![]() It is only recommended to use this technique in small bursts. ![]() This isn't instantaneous, as it will take around five seconds to go from 0 power to 3000 - more than enough time for the opponent to exploit his vulnerability and fight back. He can also charge up his power by pressing and holding Ⓨ and Ⓑ at the same time. These techniques grant him full invincibility to every type of move except for throws, with rolling in particular being able to either close the distance to the opponent ( ), or space them out ( ). This can also be done while blocking, known as Counter Movement, which comes at the cost of 1000 power. Also, by inputting either or while pressing Ⓧ and Ⓐ, he can roll across the stage. For example, he can sidestep by pressing Ⓧ and Ⓐ at the same time, which is a trait that originate from The King of Fighters. SNK groove system, reminiscient of the gameplay style popularized by PotS. Kung Fu Man draws from various parts of the Capcom vs. ![]() Kung Fu Man has the same moveset as the one that comes pre-installed - aside from the addition of heavy attacks - but what sets him apart is his system of play. Close-range leaves him wide open to counterattacks, and he won't be able to land any of his moves at full-screen. His normals and specials do have some decent range though, meaning that as a character, his preferred distance from the opponent is mid-range. He can cancel normals into specials and specials into supers, but that's about the extent of his comboability. SNK, where he lacks chain comboability and instead relies on neutral and spacing. His gameplay style is modeled after that of Street Fighter and Capcom vs. He can run forward by pressing and perform a backhop by pressing. Hovering the mouse cursor over the icon displays the hold duration if applicable.Kung Fu Man is a basic six-button character that uses for punches and for kicks. Icons encased in square brackets require the respective button(s) to be held down. 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. The only chance of success against it for an experienced M.U.G.E.N player is to exploit to their advantages the previously mentionned existing weak spots of the character itself as well as looking for the moments of docility that can occasionaly appear in the A.I.'s behaviour. can have a difficult time beating it in a fight, which can lead to tense rounds. Even some of the cheapest (non- cheapie) A.I. That doesn't mean she doesn't have some weak spots, like her standstill dodge Ⓨ charging attack followup leaving her vulnerable if done from too far away from the opponent (and fit for a counterattack from their part), or that all her attacks can be blocked, but they are rare overall.Īs for its A.I., it is just as cheap as the character herself (even if less cheap compared to じょにー's version), not hesitating to plainly use all the tricks in her book to leave no chance to the adversary. In particular, her stretching arm attacks and her chibi-ghost attacks can make it difficult to effectively reach her due to how quick and far-reaching they are. Kung Fu Girl is a Cheap character in the sense that the range, variety and overall speed of her attacks and combos allows her to effectively dominate the fight regardless of the opponent's position in relation to her (one of her hypers even being a attack) if in the hand of a relatively competent player. These dodges can be immediately followed by unique follow-up combos if certain buttons are pressed while in her dodge animation, combos that can extended by mashing said buttons for some of them. Outside a typical rolling dodge move ( Ⓩ or Ⓧ plus Ⓐ ) that allow her to roll behind the opponent, she also disposes of two special dodges ( Ⓧ plus Ⓨ or Ⓐ plus Ⓑ ) that immobilize her in place and make her invulnerable for the time of the dodge animation. One other unique trait about Kung Fu Girl is her dodge moves. Being close (as in touching the hitbox of the opponent) also allows her to pull unique attacks like her two grab moves, that can be executed going forward with either Ⓨ (forward throw) or Ⓑ (backward throw). For instance, her short kick ( Ⓐ ) has a significantly longer range when she's at a distance than when she's right next to her target. ![]() One of her most unique characteristic is that some of her attacks change depending on the distance she has toward an opponent. S.Y.D.'s Kung Fu Girl is a six-buttons character with a great variety of attacks, many of which disposes of a great range.
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