Marvel vs Capcom 2: New Age of Heroes
by:
[email protected]
Character FAQ/Move List for Ken Version 1.6
I. Introduction
II. Version History
III. Legend
IV. Character Information
-Biography
-Outfits
-Character Description
V. Rating
VI. Moves
-Special Moves
-Hyper Combos / Supers
-Assists
-Combos
VII. Coming Soon
VIII. Credits
IX. Legal Stuff
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I. Introduction
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Over the past couple of months I've become a complete Marvel vs Capcom
2 maniac. I've searched far and wide for any news what so ever on Marvel vs
Capcom 2. I've seen a million screen shots, about 30 movies, a few wallpapers
(I have an awesome one on my comp now) and have read as many previews and
reviews and other stuff. I've even read all the other character FAQ's on this
site before I even thought of making my own. But I just felt I needed to
contribute to the greatness of M vs C 2. So I did it through GameFAQ's with a
few character FAQs. The first two people I did character FAQ's on were Thanos
and Cable. Now for the next character. Like I mentioned in the Thanos FAQ I
always thought that the genetic freaks were the coolest and one of the only
people that weren't freaks that I thought were cool was Cable. But everyone
has a favorite Shotokan. Whether it's Ryu, Ken, Akuma, Dan, even Sakura, you
must have a favorite Shotokan (I know there not all Shotokans but im basing
it on there type of moves). Now I know a lot of people don't like Ken and a
lot of people describe Ken as "just another Ryu clone" but the way I look at
it, Ken is an underdog. He's been through it all, and he has managed to
follow Ryu every step of the way and develop his own move set. So that's why
(along with the fact that Ken, Cable and Thanos is my team) for my next
character FAQ
I will be doing Ken.
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II. Version History
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4/30/00 - 1.0 - Everything is new
5/2/00 - 1.1 - Made it legible
- Finished Moves section
- Updated Legal Stuff section
5/3/00 - 1.2 - Updated Combo section
5/5/00 - 1.3 - Updated Character Information section
5/6/00 - 1.4 - Updated Table of Contents
- Updated Character Information section
5/19/00 - 1.5 - Updated Moves section
5/21/00 - 1.6 - Updated Moves section
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III. Legend
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My legend is a bit different from most other FAQ's but I find it a lot
easier. Some other FAQ's that I read and printed out had the legend take
up an entire page so I'm trying to keep it as simple as possible. I don't
use QCF, QCB, etc. for down forward moves. I doubt anyone is actually goona
press down, take a 1 second pause and then press forward and a punch/kick.
Up - Up
Down - Down
Forward - Forward
Backward - Backward
(air) - can be done in air
Punch - Any Punch
PP - Both Punches
LP - Low Punch
HP - High Punch
Kick - Any Kick
KK - Both Kicks
LK - Low Kick
HK - High Kick
A1 - Assist 1
A2 - Assist 2
On to the character info.............
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IV. Character Information
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-----------------------------
Biography
-----------------------------
Real Name - Ken Masters
Alias - None
Birthdate - 2/14/65
Height - 5 foot 11
Weight - 180 lbs.
Hair - Blond
Eyes - ???
Outfit - Gi
Fighting Style - Shotokan Karate
Blood Type - B
Strength - 8.5 (opinion)
Defense - 7.5 (opinion)
Power - 7.5 (opinion)
Speed - 8.5 (opinion)
Recovery - 7 (opinion)
Comboability - 8 (opinion)
Overall - 8 (opinion)
Known Allies - Ryu
Known Major Enemies - Akuma, M. Bison
First Appearance - Street Fighter (Arcade)
Previous Appearances - Street Fighter
Street Fighter 2010: The Final Battle (questionable)
Street Fighter II: The World Warrior
Street Fighter II: Champion Edition
Street Fighter II Turbo: Hyper Fighting
Super Street Fighter II: The New Challengers
Super Street Fighter II Turbo: Grandmaster's Challenge
Super Puzzle Fighter II
Super Puzzle Fighter II Turbo
Super Puzzle Fighter II X
Street Fighter Collection
Street Fighter Collection 2
Street Fighter: The Movie
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Alpha 2 Gold
Street Fighter Alpha 3
Street Fighter EX
Street Fighter EX Plus
Street Fighter EX Plus Alpha
Street Fighter EX 2
Street Fighter EX 2 Plus
Street Fighter EX 3
Street Fighter III: The New Generation
Street Fighter III: 2nd Impact
Street Fighter III: 3rd Strike
Gem Fighters: Mini Max
X-Men vs Street Fighter
Marvel Superheroes Vs. Street Fighter
Marvel vs Capcom (as Ryu transformation)
Marvel vs Capcom: EX Edition (as Ryu transformation)
Brief History - Born on Valentine's Day of 1965, Ken Masters entered
planet Earth. Luckily for him, he was born into an
extremely rich family, and got whatever he wanted. But
as he got older, he became spoiled and abused his money.
