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FAQ by War Doc

Version: 1.02 | Updated: 07/26/05

                       | Y I E   A R   K U N G - F U |

              GAME:  YIE AR KUNG-FU
             GENRE:  ARCADE ACTION
           CREATOR:  KONAMI 1985
AUTHOR OF THIS FAQ:  Kevin Butler AKA War Doc
            E-MAIL:  kevinb(at)technologist(dot)com
       FAQ VERSION:  1.02


                              TABLE OF CONTENTS


1.  Legal Stuff
2.  Version Information
3.  Acknowledgements
4.  Welcome
5.  Overview


6.  The Game

    6.1  The Controls and Moves
    6.2  The Playing Field
    6.3  Scoring


7.  Playing the Game

    7. 1  Stage  1:  Buchu
    7. 2  Stage  2:  Star
    7. 3  Stage  3:  Nuncha
    7. 4  Stage  4:  Pole
    7. 5  Stage  5:  Feedle
    7. 6  Stage  6:  Chain
    7. 7  Stage  7:  Club
    7. 8  Stage  8:  Fan
    7. 9  Stage  9:  Sword
    7.10  Stage 10:  Tonfun
    7.11  Stage 11:  Blues


8.  Conclusion


To find a particular chapter or subchapter do the following:

1.  Highlight the chapter or subchapter name you wish to find.
2.  Press CTRL-C
3.  Press CTRL-F
4.  Press CTRL-V
5.  Press CTRL-F
5.  You will arrive at the desired chapter or subchapter.


********************************* U N I T  I **********************************
| 1.  LEGAL STUFF |============================================================

This guide may not be reproduced under any circumstances except for personal
private use.  It may not be placed on any web site or otherwise distributed
publicly without advanced permission from the author.  Use of this guide on
any other web sit or as part of any public display is strictly prohibited, and
a violation of copyright.  All content in this guide is Copyright 2003 by
Kevin Butler.  Only the sites listed below have permission to publish this
work or to display it:


If you wish to put this guide on your site, e-mail me and ask.  Save yourself
the headache of putting up with lawsuits and whatnot because you failed to ask
a simple "Can I post your guide on <insert site>?".  If you wish to use info
in this guide, please acknowledge that you have done so.

If you see this guide on any other site then the one listed above, please
e-mail me.  If you wish to ask questions or give input to this guide, please
e-mail me.  Just have Yie Ar Kung-Fu as the subject so I know it isn't another
kooky vendor trying to sell me hair gel or another XXX site telling me I have
new friends.

| 2.  VERSION INFORMATION |====================================================

Version 1.0   9/ 7/03:  A guide is born.

Version 1.01  9/ 7/03:  1.  Added more detail to Oolongs moves.

                        2.  Updated the scoring.

Version 1.02  7/26/05:  Thanks to bobsta for alternative strategies for Club,
                        Sword, and Blues.

| 3.  ACKNOWLEDGEMENTS |=======================================================

The following are a list of people or organizations that have made this FAQ

My wonderful family (who has had to put up with the tapping on the keyboard)
Konami for making a great arcade game
GameFAQ's for putting up this FAQ

| 4.  WELCOME |================================================================

Welcome to my FAQ for Yie Ar Kung-Fu.  Since the game is just a fighting game
that has you endlessly going through a series of 11 stages, there is no walk-
through per se.  Instead it will be broken up into the game itself and
strategies for making the game last for a while.  Input is appreciated along
with constructive criticism.  If you wish to e-mail me thoughts on this FAQ,
better ways of doing things, other strategies, etc., feel free.  Make sure you
put Yie Ar Kung-Fu as the subject.  If you don't, I'm liable to discard the
e-mail as spam.

| 5.  OVERVIEW |===============================================================

By 1985, Konami was a solid force in the arcade market.  Games such as Time
Pilot, Scramble, and Track & Field were doing quite well.  This is Konami's
entry into the fighting games area.  This game is, in a sense, the ancestor of
the modern fighting games such as Mortal Combat.  In this game, you are playing
the character of Oolong, a martial arts expert.  You are basically playing in a
tournament against 11 fighters who use different attacks and weapons.  Success
means you advance to the next opponent while failure means your tournament
hopes are dashed until the next quarter is inserted.  Good luck on making your
way through the various opponents and being crowned the kung-fu champion.

