ice-9's Lion Dojo
(Version C)
Select Moves Analysis
This guide is best used in conjunction with the Lion
Version C command list published on this site. As such, I will not
bother to list damage, speed, recovery, etc. statistics with my analysis.
Not all the moves are covered here, but the important ones will definitely
get mentioned. The asterisks indicate how useful or how often you will
be using the relevant move; five asterisks are best, one asterisk is worst.
The number before the asterisk rating is the damage points the move inflicts.
Punch Strings (Px) :: **
You can use just one punch P(G), or you can choose to complete the string
with P,P,P or P,P,d+P. One common method is to use P,P and then throw
or elbow. However, the utility of this flowchart is limited in Version
C as the recovery for the second P if guarded is -9 (throw counterable)
and -5 on normal hit. You should use the punching strings as just P(G)
to interrupt opponents and initiate your own offense. However, in VF4,
Lion has a better way of doing the same thing in b,f+P+K (look below).
Low Punch (LP) :: ****
Along with Shun, Lion has the worst LP in the game. It executes one frame
slower (13) and recovers worse than other characters' LPs. Thankfully,
Lion is not as bad off as Shun since he has great options after the LP
in D,f+P; D,f+P+G; and f+K. Use the LP to interrupt opponents and initiate
offense.
D,f+P :: *****
One of Lion's best moves, the Rising Uppercut causes Lion to duck really
low in the move's beginning animation--low enough to duck under elbows.
Further, if the D,f+P hits as counter, the opponent will float for a combo.
While Lion is throw counterable when blocked, it is not punch counterable,
and opponents are often slow or forgetful to punish. The Rising Uppercut
also executes quickly from a crouching position, and thus can be executed
as d/f,d/f,f+P. One effective way to use the D,f+P is from a dodge; cancel
the dodge with a crouch dash and f+P. If done quickly enough, the sequence
will look seamless and you should barely see the crouch dash. Use this
instead of Lion's DA as an evade-attack.
f+P, P :: ****
Lion's elbow poke can be used smartly for R.O. or for pressure. The poke
is throw counterable depending on range but has a recovery of -12. The
elbow itself, however, can still be considered a staple move. It is fast,
it staggers crouching opponents, and it is uncounterable. To execute an
elbow from a crouching position, forward dash, G, and f+P. So the sequence
is FC > f,f (G) > f+P. Or you can try b+G and f+G to get Lion into
a standing position before attempting an elbow.
f,f+P :: **
If it connects, an SKD will result allowing for a combo opportunity.
The lunging poke is uncounterable (-6 recovery) but it executes fairly
slowly and is a straight attack.
b,d/f+P :: ****
Lion ducks low with b,d/f+P, going under many high and middle attacks,
and it is a great move to sneak into your flow charts. When the move connects,
the opponent will FKD, allowing for a ground combo and so the guaranteed
damage for this move is quite good. Even though Lion is -15 on recovery
after the move, he is difficult to punish and not quite low throw-counterable.
However, the move is a linear attack and easily dodgeable.
d/f+P, P :: ***
One of Lion's main short range weapons. The second hit knocks down for
a possible ground combo, and you can use the threat of the second hit
to throw the opponent after the first hit. The second P can be slightly
delayed. If the first hit MCs, the second hit is virtually guaranteed.
The first hit is not throw counterable, though the second one is.
QCB+P, P (Meteor Punch) :: ****
Lion's Meteor Punch is a sabaki, and it is a really good one. It sabakis
high punches, high kicks, middle kicks, sidekicks, and knees. Hence, it
is a fantastic move against knee-dependent characters. If the Meteor Punch
connects, the opponent will SKD for a combo. The follow up poke should
mainly be used as a threat in case the Meteor Punch is blocked, but it
will also always cause an SKD. Because the Meteor Punch sabakis sidekicks,
it can be used as an okizeme tool. Both hits are throw counterable. The
second P is throw-interruptable, but only in eight stance.
