Stated to be only 60% complete, it lacks many of its basic attacks. Makes use of sprites and sound effects from Pulseman, but the indicator on its wrist disappointingly doesn't change colour with its current Life. No Volteccer, either.
N64Mario's version has been marked as incomplete for quite some time. The sprites used are rips from the Pulseman game, as well as the abilities he uses, such as his Spark Ball and teleport. His only Hyper, Super Spark, can be charged for more damage, but charging for too long will make him overheat and heavily damage himself.
The damage output for Pulseman is odd and inconsistent; his only Hyper Attack deals less damage than his Spark Ball Specials, even when fully charged, and the difference in damage between his three standing punches is quite substantial. On the subject of his punches, both his medium and heavy punch can be cancelled into themselves, and with no cornerpush applied to these attacks, they can infinitely trap the opponent when at the edges of the screen.
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 [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Spark Ball
Command Input
Properties
Projectile velocity varies with button pressed Ⓩ version:
Ⓧ
Ⓨ
Ⓩ
Elbow Smash
Command Input
Properties
Ⓩ
Flip Kick
Command Input
Properties
Vertical distance varies with button pressed
Ⓐ
Ⓑ
Ⓒ
Hypers[]
Charged Spark Ball
Command Input
Properties
Damage varies depending on how long is held Deals 500 self-damage if is held for too long Requires 1000 Power Power usage varies depending on how long is held
Palette Gallery[]
PulseMan
Purple
Black
Blue
Green
Yellow
Victory quotes[]
This character does not have any victory quotes, meaning it uses the screenpack's default.