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Evil Kung Fu Man
Ekfm
Evil Kung Fu Man's Portrait

Creator(s)

The_None

Download

Most_Mysterious' version*
The None's version

Origin

Edit of Kung Fu Man

Evil Kung Fu Man is an evil android version of Kung Fu Man who is under the control of KFM's arch nemesis, Suave Dude. Originally, there was no Evil KFM around until this version made by Most_Mysterious came. Since his release he has had some major updates by The_None. Going by Kung Fu Man's Arcade mode story, Evil Kung Fu Man would be the last opponent Kung Fu Man faces before Suave Dude.

Gameplay[]

Evil kung fu man

Unlike KFM, Evil KFM is a 6 button character who has more specials, hypers and some unique abilities. One of the most unique features about the current Evil KFM is his system gauge at the bottom corner of the screen; this screen shows three features, these are:

  • Dizzyness (Red)
  • Skill (Pink)
  • Ammo (Yellow)

Dizzyness shows how much damage you can take before you become stunned and are unable to attack until you get hit again resetting the bar.

Skill is the ability to use the roll feature during any battle. As you battle as EKFM, the bar will increase allowing you to dodge. However, if the bar is depleted completely, this feature will be unavailable to you.

Ammo is how many bullets you have left in the Kung Fu Gunfire and Super Bullets moves before they end, if you end the move and there are bullets remaining in the bar, you will use up these bullets first before reloading. The rest of Evil KFM's moves consist of the original moves from KFM and some new moves which are more android style such as a in-built gun within his left arm, a chainsaw hidden in his leg and super strength such as being able to hit the player to the ends of the stage or into the air so that they go off screen for a few seconds.

As for his AI, it is much more advanced than the normal KFM making him an overall more difficult opponent to most players, mainly for taking mass advantage of all of his abilities, adding up to a huge combo and damage payoff if you let your guard down. One thing to be careful about is that in one of his intros, he will try to cheat and catch you off guard by kicking a board into you and ambushing your character from behind into a wall before the battle even begins, leaving you wide open for damage, but this tactic will whiff against opponents that either have little to no CLSN hitboxes in their intro animation, are too small or has coding that grants them immunity until the round starts, often glitching up how the fight will start after the soundbite for the round beginning.

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 X or Y Move knocks down opponent on hit on Y variant
Ekfm1
Kung Fu Knee
Command Input Properties
RightRight A or B Press A or B again for additional attack
Ekfm2
Kung Fu UpperClaw
Command Input Properties
Right, Down, Down-Right X or Y
Ekfm3
Kung Fu Blow
Command Input Properties
Down, Down-Left, Left X or Y Move knocks down opponent on hit
Move counterattacks if struck by an opposing attack
Ekfm4
Power Stomp
Command Input Properties
DownDown A or B Move knocks down opponent on hit
Ekfm5
Kung Fu Gunfire
Command Input Properties
X X X or YYY Move knocks down opponent on hit
Move is attributed as a projectile if there is Ammo
Can be held down
Ekfm6
Rocket Grab
Command Input Properties
Left, Down-Left, Down, Down-Right, Right A or B Move is attributed as a throw, works against grounded opponents
Move can stun or make opponent dizzy
Ekfm7
Blood heat
Command Input Properties
Right, Down-Right, Down, Down-Left, Left A or B Move is attributed as a throw, works against grounded opponents
Regains Health
Ekfm13
Kung Fu Canonball
Command Input Properties
Down, Down-Right, Right XYA or B Move can only be used while airborne
Move knocks down opponent on hit
Ekfm8

Hypers[]

Cheap Palms of Doom
Command Input Properties
Down, Down-Right, RightDown, Down-Right, Right X or Y Move knocks down opponent on hit
uses 1000 power
Press X or Y again near the end of the Hyper for an additional attack
Ekfm9
Kung Fu Wire
Command Input Properties
Down, Down-Left, LeftDown, Down-Left, Left X or Y Move is attributed as a throw, works against grounded opponents
uses 1000 power
Ekfm11
Super Bullets
Command Input Properties
Down, Down-Left, LeftLeft, Down-Left, Down, Down-Right, Right X or Y Move is attributed as a projectile
Refills Ammo
uses 1000 power
Ekfm6
Napalm Vietnam
Command Input Properties
Down, Down-Right, RightLeft X or Y Move is attributed as a projectile
uses 1000 power
Ekfm12
KUNG FU FACEPALM
Command Input Properties
XXRightAY Move knocks down opponent on hit
Move cannot be blocked
uses 3000 power
Ekfm10
Ambush
Command Input Properties
Z+C (Activates Red aura)
Down, Down-Right, RightDown, Down-Right, RightZ
Move is attributed as a throw, works against grounded opponentsMove is guaranteed to K.O
Not reusable if missed

Gallery[]

Videos[]

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