FANDOM


Suave Dude Icon
This article is in need of improvement!
  • Gameplay text needs expanding.

Please help us rectify this!

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)Button-a and (B)Button-b to punch and kick, respectively.

Kung Fu Man's combo system allows (A)Button-a Normals to cancel into the (B)Button-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)Button-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 [ Button-D ] require the respective button(s) to be held down. Hovering the mouse cursor over the gap displays the hold duration if applicable.

Specials

Name Command Input Properties
Kung Fu Palm QCF (A)Button-a / (B)Button-b Softknockdown
Distance travelled varies with button pressed
(A)Button-a
KFM1999KFP1
(B)Button-b
KFM1999KFP2

Hypers

Name Command Input Properties
Super Kung Fu Palm QCF (A)Button-a+(B)Button-b Hardknockdown
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

Camera
HOLD ON!
This section currently contains no videos. You can help the M.U.G.E.N Database by uploading a video for this article.

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.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.