******************************** U N I T  II **********************************

| 6.  THE GAME |===============================================================

Yie Ar Kung-Fu is a two-dimensional fighting game that pits your player against
11 different opponents in the martial arts arena.  Your character can do
different combinations of moves in order to ensure victory.  Of course, the
opposition won't be lying down on the job.  Using various kung-fu techniques
along with different weapons such as shurikens, chains, and swords (to name a
few), your character's survival will depend on being able to quickly bring your
skills to bear to be able to overcome these various opponents.  The first five
fights are in front of a picturesque waterfall while the last six fights have
you battling in front of a pagoda.  There is no time limit to defeat your
opponent but you do have a finite amount of health per stage.  If you lose all
your health, you lose that match.  There must be easier ways to make a living.

/ 6.1  The Controls and Moves /________________________________________________

The controls on this game are pretty complicated.  They will require practice
in order to become proficient with them.

-  An eight-way joystick

-  A punch button

-  A kick button

To perform various Kung-Fu moves, use the following combinations (NOTE:  Oolong
automatically faces his opponent if the opponent moves across Oolong):

|     DESIRED MOVE    ||                  CONTROLS REQUIRED                |
| JUMP STRAIGHT UP    || PUSH JOYSTICK UP                                  |
| CROUCH              || PUSH JOYSTICK DOWN                                |
|                     || DIAGONALLY UP RIGHT OR LEFT                       |
|                     || OR RIGHT                                          |
|                     || DIAGONALLY DOWN RIGHT OR LEFT                     |
|                     || DIAGONALLY UP RIGHT OR LEFT                       |
|                     || OR RIGHT                                          |
|                     || DIAGONALLY DOWN RIGHT OR LEFT                     |

/ 6.2  The Playing Field /_____________________________________________________

The playing field of Yie Ar Kung-Fu is pretty simple.  The main screen shows
your character and your opponent (plus the pretty background scenery).  The
screen looks like this:

    |                                                                   |
    |  MMM<-MEN LEFT                                                    |
    |  OOLONG                                             OPPONENT NAME |
    |     +--+--+--+--+--+--+--+--+  +--+--+--+--+--+--+--+--+          |
    |      _______________________    _______________________           |
    |     |_______________________|KO|_______________________|          |
    |          OOLONG'S ENERGY           OPPONENT'S ENERGY              |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |                                                                   |
    |           ( )                                ( )                  |
    |           \|/                               --|                   |
    |            | <-OOLONG                         |<-OPPONENT         |
    |           / \                                / \                  |
    |                                                                   |
    |             /\                                                    |
    |             ||<-OOLONG'S DIRECTION OF JUMP                        |

You control Oolong through the 11 stages.

/ 6.3  Scoring /_______________________________________________________________

Scoring in this game is kind of complicated.  It depends on what kind of punch
or kick you do to an opponent.  The more complicated the move, the more points:

Flying High Punch        :   500 points
Jumping High Punch       :  2000 points
Mid-Level Punch          :   500 points
Low Punch                :   700 points
Crouching Mid-Level Punch:   900 points

Flying High Kick    :   600 points
Jumping High Kick   :  2000 points
Mid-Level Kick      :   500 points
Low Kick            :   700 points
Lying Down High Kick:   900 points

At the end of each stage, you will receive bonus points by adding your
remaining energy x 10 to your score.  If you didn't lose any energy on any of
the stages one through eight, you get an additional bonus of that stage number
x 10,000 points.

You start with 2, 3, 4, or 5 lives.  You receive a free man at 30,000 points
and every 80,000 points or at 40,000 points and every 90,000 points there-

******************************** U N I T  III *********************************

| 7.  PLAYING THE GAME |=======================================================

When you start the game, there will be a screen that lists the opponents for
that block of fighting.  The animated opponent is the one Oolong will be
currently fighting.  You will notice that some opponents have a "???" in a box
under their name.  This means in order to see this opponent, you must have
defeated everyone else up to them.  When you exit this screen, Oolong will
start on the left and Oolong's opponent will start on the right side of the
screen.  Once you get through all 11 stages, the cycle begins anew.

-  Since there is no time limit on the matches, patience will be a must.  The
   later opponents will take advantage of every mistake made to put a major
   hurting on Oolong.