He would cut school and spend all his money, buying
whatever he wanted to. So his father decided to send him
to Japan to a man named Gouken, who would put Ken in his
place. Ken was given strict rules, and was punished if he
didn't obey them which he was not used to. But along the
way he met his future best friend and rival, Ryu. Ryu and
Ken trained together in the art of Shotokan and fought
each other to test there skills. Then one day they were
invited to a "King of Street Fighter's Tournament" to see
who the best fighter in the world was. Both did well, and
Ken was convinced that he could win but his bragging and
taunting didn't pay off when Ryu beat him and then
continued on to beat Sagat for the title (im way too much
into wrestling). Ken couldn't understand why he was
beaten, but urged him to train even harder for the battles
to come. During his training, he met his future wife,
Eliza. Ken, still pissed about his loss at the tournament,
felt ready to challenge Ryu and did so. In the end, it
turned out that Ken (controversially) beat Ryu after he
fell down a hill during the fight. To heal the cut on his
forehead, Ken took a ribbon from his ponytail and wrapped
it around Ryu's forehead, which Ryu still wears to this
day. Obviously, Ken was cocky from his victory over Ryu
and decided to get married to Eliza. But the next time Ryu
and Ken fought it would be along side each other fighting
arch enemies such as M. Bison (Vega for the Japanese) and
Akuma (Gouki for the Japanese)..... OK so it's not so
brief but who cares?
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Character Description
-----------------------------
- I know that 99 percent of all people who visit this site know exactly
what Ken looks like but im doing a character description anyway. Anyone
who dies, gets sick or is seriously offended by this can e-mail me with
a reason why. Being that said on to the character description......
Real Name - Ken Masters
Alias - None
Height - 5 foot 11
Weight - 180 lbs.
Hair - Blond
Eyes - ???
- Im not really sure about this one. In all the games they make his
eyes black, but they're obviously not. While im at it there's another
thing I wanted to point out. Ken's eyebrows are black as well. This
either means Ken dyed his hair blond, dyed his eyebrows black, or
that Capcom just wanted it that way. Im guessing it's the third one.
Clothing - Ken wears the typical Shotokan Karate gi (That's not a typo it
is indeed spelt "gi") with along with Ryu has made a fashion
trend among the Street Fighter world. Characters wearing the
gi besides Ryu and Ken are Akuma, Dan and the pathetic Sean.
Ken's gi is red with a black belt (The highest karate honor.
Body - 1. Play any wrestling game with a create a player mode
2. Add a red karate outfit with a black belt
3. Add long blond hair
4. There you have it
-----------------------------
Outfits
-----------------------------
LP - Red Uniform / Black Belt / Blonde Hair / Peach Skin
HP - White Uniform / Black Belt / Blonde Hair / Peach Skin
LK - Yellow Uniform / Black Belt / Blonde Hair / Peach Skin
HK - Maroon Uniform / Black Belt / Blonde Hair / Peach Skin
A1 - Purple Uniform / Black Belt / Blonde Hair / Tan Skin
A2 - Green Uniform / Black Belt / Blonde Hair / Peach Skin
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V. Rating
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This is pretty much a review of Ken. I will go through the six deciding
factors that make up a character (offense, defense, power, speed, recovery
and comboability) and give them each a score from 1 to 10 (1 being the lowest
and 10 being the highest) followed by an overall score.
Offense - 8.5 - Although Ken isn't the master of disaster, his offense is
good and in my opinion better than Ryu's because Ken's
Hurricane Kick and Dragon Punch is better than Ryu's where
as Ryu only has a better Fireball. Anyway, Ken's fireball
could use some work but this Hurricane Kick and Dragon Punch
attacks and hyper combos totally make up for his lack of
a good projectile. In conclusion, Ken takes home an 8.5.
