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Kung Fu Man character

M.U.G.E.N (c) 2002 Elecbyte www.elecbyte.com

  This version updated: 20 April 2002

  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 2002.04.14.

  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              - 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 + 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       - W. Kung Fu Knee
  F, F + b       - 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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