>=>   >=>   >=======> >==>    >=>
>=>  >=>    >=>       >> >=>  >=>
>=> >=>     >=>       >=> >=> >=>
>>=>>       >=====>   >=>  >=>>=>
>=>  >=>    >=>       >=>   > >=>
>=>   >=>   >=>       >=>    >>=>
>=>     >=> >=======> >=>     >=>

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 2.0
Mar. 27, 2000

this faq is copyright 2000-2001 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Ken, among all the Shotos, and probably among every other streetfighter
 that ever lived, has the greatest number of fans. This, I think, is due
 to the fact that he has the coolest of moves at his disposal. Even his
 HK is, on my opinion, cooler-looking than any other. Ken is also the only
 streetfighter who lives an ideal life---one filled with wealth, fame,
 and a beautiful wife. I am not, however, one of Ken's avid fans. Ken will
 never be as good a fighter as Ryu (notice how everyone is after Ryu (not
 Ken) for his skills e.g. Sagat, Akuma, Sakura, Makoto, Bison, Oro, and
 even Ken himself!) I, in fact, have NEVER used Ken. I am only able to
 write this faq because there are so many Ken users who challenge me,
 trying in vain to prove that Ken is better than Ryu, that I have acquired
 enough knowledge on this "cool" fighter to help you out. Ok, I've been
 talking too much already. Ken has become a common favorite and these,
 perhaps, are the most common reasons:

1. Ken is FAST (that is, compared to the other Shotos)
2. Ken is well equiped with combos (and no, they aren't just composed of
  LPs and LKs)
3. Ken is stylish (using his moves makes people think you're a master arcade
  player
4. Ken is the most handsome??? (well, I know that's quite true but I'm not
  sure if it's a common reason)


Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Ending
  X. Credits
 XI. Revision History
XII. Final Words
XIII. Last Note

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
            direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
            done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
            longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
            after blocking a previous one. (both the current and previous
            attack must've been a combo for the red parry to be acknowledged)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - Ken's jabs, like any other shoto's, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+MK-> HK Tatsumaki.

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 an overhead.

  c) jumping - useless, actually. He just sticks his elbow out. Maybe
               you can use it to counter a Shoryuken type move but,
               doesn't a parry followed by any other, stronger, attack
               feel a lot better?

2) MP - these attacks do come out quick and but nothing they can do that
       HPs or Ks can do better so I'd rather not use them. I'd still be
       describing them though.

  a) standing - he delivers a palm strike that looks cool and comes out
                pretty quick but still I'd prefer a standing HP to this
                move

  b) close - Ken gives his opponent a punch to the midsection which,
             though does not inflict much damage at all, can be comboed
             into his standing HP and followed up with a special-> super
             for great, flashy effects

  c) crouching - a straight punch that basically has all the advantages
                 and disadvantages of a crouching MK. One exception
                 is the latter's range. It's quite longer than this
                 move so you know which to use.

  d) jumping - a lot more useful than the jumping LP, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HP, it does
               a lot less damage

3) HP - The most important of Ken's normal moves, these can be used
       in a variety of ways and even have a different effect if done
       up close.

  a) standing - his nearer arm does a hook punch. Really looks like
                Ken has packed much pain with this move. He even looks
                the other way to be able to twist and transfer his
                whole upperbody weight into the attacking arm..

  b) close - much is changed when you do an HP up close. This time the
             opponent receives what looks like an elbow attack but is
             really a side uppercut.

  c) crouching - from a kneeling position, Ken sends forth a powerful
                 uppercut (of course, not as powerful as the Shoryuken)
                 that looks much like uppercuts in the Mortal Kombat
                 series. This move used to rule during the previous
                 SF games, even was a launcher for the ***vs*** games
                 but now it's not the best anti-air and is only a good
                 filling for combos

  d) jumping - this is why the HP is Ken's best normal move. You just
               punch downward, (diagonally forward, not straight down)
               and hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super!

4) LK - nothing his LKs can do that his LPs can't do better so I won't
       be including strategies on this but I'll describe them...

  a) standing - everybody's short, forward kick, very common, very
                useless

  b) crouching - Ken's folded front leg just turns side ways and
                 stretches out while the whole base of the foot does
                 not leave the ground

  c) jumping - even more useless than the jumping LP. Makes use of the
               knee.

