Kung Fu Man character, compatible with Soulninja MK2 and Femaleninja UMK3 fatalitys.
also Midnight Bliss compatible.
-------------------------------------------------------------------------------------

  M.U.G.E.N       (c) 2002 Elecbyte           Warner (tochix) 2009
                  www.elecbyte.com


      This version updated: 20 April 2002

      Kung Fu Man is a sample character that works with M.U.G.E.N.
      This version is meant for use with M.U.G.E.N version 2002.04.14.

      To use him, unzip his files into chars/kfm. Then open up
      data/select.def with a text editor and add the following
      line to the [Characters] group:

      kfm

      It's that easy to get started!

      KFM's work files are available from our web site.
      You may freely modify and/or distribute KFM and his work files.
      Use him as a starting point for your own character, or simply to
      fiddle with and learn the basics. More documentation can be
      found in docs/ in your M.U.G.E.N directory.


  Controls
  --------

    Basic Controls
    --------------
      Kung Fu Man is a 4-button character. Button X is his weak
      punch, button Y his strong punch, A for weak kick, and
      B for his strong kick. We will use W. to mean weak, and S.
      for strong.

      We will use the notation:
      D - down
      F - forward
      U - up
      B - back
      x - button X (weak punch)
      y - button Y (strong punch)
      a - button A (weak kick)
      b - button B (strong kick)

      DF means diagonally down-forwards, UB diagonally up-back,
      etc. If you see ab it means press button A and button B
      simultaneously. x/y means hit either x or y, and so on.

      Use the direction keys to move KFM. Press down to crouch,
      and up to jump. While in the air, you can press up again to
      air-jump. Hold the direction facing away from the opponent
      to guard. KFM can guard attacks while jumping.

      When falling in the air, hit buttons X and Y at the same
      time to recover. Hold a directional key when recovering to
      move a little bit in that direction. If you are near the
      ground when you hit xy, you will do a ground-based recovery
      instead.

      KFM has a taunt. To do it, press the start button.


    Standard Movement
    -----------------
      U              - Jump
      UF             - Jump forwards
      F              - Walk forwards
      DF             - Crouch
      D              - Crouch
      DB             - Crouch or low guard
      B              - Walk backwards or high guard
      UB             - Jump back
      F, F           - Forward dash
      B, B           - Back dash
      xy             - Recovery (when falling)

    Basic Standing Attacks
    ----------------------
      X              - W. Punch
      Y              - M. Punch
      Z              - S. Punch
      A              - W. Kick
      B              - M. Kick
      C              - S. kick

    Basic Crouching Attacks
    -----------------------
      X              - Low W. Punch
      Y              - Low S. Punch
      A              - Low W. Kick
      B              - Sweep Kick

    Basic Air Attacks
    -----------------
      X              - Air W. Punch
      Y              - Air S. Punch
      A              - Air W. Kick
      B              - Flying Kick

    Throws
    ------
      F/B + y (when close) - Kung Fu Throw

    Special Attacks
    ---------------
      D, DF, F + x   - W. Kung Fu Palm
      D, DF, F + y   - S. Kung Fu Palm
      D, DF, F + xy  - Fast Kung Fu Palm (uses 1/3 power bar)

      F, D, DF + x   - W. Kung Fu Upper
      F, D, DF + y   - S. Kung Fu Upper
      F, D, DF + xy  - Fast Kung Fu Upper (uses 1/3 power bar)

      D, DB, B + x   - W. Kung Fu Blow
      D, DB, B + y   - S. Kung Fu Blow
      D, DB, B + xy  - Fast Kung Fu Blow (uses 1/3 power bar)

      F, F + a       - W. Kung Fu Knee
      F, F + b       - S. Kung Fu Knee
      F, F + ab      - Fast Kung Fu Knee (uses 1/3 power bar)
      Press button A or B during Kung Fu Knee to add a kick.

    Hyper Attacks (each uses 1 power bar)
    -------------
      D, DF, F, D, DF, F + x/y  - Triple Kung Fu Palm
      D, DB, B, D, DB, B + x/y  - Smash Kung Fu Upper


  Combo notes
  -----------

    KFM's strengths lie in his ability to chain moves into each
    other. Here are his basic combo rules:

      1.  You can combo from weaker basic attacks into stronger ones
          eg. light kick -> strong kick

      2.  You can combo into special attacks from most basic attacks
          eg. stand strong punch -> Kung Fu Palm

      3.  You can combo into hyper attacks from all basic and special
          attacks
          eg. Kung Fu Palm -> Triple Kung Fu Palm

      4.  You can combo from hyper attacks into other hyper attacks,
          as long as you do not do the same hyper twice in a row
          eg. Triple Kung Fu Palm -> Smash Kung Fu Upper

    These rules make it possible for you to do some damaging combos.
    Experiment, and perfect your own Kung Fu Combos!
