M.U.G.E.N Arcade
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This branch-off article contains any edits of Elecbyte's second version of Kung Fu Man. What is listed here is limited to what the edits change, meaning information should not be duplicated from the article about the original version, not including the idle animation and portrait, even if they haven't changed.

N64Mario's first edit[]

Kung Fu Man (Kung Fu Man)
N64CapKFMport
Character portrait

Editor

N64Mario

Download

N-Mario's Gaming Universe

Resolution

Low

N64CapKFMidle

This edit (referred to as Kung Fu Man (Capcom Style) on the editor's website) essentially expands upon Kung Fu Man's original moveset, in turn making the character use all six buttons as opposed to just four, but also alters the Fast variants of its moves by removing their Power requirements and assigning them to z and c.

Many assets and gameplay mechanics that were added in this edit originate from games in the Street Fighter series, such as an Alpha Counter, a Power Charge, Ryu's Hadouken (referred to as Kung Fu Fireball), Fei-Long's Flying Kick (referred to as Flying Dragon Kick) and Akuma's Shun Goku Satsu (referred to as Kung Fu Murder).

The A.I. remains unchanged from the original version, but with the additional moves this edit grants, it may present more of a challenge.

Stats[]

Unchanged from original version.

Movelist[]

Hovering the mouse cursor over the icons will display a more direct activation method akin to how the move activations are coded; this is what the following key/legend represents.

Key

D = Down

F = Right

B = Left

U = Up

DF = Down-right

DB = Down-left

UF = Up-right

UB = Up-left

a/b/c = Kick

x/y/z = Punch

s = Taunt

Icons encased in square brackets [ D ] mean for the respective button(s) to be held down.

Original names, activation methods and properties for moves that have been modified are placed within parentheses. Only animations that have changed are shown. Moves that have only been renamed are not listed.

Modified Specials[]

Name Command Input Properties
Kung Fu Palm
(Fast Kung Fu Palm)
D, DF, F z
(D, DF, F x+y)
Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.Move causes opponent to bounce off the wall
(Uses 330 Power)
Name Command Input Properties
Kung Fu Upper
(Weak Kung Fu Upper)
F, D, DF x Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
N64CapKFMKFU
Name Command Input Properties
Kung Fu Upper
(Strong Kung Fu Upper)
F, D, DF y Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
N64CapKFMKFU2
Name Command Input Properties
Kung Fu Upper
(Fast Kung Fu Upper)
F, D, DF z
(F, D, DF x+y)
Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
(Uses 330 Power)
N64CapKFMKFU3
Name Command Input Properties
Kung Fu Blow
(Fast Kung Fu Blow)
D, DB, B z
(D, DB, B x+y)
(Uses 330 Power)
Name Command Input Properties
Kung Fu Knee
(Fast Kung Fu Knee)
F F c
(F F a+b)
Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
Press a or b again for additional attack
(Uses 330 Power)

Modified Hypers[]

Name Command Input Properties
Smash Kung Fu Upper D, DF, F D, DF, F x, y, or z
(D, DF, F D, DF, F x or y)
Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 1000 Power
Name Command Input Properties
Smash Kung Fu Upper F, D, DF F, D, DF x, y, or z
(D, DB, B D, DB, B x or y)
Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 1000 Power

Added Specials[]

Name Command Input Properties
Kung Fu Fireball B, DB, D, DF, F x, y, or z Attack is a projectile, or has projectile properties
Projectile velocity varies with button pressed
c version: launches two projectiles
N64CapKFMKFF
N64CapKFMKFF2
N64CapKFMKFF3
Name Command Input Properties
Flying Dragon Kick F, D, DF a, b, or c Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
Vertical and horizontal distances vary with button pressed
N64CapKFMFDK
N64CapKFMFDK2
N64CapKFMFDK3

Added Hypers[]

Name Command Input Properties
Knee Kick Super Combo D, DB, B D, DB, B a, b, or c Move knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
Uses 1000 Power
N64CapKFMKKSC
Name Command Input Properties
Super Flying Kick D, DF, F D, DF, F a, b, or c Can only be used in airMove knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
Matrix Mode only
Uses 1000 Power
N64CapKFMSFK
Name Command Input Properties
Kung Fu Drill Palm D, DF, F D, DF, F z Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 1000 Power
N64CapKFMKFDP
Name Command Input Properties
Kung Fu Super Fireball B, DB, D, DF, F B, DB, D, DF, F x, y, or z Attack is a projectile, or has projectile propertiesMove knocks down opponent on hit. Opponent can tech into recovery animation upon touching the ground.
Uses 1000 Power
N64CapKFMKFSF
Name Command Input Properties
Dragon Smash D, DF, F D, DF, F a, b, or c Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 1000 Power
N64CapKFMDS
Name Command Input Properties
Art of the Dragon D, DB, B D, DB, B x, y, or z Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 1000 Power
N64CapKFMAotD
Name Command Input Properties
Kung Fu Combo D, DF, F F, DF, D, DB, B x, y, or z or
D, DF, F D, DB, B x, y, or z
Uses 3000 Power
N64CapKFMKFC
Name Command Input Properties
Kung Fu Murder x x F a z Move knocks down opponent on hit. Opponent cannot tech when hitting the ground.
Uses 3000 Power
N64CapKFMKFM

Palette Gallery[]

Matrix Mode (s+a)[]

N64CapKFMpal7idle

Inspired by The Matrix series of films, this palette grants Kung Fu Man a new Hyper attack (Super Flying Kick) and visually alters Art of the Dragon to slow down time just before Kung Fu Man lands the last hit. Other minor changes this palette make include a different intro and win pose.

Victory quotes[]

Unchanged from original version.

N64Mario's second edit[]

Kung Fu Man V-ism (Kung Fu Man)
KFM2002port
Character portrait

Editor

N64Mario

Download

N-Mario's Gaming Universe

Resolution

Low

KFM2002idle

This edit of Kung Fu Man (known as Kung Fu Man V-ism) barely makes any changes at all; the Power stat has been reduced from 3000 to 2000 and the character is now able to use a Street Fighter Alpha 3-styled Variable Combo System, also known as a Custom Combo.

Requiring the Power stat to maxed out, when activated, the Custom Combo allows the character to launch any series of attacks in excessively quick succession until their Power reaches 0. While this may seem cheap -- and it is -- Kung Fu Man V-ism is completely unable to use moves that require power, meaning the Fast variants of its moves and its Hypers are disabled until the Custom Combo has ended. Due to Kung Fu Man V-ism's low damage output, it is very unlikely that the opponent will fall to Kung Fu Man V-ism while the Custom Combo is active, but will still take some serious damage from the onslaught of attacks.

Stats[]

  • Life: 1000
  • Power: 2000
  • Attack: 100
  • Defence: 100

Movelist[]

Unchanged from original version.

Palette Gallery[]

Unchanged from original version.

Victory quotes[]

Unchanged from original version.
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