-  Every opponent has some kind of weakness.  Once you learn these weaknesses,
   they will be much easier to defeat.

-  Take advantage of Oolong's mobility.  In other words, don't just stand in
   one place and never allow Oolong to get trapped on the sides, this can spell
   instant defeat in most cases.

-  Speaking of mobility, jump around the screen if you don't have a clear
   opening to strike your opponent.  Learn to time and aim your jumps to where
   you believe your opponent's position will be at.  Get in a quick strike and
   jump away before a counterstrike hits Oolong.

-  Your goal on all of the fights is to avoid getting hit.  In addition to pre-
   vention of energy loss, you get a nice bonus which adds up to more free men.

-  When you get a hit on an opponent, you will see a red marker.  If your
   opponents get a hit, the marker will be either black or yellow.

-  Keep in mind that all your opponents do know kung-fu.  Just because they
   are wielding a weapon doesn't mean they won't take a punch or kick at Oolong
   if the opportunity presents itself.

-  Below are listed the strategies for defeating your 11 opponents:

/ 7.1  Stage 1:  Buchu /_______________________________________________________

This is a good introductory fight.  Buchu isn't too tough of an opponent and
you should be able to take him down without breaking too much of a sweat.

-  Buchu will start the round by flying over to Oolong.  When he lands, give
   him a couple of low sweeping kicks.

-  After taking a couple of hits, Buchu will fly off again in the opposite
   direction.  Just have Oolong jump next to him to deliver either punches or
   kicks.  Buchu will take off again.

-  Follow the above and you should have Buchu crying "Uncle" in no time.

-  Big thing to watch out for is if you stay around him too long, he will
   deliver a flurry of kicks that will pin Oolong down and eventually take him

/ 7.2  Stage 2:  Star /________________________________________________________

Your first fight with a weapon wielding opponent.  Star likes to throw
shurikens either high, mid-level, or low.  They are pretty easy to avoid but do
make it a challenge trying to close in on Star.

-  Right after Star throws a shuriken, jump toward him.  If you did it right,
   you should be right next to him to deliver a punch or kick.

-  Quickly jump away and prepare for the next shuriken to be thrown.  Again, as
   above, jump over to Star to deliver some more punishment.

-  Star may jump out of the way but this happens rarely.

-  If you happen to land short, just jump back out of the way since Star will
   take the advantage and deliver a few kicks Oolong's way.

/ Stage 3:  Nuncha /___________________________________________________________

Now it starts to get interesting.  The first opponent that can deliver two to
three quick blows when opportunity presents itself.  Nuncha is quite effective
with his nun-chucks and do some serious damage if you're not ready.

-  Watch for when Nuncha starts to spin his nun-chucks.  This means he is pre-
   paring to take a shot.  Back up and let him advance and then jump over him.

-  He will then take his shot.  Be careful in watching where he aims at because
   he can go high, mid-level, or low.  Once he takes his shot, quickly jump
   over to him to get in a punch or kick.  Be aware, he may block a couple of
   your moves with his nun-chucks.

-  Jump away quickly since he will again start spinning his nun-chucks.  If you
   stay to long next to him, he will deliver two or three shots to pin down
   Oolong before Oolong can escape.

-  Continue moving around and soon Nuncha will be history.

/ Stage 4:  Pole /_____________________________________________________________

Pole is another one of those opponents who can put a major hurting on your
character real quick if you're not careful.  He also tends to move around a lot
making it more difficult to hit him.

-  He will start off by spinning the pole above his head.  If Oolong gets too
   close, Pole will take a couple of shots at him.  The best offensive is to
   jump to a position you believe Pole will be at since he moves around a lot.

-  You won't have time to dally once you are next to Pole.  Get in a low shot
   and jump out of there quickly or Oolong will meet the business end of the
   pole real quickly.  Pole will then again spin the pole above his head and
   advance on Oolong.  Jump over and try to hit Pole from the backside.

-  Continue to jump over Pole and get in low shots.  You should have him
   begging for mercy in no time.

/ Stage 5:  Feedle /___________________________________________________________

This is actually a series of the same opponent instead of one.  This is kind of
your breather before entering the second part of the tournament.