f+K (Knee) :: ***
Lion has a knee as well, and you should use it primarily as a counter
tool or as a quick middle attack when you need one from crouching. It
executes as quickly as an elbow (14 frames) and is uncounterable.
d/f+K (Sidekick) :: ***
A quick and far range attack. Great for hitting opponents as they rise
from a distance and will stagger crouching opponents. Opponents must dodge
towards Lion's back to avoid the sidekick. The sidekick is uncounterable,
with a +7 advantage on MC.
f,f+K, K :: *
Primarily used in combos.
u+K, K :: ****
Use the move to crush low rising attacks and low punches. The second
kick will usually connect if the first one hits for great damage, or you
can go for a float combo for even more damage. Though the second kick
hits high, both kicks are uncounterable and second kick can be delayed.
Opponents must dodge to Lion's back to avoid both kicks.
d+K, K; d+K, K+G :: **
If the first kick hits as MC, the second low kick or crescent (K or K+G
respectively) is guaranteed. The second kick has to be inputted right
away, however, so you have to anticipate the MC.
d/b+K :: ***
A fairly fast low attack with good damage that always knocks down if
the second hit connects; Lion ducks fairly low for this move. The second
low hit will almost always connect if the first hit connects.
b,b+K, P+K :: ***
Even though the b,b+K hits high, it will always float. The move leaves
Lion with his back towards the opponent, but the P+K will turn him facing
the opponent. If the b,b+K connects, the P+K is guaranteed. Primarily
used as a combo starter.
P+K :: **
Not the fastest middle attack, but the opponent will always SKD on a
hit, allowing a combo for pretty good damage. While it is a somewhat obvious
looking move, it is uncounterable.
b+P+K :: ***
Lion's b+P+K is a chargeable move, and on maximum damage, hits for 38
points and is a middle attack. Best of all, Lion bends really low in the
beginning animation of the move, allowing him to duck many high, some
middle attacks, and most importantly under high rising kicks. This is
a good move to use as a change of pace in the midst of Lion's fast staple
pecking attacks. When it connects fully charged, the opponent will HKD
for a combo opportunity.
f+P+K, K :: ***
The f+P+K will leave Lion's back to the opponent, but the kick is a turn
around attack and fairly fast and long range. The kick, however, is both
throw and punch counterable if blocked. You can a turn around with d+K
or a d+P after the f+P+K for a low hit instead of the canned kick for
a guessing game. A back turned K is also a good alternative, as it will
interrupt everything except perhaps a LP that an opponent tries to retaliate
with after blocking the f+P+K.
b,f+P+K, P, P :: *****
Lion's best new move, the b,f+P+K has almost the same properties as Lion's
standing punch. The follow ups, however, are much better as the second
and third punches hit middle and can be used for nitaku (50/50, throw/attack)
guessing games. The elbow at the end will stagger opponents and SKD on
MC (Japanese Version C mainly). The string can also be used in combos.
However the second and third hits are throw counterable when blocked.
d+K+G :: ***
Lion's low sweep always knocks down when it connects, and Lion bends
very low while executing it. The sweep is great against dodging opponents.
The caveat is that it executes slower than the d/b+K, and is similarly
staggerable and prone to low throws.
f+K+G :: ***
Fantastic against dodging opponents and can be used as a R.O. tool. However,
it is hrow counterable depending on range. This move is great for okizeme,
especially as opponents are TRing.
b,f+K+G, d/b+P or d+K :: **
The b,f+K+G is an invaluable okizeme tool, as it can be used as a ground
combo against felled opponents. For example, after Lion's D,f+P+G throw
the b,f+K+G will hit the opponent on the ground, inputted quickly enough.
The b,f+K+G will leave Lion's back to the opponent, but Lion can follow
up with the back turned d/b+P is a middle attack and the d+K is a low
attack. Note that BT d/b+P is superior to the d+P. If the b,f+K+G hits
a grounded opponent, the turn around low kick will also hit if the opponent
doesn't QR/TR.