Defense - 7.5 - Average. Apparently Gouken was a lot more focused on
offense when he trained the Shotokan's. Not to say that
Ken's defense is bad but it could use some improvement.
A lot of his moves leave him wide open (his Triple Dragon
Punch when blocked is a perfect setup for a vertical super
(Jin, Hulk, Amingo) and his Super Dragon Punch if missed
is a good setup for an air beam super. In conclusion his
defense is good but nothing special.... 7.5.
Power - 7.5 - Just in case there's any confusion over power and offense,
power is the strength and damage done by the moves and offense
is the arsenal of moves you have (Ex: Spider-Man and Wolverine
have good offense but not so great power). Anyway, this is
another average for Ken. He's pretty strong considering his
size but he isn't any Juggernaut and really doesn't have any
good power moves. In conclusion, average. 7.5.
Speed - 8.5 - Ryu maybe just a little stronger than Ken, but Ken definitely
has speed and the most blatant form of it is through his
Hurricane Kick attacks and supers. Besides that, he walks
and dashes slightly faster than Ryu and does the Dragon Punch
quicker as well. In conclusion, Ken is pretty much the fastest
Shotokan and is also faster than most people is Marvel vs
Capcom 2 and takes home an 8.5.
Recovery - 7 - Im being really generous with a 7. For the most part, most
of his moves have recovery time. When he does a fireball
he holds his hand out for 2 seconds after the fireball is
thrown. When he does a Dragon Punch it can be easily set
up into a vertical super. Ditto for the Triple Dragon
Punch. In conclusion, Ken barely escapes with a 7.
Comboability - 8 - Pretty combo friendly in my opinion. Pretty much all
of his supers are great combo finishers and all of
his regular moves are great assists if you're trying
link your own supers. He can also pull off some pretty
damn good exhibition combos thanks to James Chen and Mike
Z. In conclusion, Ken Masters takes home his second
highest score, 8.
Overall - 8 - In a final conclusion, Ken is for the most part average.
His power is average, his defense is average, his combo-
ability is average, his recovery s average and his offense
and speed are above average. In my opinion, a totally
average fighter is a 7 so that's why I gave him an 8 (Ok
im pushing it a little but it's still a pretty decent score.
Ken gets an 8 as a final score.
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VI. Moves
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-----------------------------
Moves
-----------------------------
- This is just so anyone who just wants to know the moves without
a detailed move analysis doesn't have to look through the entire
moves section to find them out.
Fireball - Down, Forward, Punch (air)
Hurricane Kick - Down, Back, Kick (air)
Dragon Punch - Forward, Down, Forward, Punch (air)
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Triple Dragon Punch - Down, Forward, PP
Super Dragon Punch - Down, Forward, KK
Super Hurricane Kick - Down, Back, KK
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Alpha - Dragon Punch / Super Dragon Punch
Beta - Fireball / Triple Dragon Punch
Gamma - Hurricane Kick / Triple Dragon Punch
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Hurricane Infinite - (In corner) Jumping LP, LP, Hurricane Kick,
Jumping LP, LP, Hurricane Kick, Jumping LP,
LP, Hurricane Kick, Jumping LP, LP, Hurricane
Kick, Jumping LP, LP, Hurricane Kick, Jumping
LP, LP, Hurricane Kick, Jumping LP, LP, Hurricane
Kick, Jumping LP, LP, Hurricane Kick, Jumping
LP, LP, Hurricane Kick...........
