This subpage 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 outside of 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 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.
Original names, activation methods and properties for moves that have been modified are faded. Only animations that have changed are shown. Moves that have only been renamed are not listed.
Modified Specials[]
Kung Fu Palm
Fast Kung Fu Palm
Command Input
Properties
Ⓩ
Ⓧ+Ⓨ
Uses 330 Power
Kung Fu Upper
Weak Kung Fu Upper
Command Input
Properties
Ⓧ
Kung Fu Upper
Strong Kung Fu Upper
Command Input
Properties
Ⓨ
Kung Fu Upper
Fast Kung Fu Upper
Command Input
Properties
Ⓩ
Ⓧ+Ⓨ
Uses 330 Power
Kung Fu Blow
Fast Kung Fu Blow
Command Input
Properties
Ⓩ
Ⓧ+Ⓨ
Uses 330 Power
Kung Fu Knee
Fast Kung Fu Knee
Command Input
Properties
Ⓒ
Ⓐ+Ⓑ
Press Ⓐ or Ⓑ again for additional attack
Uses 330 Power
Modified Hypers[]
Smash Kung Fu Upper
Command Input
Properties
Ⓧ / Ⓨ
Uses 1000 Power
Smash Kung Fu Upper
Command Input
Properties
Ⓧ / Ⓨ
Uses 1000 Power
Added Specials[]
Kung Fu Fireball
Command Input
Properties
Projectile velocity varies with button pressed Ⓒ version: launches two projectiles
Flying Dragon Kick
Command Input
Properties
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 in theory, 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.