5) MK - also comes in varities and has a different effect when done up
       close

  a) standing - you do a forward thrust kick of some sort that's very
                easy to detect, parry, block, counter, and all the other
                things you don't want to happen to any of your moves.

  b) forward - you simply take a step forward, and then kick---just like
               the in the standing MK---forward and very easy to detect,
               parry, block, counter, blah, blah, blah...

  c) crouching - same as his crouching LK except he uses the other leg
                 and only the heel does not leave the ground. It's his
                 basic combo filler.

  d) jumping - a lot more useful than the jumping LK, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HK, it does
               a lot less damage.

6) HK - they may look like Ken's forte, but really I think he still does
       everything better with HPs

  a) standing - the only move that's entirely different from the other
                shotos, it makes Ken throw a spinning side kick to the
                opponent's hips. It's quite a low hit, but reaches further.

  b) forward - this should be a special move, but I'll include it here
               for completeness' sake. It's another overhead K that does
               not jump. It's slower but harder to detect so maybe you
               can use this but only in the first round when your opponent
               ain't familiar of your style yet. You may also cancel
               this move if you're feeling tricky, just hold the HK to
               do so.

  c) crouching - a sweep, what were you thinking? Apply this only when
                 you think you're too far for a crouching MK to connect
                 because if you aren't, proceed with a D+MK-> HK Tatsumaki

  d) jumping - a flying kick, surprise, surprise. Only to be used if
               you think you're too far to connect a jumping HP because
               it has less priority than the said move.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


* EX version - done by pressing two P/K instead of one in every move
            - basically just increases in speed and number of hits

1) Hadouken - D,DF,F+P

       Beginners can evade it, Normal players can parry it, Better
  players will counter. In short, don't you EVER use it except in combos
  but even then, there are other, higher-hitting moves to replace it.

2) Shoryuken - F,D,DF+P

       What's a Shotokan w/o an uppercut? Always use the HP version
  cause its high priority does not make it much of a risk.

3) Tatsumaki Senpuu Kyaku - D,DB,B+K

       High in speed, priority, and number of hits. It may be easy to
  counter but it's still a good surprise move. Use it when your opponent
  is on the move and never when he's just standing there waiting for
  something to parry.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


1) Shoryureppa - D,DF,F,D,DF,F+P
  (comes in two moderately long super bars)

       Three Shoryukens, the last one having more hits and more damage.
  Mostly used in combos

2) Shinryuken - D,DF,F,D,DF,F+K
  (comes in one long super bar)

       One Shoryuken that spins so fast it carries Ken a little higher
  in the air than usual. Tap the K buttons rapidly to increase the number
  of hits.

3) Shipuujinrai Kyaku - D,DF,F,D,DF,F+K
  (comes in three short super bars)

       This is THE coolest of moves! Most my challengers use this super
  cause it really makes them look more flashy. As I've mentioned above,
  his HK is cooler-looking than any other. Well, this super is practically
  made up of a bunch of HKs finished off by a rising Tatsumaki---imagine
  that!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


(every HP Hadouken may be followed by any of his supers)
(every HP Shoryuken may be followed by a Shoryureppa or a Shinryuken)

Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> HP Hadouken
4) UF-> HP-> D+MK-> HP Hadouken
5) UF-> HK-> D+HP-> HP Hadouken
6) UF-> HP-> D+HP-> HP Hadouken

Intermediate

1) UF-> HP-> D+HP-> HP Shoryuken
2) UF-> HK-> D+HP-> HP Shoryuken
3) UF-> HP-> B+HP-> HP Shoryuken
4) UF-> HK-> B+HP-> HP Shoryuken
5) UF-> HP-> D+HP-> HK Tatsumaki
6) UF-> HK-> D+HP-> HK Tatsumaki
7) UF-> HP-> B+HP-> HK Tatsumaki
8) UF-> HK-> B+HP-> HK Tatsumaki
9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken
10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken
11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki
12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki

Expert

1) UF-> HP-> MP-> HP-> HP Shoryuken
2) UF-> HP-> MP-> HP-> HK Tatsumaki
3) UF-> HP-> D+LK-> D+LK-> D+LK-> HK Tatsumaki

Improbable yet Possible

1) Fully charged with two Shoryureppas (18-hit)

UF-> EX Tatsumaki(mid-air)-> EX Tatsumaki-> HP Shoryuken-> Shoryureppa

* The HP Shoryuken must be cancelled into the Shoryureppa

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


* These are NOT 100% applicable in all cases. There's always a chance,
 slim as it may be, that the computer did not follow what I say below.
 But it's safe to say that if you follow my guidelines, you'll always
 win.

