MUGEN Database
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The first iteration of Kung Fu Man, this timeless character came bundled with DOS M.U.G.E.N up until version 2000.06.27, where he was replaced by a more handsome man. Everything about this character is original, including his sprites and sound effects, though with only two buttons, his moveset is particularly barren and his gameplay is incredibly simple; regardless, this character is truly a relic to behold.

Kung Fu Man (Kung Fu Man)
KFM1999port
Character portrait

Creator

Elecbyte

Download

MediaFire

Resolution

Low

Gameplay[]

KFM1999idle

The first character ever created, Kung Fu Man has a very limited two-button moveset, using A and B to punch and kick, respectively.

Kung Fu Man's combo system allows A Normals to cancel into the B Normal of that statetype, which can then be cancelled into either version of Kung Fu Palm and then Super Kung Fu Palm, though the timing is incredibly strict as the cancel window lasts for as long as the opponent is in hitpause, which is usually 8-12 frames depending on the strength of the attack; some moves are able to link together rather than cancel to form a combo, though this is typically restricted to A Normals.

Kung Fu Man has no custom A.I. and instead using the default A.I. built into the engine, though this is to be expected given that typical A.I. programming methods such as humanly-impossible commands and Winane's Helper-based A.I. had yet to be be created, as well as the the fact that Elecbyte wouldn't attempt actual A.I. integration until M.U.G.E.N 1.0 with its AILevel trigger, of which even later versions failed to make use of; as an opponent, Kung Fu Man displays the typical behaviour of a character using the engine's A.I., adopting an overly defensive style of play should the opponent play aggressively and only ever attacking at seemingly random intervals.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Kung Fu Palm
Command Input Properties
Down, Down-Right, Right A / B Move knocks down opponent on hit
Distance travelled varies with button pressed
A
KFM1999KFP1
B
KFM1999KFP2

Hypers[]

Super Kung Fu Palm
Command Input Properties
Down, Down-Right, Right A+B Move knocks down opponent on hit
Uses 1000 Power
KFM1999SKFP

Palette Gallery[]

KFM1999pal1
Button-a
KFM1999pal2
Button-b
KFM1999pal3
Button-c
kfm kfm2 kfm3
KFM1999pal4
Button-x
1999KFMpal5
Button-y
1999KFMpal6
Button-z
kfm4 kfm5 kfm6

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Trivia[]

  • Kung Fu Man will go into a non-existent state if his throw is executed due to the actual move coding being absent, even though the activation code is there. This non-existent state is denoted by Kung Fu Man performing his walking animation on the spot.

Edits[]

This character has been edited. For a full list of edits, see Edits.
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