-  Feedle(s) will enter from both the left and right side of the screen.  Your
   character will be in the middle.  They only do basic moves of mid-level
   kicks and punches.

-  They will continue to enter from either side of the screen so you may need
   to move back and forth to be able to turn around rapidly to deal with the
   threat from both sides.  Low kicks will suffice to eliminate Feedle.

-  You have to eliminate eight Feedle(s) in order to win the match.  Feedle(s)
   will keep feeding onto the screen until you achieve that objective.

-  Do not jump on this stage or you may get yourself into trouble since there
   isn't much space in the line of Feedle(s) coming after your character.

/ Stage 6:  Chain /____________________________________________________________

Now the real fun starts for the second part of the tournament.  Chain is a
pretty hard opponent unless you can move around quickly.

-  Chain starts this off by slinging his chain at Oolong.  It has a limited
   range and it can be aimed high, mid-level, or low.  The bad part about this
   is that even when the chain is going back to Chain, Oolong can still take a

-  Once Chain fires his chain, you need to make sure that you aim Oolong to
   jump over Chain and get real close.  If you don't, Chain turns very quickly
   and will launch another attack if you aren't close enough to attack him.
   Only do low hits to minimize your chances of getting hit by his chain.  Once
   you get in a hit, jump back to get out of range of his chain.

-  You will also have to watch out for his low kicks if you are too far away
   and he doesn't use his chain.

-  Continue to jump around and get in hits and eventually you will delink him.

/ Stage 7:  Club /_____________________________________________________________

Club likes to act aggressive and so will advance on Oolong immediately.  This
is his downfall.

-  Let Club advance on Oolong.  When he gets close to his striking distance,
   jump over him to land next to him on the other side.  Deliver a couple of
   low kicks or punches.  You may have to jump up to avoid his club.

-  Jump to the other side of the screen and let him advance on Oolong again.
   This time, after you jump, watch his movements.  He may back up onto the
   side.  If this happens, just jump back away and let him advance again.  To
   really mess with him, do a small jump away from him then  then immediately
   jump to his other side.

-  Do the above a few times and club will be no more.


bobsta's strategy:

Immediately move to the far left hand side of the screen and get into the
posture of holding up and left with the joystick.  When club gives his foot
movement of when he is going to swing the club then hit the punch button.  Back
up and repeat.  You will head punch him with no problems and easily defeat him,
it's easy to get the timing down with this once you get used to it.

/ Stage 8:  Fan /______________________________________________________________

As the opponents name implies, Fan likes to chuck razor sharp fans at Oolong.

-  She will start this stage by launching three fans at Oolong.  They start
   high and have an uncanny ability to track Oolong (to a degree).  This is
   also one of the few weapons that Oolong can actually counter with punches
   or kicks (it is hard though to get lined up).

-  Once she launches her fans, wait until the last fan gets low enough to jump
   over.  Then jump next to her to deliver some punches and kicks.  You should
   be able to get in two hits before you have to bounce out again.  Watch out
   if you aren't close enough since she likes to deliver a few kicks of her

-  Continue to maneuver around her.  You may not get in a shot after every jump
   but she does leave openings that can be easily exploited.

-  You will eventually send her crashing down like her fans.

/ Stage 9:  Sword /____________________________________________________________

This actually is one of the easier opponents to deal with.  All he does is
slide along the ground waiting to put a sword through Oolong.

-  Sword actually is one of the quicker opponents.  He has a tendency to hit
   and run.  Basically, if he hits Oolong, he quickly goes the opposite
   direction.  Much quicker then Oolong can jump after him.  This means you
   have to keep him on the defensive.

-  Get into position and jump so you are next to Sword.  Do a quick low punch
   or kick.  Sword will rapidly retreat, then advance.  When he is within
   striking distance, hit or punch again.  Sword will again retreat.  This
   cycle should continue until Sword is skewered.

-  You may have to jump out of Sword's range if you mess up the cycle.  Just
   repeat the above steps to get back into a rhythm again.


bobsta's strategy:

Keep jumping around until you get him trapped on a side.  You can then keep low
sweep kicking him over and over and he has no chance to counter. Very easy win.

/ Stage 10:  Tonfun /__________________________________________________________

Your next two opponents will test your skills to the utmost.  You had better be
real good with the controls or Oolong won't last long.