* Shinryuken is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
       HP Shoryuken cause he'll jump and try to do another dive K combo
     - if he's in the corner and blocks your Hadouken, he'll jump.
       Do a Shinryuken if you will

Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
      Double Dive P which you should be ready to parry and counter
    - if he suddenly walks back for 3 sec, get ready to parry his charging
      elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
        match. Have a handy HP Shoryuken at your disposal

Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
        to anticipate his moves. A good strategy would be to block his
        attacks and retaliate
      - note: don't block all day, especially if he's close cause he,
        like most computer opponents, can always throw you when you least
        expect it

Elena - memorize her body language and you'll see her charging kick from
       a mile away
     - low blocking her D+LK will make her do an overhead kick and follow
       it with a sweep so counter as you see fit
     - she'll super jump for you if you're too far away so always have
       at least one reserve super bar for these occasions

Gill - continue parrying his fireballs until he does something else
    - he rarely parries in mid-air so you know what to do
    - super jump and HK Tatsumaki to land behind him if he gets too close
    - don't get intimidated by his meteor shower; it can be parried
    - get intimidated by his ULTRA CHEAP angel of death super
    - have at least one super ready to counter his resurrection super

Hugo - jab occasionally to make sure he doesn't grapple you
    - when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
     - if she jumps forward, meet her in the air and pummel her to the
       ground with a HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
   - if he's near fully charged and you launch a Hadouken, he'll jump
     over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
        the wait. She'll surely punish you with her speedy power P
      - don't HK repeatedly just to charge up your super meter. She'll
        see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
     - his mid-air drill K is always followed by a sweep
     - he mixes his groud and air attacks but keep an eye on his feet
       and you'll know when to do a Shoryuken

Oro - he'll always follow a straight fireball with an upward one
   - he rarely uses his uppercut now. That means you can always beat
     him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger.
   Not much strategy is needed for him. He can be obliterated even by
   simple jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
    - don't rush cause that's what he's waiting for
    - if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
     and attack

Sean - you're half-screen away and you throw a Hadouken, he'll always counter
      with a hopping heel K which you, in turn can counter with a parry->
      super
    - two D+LK s will always be followed by a hopping heel k. Parry and
      super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
        round. he won't be countering the succeeding ones and thus victory
        for you
      - keep an eye out for his invisibility. It's when you give all you've
        got: He'll accept every last bit of it

Urien - crouching for 3 or more seconds yields a dive knee
     - walking back for sec yields a charging shoulder
     - standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
          has in mind when playing them are identical
        - whenever they're very far from you, they'll super jump and
          dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

1) Shipuujinrai Kyaku is the most recommended super

Not only will this move make you look cool, it's the easiest to connect
with any other of Ken's moves. It's also quite easy to charge up and comes
in three super bars so if you fail once, and the opponent gets confused
on how to retaliate, simply do it again.


2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.


3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Avoid corners

It's not always true that a cornered fighter is at a disadvantage, but
unfortunately, for Ken, it is. Ken's main thing is speed, which means he
should be the attacker and not the parry and counter type. A good way to
get a clean escape from a corner is to super jump forward and do an EX
Tatsumaki. You'll be propelled higher up and thus get rid of any anti air
attacks your opponent has in mind.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
_)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


* Ken's sub-boss is Urien and this is what they have to say:

 Ken  : You're not quite what I expected...
        But you sure do have the face of a fighter!

 Urien: Behave yourself! I am destined to become the emperor of the
        new age...
        You should thank me for using you as my entertainment!

 Ken  : Keep talking like that, and I'll do more than just entertain you!