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
LK, LP, LK, HP
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HK
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HP, HK
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, Hurricane Kick
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, LP, Dragon Punch (Using HP) (You have
to slow down the last couple of hits. Don't speed
dial other wise you'll screw up)
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HK
1, 2, Shin-ru - Dashing ducking LK, ducking HP, Shinryuuken
Hurricane Combo - Dashing LP or LK, LK or LK, HP, Super Hurricane
Kick
Shouryuureppa - Dashing LP or LK, LK or LK, HP, Super Hurricane
Kick
Dragon Combo - (Really fast) Jumping LP, Jumping LP, Jumping HK,
(When I say jumping I mean do LP, LP, HK in one
jump) LP, Ducking LK, Ducking LK, Fireball,
Triple Dragon Punch, Super Dragon Punch, Jumping
LP, Jumping LP, Jumping HP, Jumping LK, (by now
you should have landed) Jumping HP, Jumping LP,
Jumping LP, Jumping HK
-----------------------------
Basic Moves
-----------------------------
- Even a person who wants to become the ultimate mega Ken player in Marvel
vs Capcom 2 and does nothing but play with Ken in Marvel vs Capcom 2 24
hours a day, 7 days a week will not need a detailed description of his
regular moves but everyone else is doing it so I am too.
--------------------
LP / Jab
--------------------
- Standing - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2 thanks
to the deduction of the MP / Strong punch. Anyway, it's
manditory for non-super combos and is as always good for
mind games (Short Dragon Punches and slow Fireballs) but
other-wise a wussy punch.
- Jumping - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2 thanks
to the deduction of the MP / Strong punch. Anyway, it's
manditory for non-super combos and is as always good for
mind games (Short Dragon Punches and slow Fireballs) but
other-wise a wussy punch.
- Ducking - Pretty much the same thing as standing and jumping except
worse because you can't do ducking specials. Ken's jab
is stupid, has absolutely no reach, and is stupid.
--------------------
LK / Short
--------------------
- Standing - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2
thanks to the deduction of the SK / strong kick. Anyway,
it's manditory for non-super combos and is as always good for
mind games (Slow Hurricane Kicks) but other-wise a wussy punch.
- Jumping - The classic useless button actually has a use in this game
thanks to the addition of combos being the deciding factor
of every battle and even more use in Marvel vs Capcom 2
thanks to the deduction of the SK / strong kick. Anyway,
it's manditory for non-super combos and is as always good for
mind games (Slow Hurricane Kicks) but other-wise a wussy punch.
- Ducking - Pretty much the same thing as standing and jumping except
worse because you can't do ducking specials. Ken's short
is stupid, has absolutely no reach, and is stupid.
--------------------
HP / Fierce
--------------------
- Standing - The driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the flaming
Dragon Punch, the fast fireball, and the Triple Dragon Punch.
The only thing holding back Ken's fierce is his lack of reach.
- Jumping - The driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the flaming
Dragon Punch, the fast fireball, and the Triple Dragon Punch.
The only thing holding back Ken's fierce is his lack of reach.
- Ducking - Always the oddball being less useful than it's standing and
jumping counterparts can't seem to get it right. Tends to
bully the jab button for being more useless than he is until
Gouken breaks them up. I dont know why I just thought of that.
--------------------
HK / Roundhouse
--------------------
- Standing - Also a driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Hurricane
Kick, the Super Dragon Punch and the Super Hurricane Kick.
Even better is that is does not lack in reach and is good
for stopping dashes.
- Jumping - Also a driving force of all fighting games, the almighty fierce
button makes it's 178th appearance in Marvel vs Capcom 2. As
usual, an extremely useful move, responsible for the Hurricane
Kick, the Super Dragon Punch and the Super Hurricane Kick.
Even better is that it does not lack in reach and is good for
stopping jump-ins. I can still remember playing Super Street
Fighter II and always countering Dee Jay's slow jumping kick
with a quick jumping roundhouse.
- Ducking - The classic Shotokan sweep breaks away from it's punching
counterparts by actually, although not as useful as it's
standing and jumping counterparts, is useful. How? For
sweeping of course.
-----------------------------
Special Moves
-----------------------------
Fireball - Down, Forward, Punch (air)
(Hadouken) - The classic fireball makes a triumphant return in
Marvel vs Capcom 2. Although it's not as good as
Ryu's, it's still a decent projectile. It's does
about 7% damage on the average fighter but barely
makes it across the screen. It's a pretty good helper
assist and like all projectiles can sometimes stop
a cornering or jump in. Come to think of it this
the first projectile ever made in the history of
fighting games and Ken has it. That has to be a
plus in some way.
Hurricane Kick - Down, Back, Kick (air)
(Tatsumaki Senpuu Kyaku) - Arguably the best Hurricane Kick in the game.
