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Kung Fu Man character --------------------M.U.G.E.N (c) 2001 Elecbyte www.elecbyte.

com

This version updated: 30 October 2001 Kung Fu Man is a sample character that works with M.U.G.E.N. This version is meant for use with M.U.G.E.N version 2001.11.01. To use him, unzip his files into chars/kfm. Then open up data/select.def with a text editor and add the following line to the [Characters] group: kfm It's that easy to get started! KFM's work files are available from our web site. You may freely modify and/or distribute KFM and his work files. Use him as a starting point for your own character, or simply to fiddle with and learn the basics. More documentation can be found in docs/ in your M.U.G.E.N directory. 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 UF F DF D DB B UB F, F B, B xy -

Jump Jump forwards Walk forwards Crouch Crouch Crouch or low guard Walk backwards or high guard Jump back Forward dash Back dash 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 Y A B -

Air W. Air S. Air W. Flying

Punch Punch Kick 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 + xy - 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 + xy - 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 + xy - Fast Kung Fu Blow (uses 1/3 power bar) F, F + a F, F + b - W. Kung Fu Knee - S. Kung Fu Knee

F, F + ab - 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!

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