-  This guy has it all:  Speed, quick attack, and aggressiveness.  This means
   you will be moving around a whole lot to avoid his hits.

-  First of all, avoid the sides.  He likes to crowd the sides and pin Oolong
   down.  This means you will be doing a lot of jumping around.  In addition,
   he has the nasty habit of blocking a lot of your attacks.

-  Hit and run is the name of the game here.  This means you will have to jump
   over him, spin around, get in a low attack, and jump back before he counter-
   attacks very quickly.   If you hesitate on any of these, Tonfun will have
   fun giving Oolong a couple of shots which knock down the energy bar

-  You may have to do a lot of jumps before you can even get in a hit on
   Tonfun.  Expect this to be a long fight.

/ Stage 11:  Blues /___________________________________________________________

Well, this is it.  For all the marbles, you need to defeat Blues.  Of course,
Blues is an opponent worthy of the final match.  He is very quick and can put
Oolong down in just a few hits.  Plus, he likes to jump around the screen.
This is the ultimate test of skill.

-  Blues will immediately jump over to Oolong to deliver a few hits.  This
   means you need to be constantly jumping around and looking for an opening.
   Unfortunately, Blues leaves very few openings to exploit.

-  Do not, under any circumstance, have Oolong hang out at the sides.  Blues
   will trap Oolong and deliver enough punches and kicks to keep Oolong pinned
   down so you can't even jump.  A quick way to end a stage with a defeat.

-  Also, don't even attempt to go "toe-to-toe" with Blues since he is much
   quicker then Oolong in the delivery of attacks.  Use your tried and true
   method of hit and run.  This time, you have to be totally sure of your shot.
   If you miss, or if Blues blocks Oolongs attack, be prepared for a major
   counterattack if you don't move out of the way.  This means you need to
   basically attack and jump back at the same practical moment.

-  Blues also will jump around the screen when Oolong does.  This makes it very
   difficult to pinpoint a position that Blues may be in.  In addition, Blues
   can quickly move out of Oolong's attack range if Oolong isn't quick enough,
   or get behind Oolong to deliver a few blows of his own.

-  This battle will last a while Oolong and Blues jockey for position to
   deliver their hits.  Unfortunately, skill and luck both are factors in this
   battle.  Just do the above steps to tip the balance in your favor.

After defeating Blues, the game will start over at Stage 1 again.


bobsta's strategy:

Use the star punch.  Immediately get into the posture of holding down and left
with the joystick.  When he gets near enough you can strike up to 2-3 times
(depending on your timing) with the punch button.  Then immediately jump to the
other side and hold down and right with the joystick and star punch him when he
gets close.  To be safe you can just star punch once and jump to the other side
and repeat.  The star punch is a long attack, you can reach out quite a ways
with it and it is the only practical way of beating blues quickly.

********************************  U N I T  IV *********************************

| 8.  CONCLUSION |=============================================================

This game was relegated to a corner in the local convenience store when it
first came out.  Many of us had already played Kung-Fu Master for some time so
it seemed that the birth of the arcade fighting games was at hand.  When I
first played this game, it became a matter of making it through all of the
stages.  It took a lot of quarters to get one's skills honed to enough of a
fine edge in order to get through this game.  It seemed that the opponents that
really slowed us down were Tonfun and Blues.  This was because there wasn't a
real pattern to fighting them.  Unfortunately, once you got through Blues (that
in itself was a major accomplishment), the game started over again.  Of course,
it then became a matter of bragging rights to see how many cycles one could go
through before finally being defeated.  Once you got good at the controls,
though, it made life a whole lot easier in playing the game.  Unfortunately, it
is very rare to find this machine anywhere.  However, through the miracle of
emulation, a whole new generation is realizing what we "old" folks enjoyed
those many years ago.  In addition, www.shockwave.com is bringing many of these
classic games back.  Check out their site to see what ones are there.  I hope
this guide helps you in being able to get the most amount of gameplay for this
game.  If you do have other ideas or thoughts, please e-mail me and share them.
Who knows, maybe I'll start a Q&A Chapter in this guide if enough people ask
the same questions.  Anyway, thank you again for reading this guide.

To see other FAQ's I have written please go to:


           ~~~  No trees were harmed in the making of this FAQ ~~~

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