OpenMugen
所属分类:游戏引擎
开发工具:Visual C++
文件大小:2600KB
下载次数:154
上传日期:2010-04-17 16:48:01
上 传 者:
XIEYUNHUI
说明: 著名的2D格斗游戏引擎Mugen的源代码
(Famous 2D fighting game engine source code Mugen)
Kung Fu Man character
---------------------
M.U.G.E.N (c) 2001 Elecbyte
www.elecbyte.com
This version updated: 30 October 2001
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 2001.11.01.
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 - S. Punch
A - W. Kick
B - 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!
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