TUNG FU RUE- VERSION ONE
First Appearance: Fatal Fury (1991)
Game Appearances: Fatal Fury 1, Special, Real Bout Special & 2 (50% of series), Neo-Geo Battle Coliseum, King of Fighters XI (PS 2 Version) & XIV (2 of 14 games)
Role: Wise Old Master, Hidden Bad-Ass
PL 8 (126)
STRENGTH 2/5
STAMINA 2/5
AGILITY 5/3
FIGHTING 10
DEXTERITY 2
INTELLIGENCE 2
AWARENESS 5
PRESENCE 2
Skills:
Acrobatics 7 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 2 (+12)
Deception 1 (+3)
Expertise (Martial Arts) 10 (+12)
Insight 3 (+8)
Perception 6 (+11)
Ranged Combat (Chi) 8 (+11)
Advantages:
Defensive Attack, Improved Critical (Unarmed) 2, Improved Critical (Multi-Punch), Improved Critical (Energy Beam), Improved Initiative, Ranged Attack, Startle, Takedown
SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)
Powers:
"Spinning Fists" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5) -- [6]
- AE: "Energy Beam" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
"Turns Into a Huge Man" (All Have Flaws: Requires a Semi-Injured Condition, & Wears Off)
Enhanced Strength 3 [3]
Enhanced Stamina 3 [3]
Reduced Fighting -1 [-2]
Reduced Agility -2 [-2]
Offense:
Unarmed +11 (+2 Damage, DC 17)
Huge Man Strength +10 (+5 Damage, DC 20)
Energy Beam +10 (+4 Ranged Damage, DC 19)
Spinning Fists +9 (+4 Damage, DC 19 & 14)
Huge Man Spinning Fists +8 (+6 Damage & +4 Affliction, DC 21 & 14)
Initiative +9 (+7 Old Man)
Defenses:
Dodge +12 (+10 Old Man, DC 22), Parry +12 (+11 Old Man, DC 22-21), Toughness +2 (+3 D.Roll, +5-6 Old Man), Fortitude +5 (+8 Old Man), Will +8
Complications:
Relationship (The Bogards)- Tung Fu was the mentor to Jeff, and also cares for Jeff's sons.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.
Total: Abilities: 60 / Skills: 46--23 / Advantages: 9 + 11 / Powers: 8 / Defenses: 15 (126)
TUNG FU RUE- VERSION TWO
First Appearance: Fatal Fury (1991)
Game Appearances: Fatal Fury 1, Special, Real Bout Special & 2 (50% of series), Neo-Geo Battle Coliseum, King of Fighters XI (PS 2 Version) & XIV (2 of 14 games)
Role: Wise Old Master, Hidden Bad-Ass
PL 8 (128)
STRENGTH 2
STAMINA 2
AGILITY 5
FIGHTING 10
DEXTERITY 2
INTELLIGENCE 2
AWARENESS 5
PRESENCE 2
Skills:
Acrobatics 7 (+12)
Athletics 9 (+11)
Close Combat (Unarmed) 4 (+14)
Deception 1 (+3)
Expertise (Martial Arts) 10 (+12)
Insight 3 (+8)
Perception 6 (+11)
Ranged Combat (Chi) 8 (+11)
Advantages:
Defensive Attack, Improved Critical (Unarmed) 2, Improved Critical (Multi-Punch), Improved Critical (Energy Beam), Improved Critical (Old Man Powers), Improved Initiative, Ranged Attack, Startle, Takedown
SNK Fighting Style: Accurate Attack, All-Out Attack, Defensive Roll, Extraordinary Effort, Fast Grab, Improved Defense, Improved Hold, Improved Trip (Throw), Power Attack, Takedown, Withstand Damage (Block)
Powers:
"Spinning Fists" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (Inaccurate -1) (5) -- [7]
- AE: "Energy Beam" Blast 4 (Reduced Defenses -2, Diminished Range -1) (3)
- AE: "Huge Man Powers" Strength-Damage +4 (Drawbacks: Inaccurate -2) (2)
Offense:
Unarmed +14 (+2 Damage, DC 17)
Huge Man Moves +10 (+6 Damage, DC 21)
Energy Beam +10 (+4 Ranged Damage, DC 19)
Spinning Fists +12 (+4 Damage & Affliction, DC 19 & 14)
Initiative +9
Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +5, Will +8
Complications:
Relationship (The Bogards)- Tung Fu was the mentor to Jeff, and also cares for Jeff's sons.
Weakness (Predictability)- SNK Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.
Total: Abilities: 60 / Skills: 48--24 / Advantages: 10 + 11 / Powers: 7 / Defenses: 16 (128)
-One of the earliest Wise Old Masters in Fighting Games, Tung Fu also had the crazy ability to turn into a GIGANTIC RIPPED MONSTER partway through the match- watching this with the other kids at that Ski Lodge that also had the
Art of Fighting machine, we were all astounded, and it's the only thing I remember of watching this game being played. Keep in mind we hadn't seen
Dragon Ball yet, and this is probably directly inspired by the manga's Master Roshi, who was a shriveled old man with the same ability.
-Tung Fu was the master of Jeff Bogard & Geese Howard (plus Cheng Sinzan, who was kicked out of the school), and entered the first tournament to help Terry (another student of sorts, though Terry learned on his own), and fight Geese. The series would go out of its way to remove him at every available opportunity, however, only to change its mind- he is dropped from
Fatal Fury 2, but returns for
Special; he's also dropped from
FF3, but returns for
Real Bout Special.
-And then all of a sudden, after missing gaming for more than a decade, the character turns in
Neo*Geo Battle Coliseum along with various other side-characters, and then shows up in TWO
King of Fighters games! The most recent version is quite odd, as he centers a brand-new "China Team"... probably in an attempt to kiss ass to the massive Chinese market, as that's become a big thing in modern gaming- appeasing China to make the monies.
-There are two "versions" of how the character works- in the first
Fatal Fury, Tung Fu Rue would start out as an old man, but with 25% of his energy down, he would transform into this hulking ripped dude who was crazy-strong and could really lay a whupping down. With 75% gone, he would transform back. This wasn't copied for most later games, which just used him as an old man who would transform in Mid-Move to do more damage, then turn back (probably easier on the graphics engine- the original way basically required a whole new character model!). The first version breaks the mold of fighters (not bad for this early in the concept of Fighting Games), effectively turning into a different fighter, but only for a short while- he's PL 7 normally, but a PL 8 Powerhouse for a short bit (the ready-made Flaw is essentially that he needs to be hurt, like a -3 or Staggered or something, to become the Powerhouse, then it wears off after a few more hits). In the more "standard" version, he's just PL 8 overall, since in the later games everyone steps up in ability.