Hello! We’ve noticed that you haven’t made any recent edits on your wiki this year. This is a notice that your wiki is eligible for removal. Click here to learn more about the criteria for wiki removal.
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.
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 and .
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 [ ] 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)
(+)
(Uses 330 Power)
Name
Command Input
Properties
Kung Fu Upper (Weak Kung Fu Upper)
Name
Command Input
Properties
Kung Fu Upper (Strong Kung Fu Upper)
Name
Command Input
Properties
Kung Fu Upper (Fast Kung Fu Upper)
(+)
(Uses 330 Power)
Name
Command Input
Properties
Kung Fu Blow (Fast Kung Fu Blow)
(+)
(Uses 330 Power)
Name
Command Input
Properties
Kung Fu Knee (Fast Kung Fu Knee)
(+)
Press or again for additional attack (Uses 330 Power)
Modified Hypers[]
Name
Command Input
Properties
Smash Kung Fu Upper
( or )
Uses 1000 Power
Name
Command Input
Properties
Smash Kung Fu Upper
( or )
Uses 1000 Power
Added Specials[]
Name
Command Input
Properties
Kung Fu Fireball
Projectile velocity varies with button pressed version: launches two projectiles
Name
Command Input
Properties
Flying Dragon Kick
Vertical and horizontal distances vary with button pressed
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.
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.