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Kung-Fu Master

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Kung-Fu Masters utilize their own fists and feet to defeat their enemies. Most of the Kung-Fu Master's attacks are delivered in combos for fast and very effective melee ranged blows. With such quick reflexes, Kung-Fu Masters can attack and defend with ease, able to react to even the most dire situation as quickly as possible. They have absolutely no problem taking the advantage over their enemies during battle with such speed. Their defense and offense abilities are very fluid like water. With a variety of combos, it really takes a lot of practice to use them efficiently.

Kung-Fu Masters have a defensive stance for more survivability. While using this defensive stance, they can still attack fairly quickly. They can also take advantage of their enemies' weaknesses to quickly sustain them or to deliver deadly combo attacks.

Contents

[] Races

This class has race limitations and can only be played with two playable races: the and the .

[] Resource Mechanic

Fighting Spirit points

Kung-Fu Masters use Fighting Spirit to call forth their abilities. A point is added to the Kung-Fu Master's Fighting Spirit bar every time a basic combo or move is used. The larger, more complicated moves will require a certain amount of Fighting Spirit points to perform and will consume the Fighting Spirit points upon use.

Keep in mind that the name of this resource mechanic is an unofficial translation and may be named something completely different in the other regions' retail versions.


[] Skills

The following list is incomplete. These are just a few of the currently known Kung-Fu Master abilities. We will continue to update the list as more information is provided. These abilities are also unofficial translations of various demos and closed beta tests. Official translations may vary. Level of the skill is listed as when you can first obtain it.

Icon Name Level Hotkey Cost Cooldown Description
Counter Attack 1 1 1 1.6 While you are blocking your enemy's attack, you aim for their weak spot and attack them, which will put them in a groggy state. However, this will be useless if you don't time it perfectly. Afterward, you can follow it up with Explosive Fist, Force Fist, Triple Kick Combo, or Dominate (mount target).
Punch 1 R 4 1 This is the standard attack for a Kung-Fu Master and acts as the beginning of most combos. A standard combo that utilizes this ability would be Punch -> Strong Punch -> Tornado Kick -> Explosive Fist. This skill also gives you Fighting Spirit.
Leg Sweep N/A 3 3 15 Sweep your leg underneath the enemy and knock it down for 3 seconds.
Force Punch N/A 4 3 6 Charge up and knock your enemy 3m away from you. You can then use Leap Stomp to launch at your opponent.
Chul-San-Go 15 V 3 12 Charges up and uses both fists to hit the enemy (frontal AoE). Pushes the enemy back a few meters.
Maeng-Ho-Gyung-Pah-Sahn 25 C 3 9 Instantly hits the enemy with your fist. Can be used instead of one of the basic punches.
Landslide 31 X 3 12 Raise your leg in the air and slams it down into the ground, interrupting opponents in front of you (frontal AoE).
권무(Kung-Fu Dance) 36 Z 3 12 Kicks the enemy 4 times. If near multiple enemies, you warp to different enemies, kicking up to 4 enemies. If enemy is groggy, stunned, or downed, this skill will extend the status for 4 more seconds.
Leap Stomp N/A Tab 0 12 Leap at a target 9-16m away (on the ground or in the air during Qing Gong).
Flying Kick N/A R 0 12 While in the air during Qing Gong, kick an enemy from up to 16m away.
Dominate N/A Tab 1 9 After blocking or performing a counter attack and putting your enemy into a groggy state, this skill will be enabled. This will allow you to mount on top of your enemy, which will enable the Kung-Fu Master's specialties: Grapple and Joint Twisting.
Pound and Pummel N/A 1 0 N/A After mounting an enemy, strike the enemy 3 times.
Headbutt N/A 2 0 6 After mounting an enemy, headbutt the enemy. You will take slight damage, but recover 5 Fighting Spirit. If it is a critical hit, another Dominate skill can be used.
Choke 26 3 2 0 After mounting an enemy, strangle the enemy to stun it for 8 seconds.
Arm Bar 31 4 2 0 After mounting an enemy, break the opponent's arm and diminish 2 of its resource meter.
Backflip N/A 1 0 0 When you get knocked down from an enemy's attack, you will backflip a few meters to get back up.
Spin Kick 16 2 0 0 When you get knocked down from an enemy's attack, you will initiate a spin kick to attack the enemies around you and get back up on your feet.
Somersault Kick 21 3 1 5 After you get knocked down from an enemy's attack, lift yourself off the ground and kick the opponent into the air.
Rising Kick 20 F 3 15 Usable after successfully countering. Launches the enemy into the air.
강타(Smite) 26 F 3 15 From a distance, strike a stunned/groggy target with a flaming uppercut, sending them into the air.
Aerial Kick 21 R 1 0 Usable after kicking the enemy into the air. Kicks the enemy multiple times while in mid-air.
Aerial Stomp 26 R 4 0 Usable after Aerial Kick. Drives the enemy down to the ground with your feet.
공중제압(Midair Suppression) 35 Tab 1 0 Grapples an enemy recently launched into the air and slams it into the ground, immediately mounting the enemy.

[] Media

[] Screenshots

The following screenshots were taken from Blade & Soul's G-Star 2010 playable demo.

[] Videos

Kung-Fu Master Skills Kung-Fu Master Skill & Combo Introduction


Classes
Kung-Fu Master