* Ken's ending:

Ken, once again, becomes a champion of another martial arts tournament.
He is congratulated by Sean, saying, "I wish I also had a trophy of my
own." Ken offered Sean his trophy but Sean said that's not what he meant.
He also wanted to be a champion. Ken consoled him by saying, "Don't worry,
next time you'll make it through the elimination round" (!) and then annoys
him by saying, "Then again, you'll never be champ cause I'll beat you!
Haha!"

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jeff Maxwell for sharing his opinions on the predictabilities of different
            computer opponents and...
            for constantly giving me a taste of brand new kung-fu shoes
            (but that's nothing compared to the taste of feet that have
             walked the globe! hehe)

Kao Megura ([email protected]) for a little reference on the names
                                of Ken's moves

Red Phoenix ([email protected]) for the awesome ASCII art

Mr. Guy ([email protected]) for a few combos

Mech Gouki ([email protected]) for Ken's sub-boss conversation

Nathan Arnold ([email protected]) for more combos (Improbable yet
                                      Possible)

Eric Chou ([email protected]) for corrections on my normal moves

Vin L. ([email protected]) for a good number of additional combos:

1. c short, c jab, c short or s short, into shippu
2. if opponent high jumps you, jab dp, jab dp
3. j fierce, s strong, s fierce fireball/ fierce dp/ strong dp, shippu/
     shinryuken
4. j fierce, s strong, s fierce ex hurricane kick, shippu
5. j forward crossup, s strong, s fierce, jab dp/ ex hurricane kick.
6. throw opponent into corner with kick then shippu, only hugo(maybe alex)
     will get hit by the whole supper.


Kennedy Tang ([email protected]) for a good number of additional
                                            strategies: (edited just a
                                            little bit)

" There is another tactic for Ken against human and computer players.
 When you make your opponent fall to the ground, quickly jump to their
 back with a medium kick. Mostly they'll get tricked by this. If successful,
 combo it with a medium punch plus a high punch. Better still if you
 got a super(Shoryureppa or Shipuujinrai Kyaku), follow up by doing a
 hadouken and cancel it (either Shoryureppa or Shipuujinrai Kyaku).
 This combo looks more stylish if u use Shipuujinrai Kyaku. It is much
 better and likely to cause a stun on the opponent sometimes. If the
 opponent is on the ground, try doing this overhead on human opponents.
 (this move will sometimes work on computers) Go forward close to the
 ir fallen body and then backward medium kick. But don't use these moves
 on guys who are so good in parrying. If people use too many overheads
 on you try parrying it. This will teach them a lesson. Sometimes try
 do think what the person is doing,know his weak parts and make him fed
 up. This whole process is a mind game. Parrying and attacking good is
 essential. "


Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                _   _  ____  ___  ____  _____  ____  _  _
               ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
               (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v2.0 - added the red parry
v1.9 - switched comments on F+MK and F+HK
v1.8 - added comments on the Shippujinrai Kyaku
v1.7 - added combos
v1.6 - improved ASCII art
v1.5 - added a few things I forgot
v1.4 - added sub-boss conversation
v1.3 - added normal moves section
v1.2 - improved ASCII art
v1.1 - none really, just asking for more combos

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
            _    _  _____  ____  ____   ___
           ( \/\/ )(  _  )(  _ \(  _ \ / __)
            )    (  )(_)(  )   / )(_) )\__ \
           (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Ken I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Ever heard of the rumor bout a glitch that enables Ken to go through a
turtler with his Shippujinrai Kyaku? It happened to me once, but at that
time I took it as a failure on my part to parry its first hit, as that
was what I really aimed to do. But now an emailer has confirmed this, and
though I still can't believe any of this, it's only fair to include it in
my faq...

Nnamdi Uche ([email protected]) writes:

"Ken's Shippu Jinrai Kyaku is his best super because can be done after
a BLOCKED fireball from anyone except for Remy..or Gill? I'm sure of this.
I done it several times. Heck, if they're close enough with Akuma or Ken
and hit you with a fireball, you can still hit them before they recover.
This is no bullshit, you can test it for yourself. You have to be super
fast though..."

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      __      __    ___  ____    _  _  _____  ____  ____
( \/ )(_  _)(_  _)(_  _)    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
)  (  _)(_  _)(_  _)(_      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
(_/\_)(____)(____)(____)()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)


Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

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===================================================================================
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