Both this article and the content documented in it contain language that may be considered offensive to some users. Continue reading and/or choose to download the content at your own discretion.
One of, if not the earliest Cartman to be made in the engine, this iteration of the character comes packed with many projectiles at his arsenal. While he can't really approach the opponent all that well, he doesn't need to if he just spams towels, Cheesy Poofs or dodgeballs.
Cartman is a six-button character. Cartman cannot run forwards properly because his run command is also mapped to his Dodgeball, which means Cartman has a really bad time approaching opponents. Cartman has generally limited comboability, although combos are not nonexistent. Cartman can somewhat link his light normals into one another or some of his stronger Normals. However, he is more than capable of creating infinites. All of his aerials cause him to lose momentumn, giving him overall poor jump-ins and air-to-air options. His Jump Light Punch is a spammable projectile that is bizarrely classified as a Special. It can be used to create infinites because of the move's high hitsun and aforementioned momentumn loss for his aerials. His Jump Medium Kick is a frame 1 (and thus, unblockable) multi-hit move that deals solid damage if all three hits connect properly.
Many of his moves that use special/super commands are errornously misattributed as Normals, such as Hitler, Flying Asian, Retarded Cartman, Officer Cartman, and Jennifer Lopez. None of Cartman's moves can actually deal chip damage to the opponent. Towelie and Dodgeball are both spammable projectiles that can easily put the opponent in an infinite.
Hitler, Retarded Cartman, and Officer Cartman are all very suboptimal moves for use, as they are all very laggy and often leave Cartman at disadvantage. Flying Asian and Jennifer Lopez are next-to-useless due to them not actually hitting the opponent, as well as the latter move requiring 1000 power to even activate. Cartman Uppercut is his only correctly attributed non-projectile special, as well as the only one that consumes Power. However, it cannot really be used because he will end up using his Dodgeball special when attempting to perform the move.
Cartman's only real super, Anime Cartman, cannot even be used by normal means as it requires 2000 Power to use, which Cartman only has 1000 of. If somehow activated, it is a unblockable grab akin to a Raging Demon.
Cartman does not have a custom A.I, making him fairly unchallenging to fight.
Stats[]
Life
1000
Power
1000
Attack
80
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 [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Jump Light Punch
Command Input
Properties
Ⓧ
Towelie
Command Input
Properties
Ⓧ
Pirate sword
Command Input
Properties
Ⓨ
Satelite
Command Input
Properties
Ⓧ + Ⓨ
Requires 330 Power Uses 0 Power
Dodge Ball
Command Input
Properties
Cartman Uppercut
Command Input
Properties
Ⓐ + Ⓑ
Requires 330 Power
Hypers[]
Anime Cartman
Command Input
Properties
Ⓧ / Ⓨ
Requires 2000 Power
Palette Gallery[]
Cartman
Victory quotes[]
This character does not have any victory quotes, meaning it uses the screenpack's default.
Videos[]
MUGEN - Peter VS Cartman
Edits[]
This character has been edited. For a full list of edits, see Edits.