Dodge Attack (DA) :: *
If you cannot dodge > crouch dash > D,f+P reliably, you could perhaps
use the dodge attack (DA) instead, but you should only use it when you
have successfully dodged an opponent's attack, causing the opponent to
whiff, and when the opponent recovers high. The DA then has a high chance
of connecting for easy damage. It will knock down on a hit, and you can
go for a combo for decent damage. Can perhaps also be used in okizeme/uramawari.
In Version C, Lion's DA hits special high, meaning it will not interrupt
low attacks and connect against opponents recovering in a crouching position.
Lion's DA is uncounterable.
d/f+P :: **
Small down attack.
u+P (Pounce) :: ****
Because Lion is such a good okizeme character, his pounce is a very important
move. First, the pounce will interrupt opponents trying to rise with a
kick. When Lion is facing away from a grounded opponent (for example,
after a b,f+K+G), attempting a pounce is a very safe and potentially rewarding
move. You can execute the pounce u/f+P or u/b+P in addition to u+P; thus,
in that situation, you should execute the pounce with u/f+P. If the opponent
QR/TRs, you will safely hop away; if the opponent stays on the ground,
you get a free 25 points.
b+P+G :: ***
A good one direction command throw and you can go for the small down
attack afterwards for very good damage. If the b+P+G is escaped, Lion
will be flung across the ring with his back exposed and at a disadvantage,
so take note of ring position when considering the throw.
u/f+P+G :: ***
The only non-catch throw with a u/f+P+G command--it's not escaped a lot.
It takes decent damage too at 45.
d/f+P+G :: **
Lion reverses positions with the opponent. For guaranteed damage, you
can go for a P,P,P or u+P+K. You can also go for a d/f+P,P > pounce,
which takes great damage. The d/f+P,P is difficult to escape but it is
not guaranteed. To defend against the d/f+P,P, turn toward Lion and guard--you
will get hit by the first P but should be able to successfully defend
the second P. As the Lion player, if you know this, you can merely d/f+P
> throw for even more damage.
D,f+P+G :: *****
Lion's best throw. After the D,f+P+G, you can follow up with a combo.
f,f+K,K, pounce, and b,f+K+G are guaranteed, but you can get potentially
more damage with the b,f+K+G, d+K > pounce if the opponent doesn't
QR/TR. If the throw is escaped, Lion is fairly even with the opponent..
HCB+P+G :: *****
Lion's other best throw, he is safe if escaped. Besides taking good damage,
sometimes you can risk a pounce or down attack after the throw. The pounce
is not guaranteed, but the chances of landing the pounce are decent as
the opponent must remember to recover quickly.
Catch Throws :: f,d/b+P+G, u or d, P+G :: 0, 0, 40 :: ***
The initial catch throw cannot be escaped, and thus are useful in situations
where the opponent attempts a reversal-throw-escape, dodge-throw-escape,
or guard-throw-escape, especially as opponents are recovering from QR/TR.
While the catch window is fairly decent, the catch throw itself is slow
and the range isn't the greatest. While the opponent cannot escape the
initial f,b/d+P+G, opponents can still escape the damage-taking P+G part
by b+P+G or f+P+G. If you think the opponent will try to escape the throw,
attack instead (b,b+K is a good option).
u/f or d/f+P+K+G :: **
Use u/f+P+K+G to weave into the screen and d/f+P+K+G to weave out of
the screen. The weave doesn't evade as much as a MC dodge, but Lion ducks
low enough to avoid most high and some middle attacks and, best of all,
the opponent can't throw Lion out of the dodge. Thus you the weave dodge
should be used whenever an opponent is likely to try and throw or punch
counter you.
b+P+K+G :: **
The b+P+K+G always makes Lion dodge towards his back, in almost a quarter
circle path. A great move when Lion needs to get away. Depending on the
opponent's attack, Lion could even end up to the side or back of the opponent
and thus at a big advantage. The b+P+K+G can also be used for okizeme/uramawari.
>> BACK
TO ICE-9'S LION DOJO (VERSION C)
ice-9; published June 08, 2002; last updated June 09,
2002
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