

If there's enough distance between it and its opponent, it'll charge up its power for use of EX moves and supers. When it gets in, it performs its simle but effective combos, many of which involving its EX Kung Fu Blow, as it has armor on startup and leaves the opponent in a vulnerable state. It focuses on closing the distance from its opponent, usually through super jumping.


that can be fairly difficult to deal with. He also loses the ability to perform Alpha Counter and Counter Movement. Unfortunately, he can no longer use Power Charge while in this state, or even gain any power at all. In addition to this, Kung Fu Barrage MAX and Grand Kung Fu Upper - moves that normally use 20 power respectively - now use up 1000 power and the entire MAX timer. Also, EX moves and Kung Fu Barrage don't use any amount of power, instead drawing upon the aforementioned MAX timer EX moves drain about a third of the MAX timer, while Kung Fu Barrage uses all of it. In particular, his attack and defense increase by a factor of 1.1, increasing their total stats up to 110 each. Numerous benefits and grievances come with this state. At the cost of 1000 power, Kung Fu Man will flash a very faint light blue, and a timer will appear on his legs, indicating how long the state will last. Kung Fu Man also gains a new super mode, known as MAX mode, initiated by pressing Ⓩ and Ⓒ at the same time. The vertical reach is barely increased, but the horizontal reach on this technique is tremendous, acting as a sort of aerial roll. Another major addition is his Long Jump, inputted by pressing, then. Another technique he gains is the Alpha Counter, a frame-1 move that lets him attack the opponent while blocking, at the cost of 1000 power - great as a get-off-me tool. 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.
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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. Kung Fu Man is a basic six-button character that uses for punches and for kicks.
