Punish
Getup LK
(whiff)
Backdash to bait and punish with 2HK (easiest) or 646P confirm (harder)
  • Tons of active frames, so if you dash too early you might still have to block
    • Try to position yourself so that your backdash will recover completely out of range of the Getup LK
  • Predictive backwards j.LP > j.HP can also work as a read, especially on a corner escape
  • Has similar animation to wakeup roll, don't confuse the two
Getup LK
(block)
-6 on block, hits overhead
  • Not punishable if blocked due to pushback
Getup HK
(whiff)
Can backdash to bait, then Dash + confirm into mash 646P
  • Invincibility runs out early, so you can stuff it with meaties
    • Most players will just use Getup LK so this isn't a great idea
Getup HK
(block)
-3 on block, hits low (completely safe)
  • Under extremely rare corner circumstances, 646HP can punish
Juggle Notes
Starter Ender
Mash 646LP
(LP Lion Crusher)
Dash + 2LK > cl.5HP > cl.5HK
  • Timing is strict due to M. Lion's heavy weight
  • Especially true if 646LP connects at farther ranges
Mash 646HP (corner)
(HP Lion Crusher)
2LK > cl.5HP > cl.5HK
Stand/Crouch Throw
(corner)
2LK > 2LP > cl.5HK
Crouch Throw
(midscreen)
Dash + 2HK

Strategy

The Lion mirror is one of the most awkward mirror matches in the game. While bomb hits lead to a stun combo against most characters, in the mirror it is only possible to do this in the corner, and only if all 5 hits of Bomb connect.

2HK, usually one of Lion's best pokes, can punish itself on hit or block, leading to an infinite punish loop until someone dies or gives up. Similarly, HP Lion Crusher is almost always punishable by itself; in this case, the 2nd one will usually knock down because it starts from so far away.

Corner throw loops work fairly well against Lion, as his defensive options are lackluster. The biggest concern is since that both Lions have the same throw range, the opponent can hold down back and time a crouch throw against your dash. To counter this, you can delay your dash slightly so that if he mashes throw too early, the opposing Lion will start whiffing 2HP instead. Teleport is frame 1 invincible, so he isn't completely out of defensive options; like all invincible moves, this still loses to meaty 2LK however. In case of a successful teleport, Lion's long backdash and ranged 2HK make it fairly easy to punish if you predict it. It's also likely that the slide will hit meaty enough to be safe from the opponent's counter-slide.

vs. Chibi Lion:
If one M. Lion activates Super, it's easy for the opposing Lion to deal with. Lion's 2HK will easily punish any short hop into Drone Assist on reaction. He can also simply throw LP Bombs at mid range, and Chibi-Lion will have no way to avoid them while calling Drones. Chibi-Lion can technically Self-Destruct to destroy an incoming bomb, but this has so much recovery that the opposing Lion can 2HK or HP Lion Crusher to punish him for it. Lion can also teleport behind to avoid any possibility of a Drone connecting with him. For these reasons, there is no reason to ever activate Lion's Super in the mirror match unless the opponent simply lacks the matchup experience to deal with it.

Matchup Video Examples
RCF vs. Funkdoc 09-03-2021 - 54:20 to 55:24


Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion




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