=========================== Kung Fu Man (classic ver) =========================== For M.U.G.E.N 1.0 (c) 2009 Elecbyte This version updated: 15 Sep 2009 Kung Fu Man is a sample character that works with M.U.G.E.N. KFM's work files are available in the work/kfm720/ directory. KFM is licensed under the Creative Commons Noncommercial License. Attribution is optional. This means you may freely build upon or use parts of KFM for non-commercial puposes. Controls ======== Basic Controls -------------- Kung Fu Man is a 4-button character. Button X is his weak punch, button Y his strong punch, A for weak kick, and B for his strong kick. We will use W. to mean weak, and S. for strong. We will use the notation: D - down F - forward U - up B - back x - button X (weak punch) y - button Y (strong punch) a - button A (weak kick) b - button B (strong kick) DF means diagonally down-forwards, UB diagonally up-back, etc. If you see ab it means press button A and button B simultaneously. x/y means hit either x or y, and so on. Use the direction keys to move KFM. Press down to crouch, and up to jump. While in the air, you can press up again to air-jump. Hold the direction facing away from the opponent to guard. KFM can guard attacks while jumping. When falling in the air, hit buttons X and Y at the same time to recover. Hold a directional key when recovering to move a little bit in that direction. If you are near the ground when you hit xy, you will do a ground-based recovery instead. KFM has a taunt. To do it, press the start button. Standard Movement ----------------- U - Jump UF - Jump forwards F - Walk forwards DF - Crouch D - Crouch DB - Crouch or low guard B - Walk backwards or high guard UB - Jump back F, F - Forward dash B, B - Back dash xy - Recovery (when falling) Basic Standing Attacks ---------------------- x - W. Punch y - S. Punch a - W. Kick b - S. Kick Basic Crouching Attacks ----------------------- x - Low W. Punch y - Low S. Punch a - Low W. Kick b - Sweep Kick Basic Air Attacks ----------------- x - Air W. Punch y - Air S. Punch a - Air W. Kick b - Flying Kick Throws ------ F/B + y (when close) - Kung Fu Throw Special Attacks --------------- D, DF, F, x - W. Kung Fu Palm D, DF, F, y - S. Kung Fu Palm D, DF, F, x+y - Fast Kung Fu Palm (uses 1/3 power bar) F, D, DF, x - W. Kung Fu Upper F, D, DF, y - S. Kung Fu Upper F, D, DF, x+y - Fast Kung Fu Upper (uses 1/3 power bar) D, DB, B, x - W. Kung Fu Blow D, DB, B, y - S. Kung Fu Blow D, DB, B, x+y - Fast Kung Fu Blow (uses 1/3 power bar) D, DF, F, a - W. Kung Fu Zankou D, DF, F, b - S. Kung Fu Zankou D, DF, F, a+b - Fast Kung Fu Zankou (uses 1/3 power bar) F, F, a - W. Kung Fu Knee F, F, b - S. Kung Fu Knee F, F, a+b - Fast Kung Fu Knee (uses 1/3 power bar) Press button A or B during Kung Fu Knee to add a kick. Hyper Attacks (each uses 1 power bar) ------------- D, DF, F, D, DF, F, x/y - Triple Kung Fu Palm D, DB, B, D, DB, B, x/y - Smash Kung Fu Upper Combo notes =========== KFM's strengths lie in his ability to chain moves into each other. Here are his basic combo rules: 1. You can combo from weaker basic attacks into stronger ones eg. light kick -> strong kick 2. You can combo into special attacks from most basic attacks eg. stand strong punch -> Kung Fu Palm 3. You can combo into hyper attacks from all basic and special attacks eg. Kung Fu Palm -> Triple Kung Fu Palm 4. You can combo from hyper attacks into other hyper attacks, as long as you do not do the same hyper twice in a row eg. Triple Kung Fu Palm -> Smash Kung Fu Upper These rules make it possible for you to do some damaging combos. Experiment, and perfect your own Kung Fu Combos!