Kung-Fu Master/Walkthrough

Stage layout
Each stage is divided in to six sections, although each of the sections are similar. Signs written in Japanese are posted on pillars to denote the current section. The signs are ordered from 1 to 6 and appear as 一, 二, 三, 四, 五,  and  六. Floors 1, 3, and 5 advance from right to left. Floors 2 and 4 advance from left to right.

1st Floor
The 1st Floor features only Grippers and Knife Throwers before Thomas encounters the first boss, the Stick Fighter. It is much safer to get into the habit of stopping just before an enemy walks up to you before you strike him. For enemies behind you, continue forward until just before the enemy reaches you, then stop, turn around, and strike them until it is safe to proceed. One or two Knife Throwers will appear by the time you reach section 3. Duck or jump the knife that they throw at you, then hit him twice to dispatch him.

When you reach the Stick Fighter, remember to move in close enough to be safely inside his strike range, preferably with a forward jump kick as you rush toward him. You'll either jump over a crouching stick attack, or trade blows if he swings high. With a bit of luck, you may never incur a loss of health when attacking him. A forward jump kick may also connect twice for more damage. Once in close, use punches, then kicks after he backs out of range of punches. If need be, close the distance again with a flying jump kick toward him again.

2nd Floor
Throughout the first four sections, snake pots, dragon balls, and confetti balls fall from the ceiling. Ignore dragon balls and confetti balls behind you if possible. Look out for snake pots that land on the floor, and be prepared to jump over snakes freed from them. Punch or kick dragons in the mouth only if you are sure to reach them before they spit hot fire, otherwise duck. Jump kick confetti balls in your path whenever you have the chance, before they explode. Past the fourth pillar, Grippers, Tom Toms, and Knife Throwers will appear. Charging Tom Toms can only be defeated with low attacks - but if they flip toward you, stand or jump up out of a crouch so they don't stomp your head.

Approach the Boomerang Fighter with caution. Try to avoid the two boomerangs he will throw, then close and attack before the boomerangs swerve back. Done quickly, he won't throw a third one …

3rd Floor
The 3rd Floor is much like the 1st, and also with Tom Toms. Enemies appear more often. It is especially important to wait until every enemy is defeated before proceeding. Two Knife Throwers should appear shortly before you arrive in section three. Take special care to remove the enemies that walk past the throwers while still advancing so that you can remove them before proceeding.

Although the Giant's punches and kicks are the most damaging strikes in the game, the best bet is a forward jump kick to his head from a distance that lands in a crouch up against his thigh so that you can't get any closer. A rapid flurry of crouching punches should fell him before he kicks twice or escapes. For those who wish to test their nerve, kicks to the chest and feet can also be useful, so long as he is backing away from you.

4th Floor
The first three sections of the fourth floor feature holes in the walls from which poisonous moths escape and fly at Thomas. The ones that move about as fast as you are tougher to avoid, and all of them can vary their height at will. Duck under or jump over moths when possible, forward jump kick them when opportunities arise (never backward), stop for standing punches or kicks only if needed. Pass the fourth pillar (which moths cannot pass) as soon as you can. Grippers, Tom Toms, and even a Knife Thrower or two stand between you and the Black Magician.

Although you can punch or kick the Black Magician's fireballs, it is impossible to predict if he will cast a naked fireball high or low, a viper or a firebreathing dragon on the floor, a high fireball that turns into a poisonous moth and swerves back at your head, or two or three or four or even five of any random fireballs in rapid succession. It is safer to assume he will throw high and duck so that if his next fireball flies overhead, you can close with him, or at least back him up. With enough space to discern a high or low fireball, try to kick high fireballs or jump over low ones.

Foot sweeps always miss entirely. High or jumping attacks seem to decapitate … but you will be held bound until he reappears further back, regrows his head unharmed, and attacks again. Stick to crouching punches, pin him to the stairs, and loose a crouching punch flurry to keep the Black Magician from casting any more shots. If you take too long, he will eventually project a fully capable copy of himself behind you …

5th Floor
The 5th Floor is like the 3rd Floor, but much moreso. You may find yourself defending an assault of up to 24 enemies before you can proceed. Knife Throwers also appear more often and more randomly than before. It's not the worst idea to let a Knife Thrower chase behind you since his presence might deter anyone else from behind, if you also dodge the knives he throws. Don't let Tom Toms stomp your head. If you find yourself pinned between enemies, only patience and quick reactions will save you. Rely on kicks more than punches since the range is better. If a Knife Thrower is the last enemy chasing you, be sure to take him out before you face Mr. X.

Mr. X's initial defenses are nearly impregnable, until he drops his guard just before he attacks you. Since Thomas has no blocks, your best defense, actually, is a good offense, which simplifies things. Alternating between high and low attacks is one good way, but try to study his movements very closely. He is usually most vulnerable to the attack he's about to use, but he's so quick, it can be hard to determine which attack it will be in time. If you move forward, throw a high kick, then a low kick, then back away, you'll see his posture reset. Do the same again; move forward throw a high kick then a low kick (in rapid succession) and retreat a bit to reset. Do this over and over until he is defeated. Using this strategy, you will seldomly incur much damage.