Definitely the fastest and stronger than Ryu's,
only Akuma's Lighting Hurricane Kick is even
a challenge to Ken's. The LK version of it can
go up to three hits and the HK version can go
up to 5 hits. But that's not all, the Hurricane
Kick rises as you get more hits. But that's not
all, call within the next five minutes and get
some genuine LAABG (Lard and Artificial Bacon
Grease)......... That wasn't funny at all was
it. Didn't think so. Anyway the only downside
to this is that it has a pretty decent recovery
time and if you do this move accidentally when
the opponent is at the other side of the screen,
prepare to get beamed. Big time.
Dragon Punch - Forward, Down, Forward, Punch (air)
(Shouryuuken) - Talk about classic. Pretty much the first move
along with the fireball to be invented and put
into a fighting game ever. Anyway, Ken without
a single doubt contains the best Dragon Punch
in the game. Why you ask? Lets see:
1. The LP version is quicker than Ryu and Akuma's
2. The HP version is the strongest one out of all
the Shotokan's
3. It can be done in the air
4. It can do multiple hits, and most importantly....
5. It's on fire
-----------------------------
Hyper Combos
-----------------------------
Triple Dragon Punch - Down, Forward, PP
(Shouryuureppa) - This move was actually first invented in Super
Street Fighter II, when they didn't even have
supers yet. I clearly remember always playing
as Ken and my toughest opponent not counting
bosses was none other than Ken. He'd be totally
cheap and sometimes he would do a jab Dragon
Punch immediately followed by a strong Dragon
Punch immediately followed by a fierce Dragon
Punch. Anyway, this move is quite effective
if you land the whole thing but chances of that
are quite low. This is a very good move when
you're linking combos but if blocked, get ready
for a vertical super.
Super Dragon Punch - Down, Forward, KK
(Shinryuuken) - Ken sets up for a super like he usually does,
then rises up with a huge Dragon Punch with
the entire vertical column he's in on fire.
Awesome looking and effecting move and great
for combo finishers. But then you take the
good with the bad. Well, the only thing
really bad with this move like most of his
moves is the recovery time. Anyone with an
air beam super can totally waste you if you
don't connect.
Super Hurricane Kick - Down, Back, KK
(Shippu Jinrai Kyaku) - Ken sets up for a super like he usually does,
and then like the move says, does a super
hurricane kick. He moves across the screen doing
a series of spinning standing kicks followed
by a regular hurricane kick. This move is most
effective when done right next to the person,
and looks really stupid when it totally misses.
Awesome looking and effecting move and great for
combo finishers. But then you take the good with
the bad. Well, the only thing really bad with
this move like most of his moves is the recovery
time. Anyone with a vertical super can totally
waste you if you don't connect.
-----------------------------
Assists
-----------------------------
Alpha - Dragon Punch (Shouryuuken) / Super Dragon Punch (Shinryuuken)
(see above)
Beta - Fireball (Hadouken) / Triple Dragon Punch (Shouryuureppa) (see above)
Gamma - Hurricane Kick (Tatsumaki Senpuu Kyaku) / Triple Dragon Punch
(Shouryuureppa) (see above)
-----------------------------
Combos
-----------------------------
Hurricane Infinite - (In corner) Jumping LP, LP, Hurricane Kick,
Jumping LP, LP, Hurricane Kick, Jumping LP,
LP, Hurricane Kick, Jumping LP, LP, Hurricane
Kick, Jumping LP, LP, Hurricane Kick, Jumping
LP, LP, Hurricane Kick, Jumping LP, LP, Hurricane
Kick, Jumping LP, LP, Hurricane Kick, Jumping
LP, LP, Hurricane Kick...........
- Before I go any further the Hurricane Kick must
be used with LK other wise it wont work. Anyway,
as you have realized by now this is an infinite,
and your friends will most likely punch you if
you do this too many times so my advice is to
only do this to the CPU. Also make sure you have
cornered your opponent and that he's not Kobun.
As for how it looks it two air punches followed
by a Hurricane Kick followed by....... (I might
as well stop now)
- Thanks to Piccolo_0223 for the following combos
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
LK, LP, LK, HP
- Like the name of the combo it is pretty much a
basic air combo. Ken rushes in with ducking punch
kick combination followed by a short and sweet air
combo. Nothing special but effective and easy to
do. Read on.....
- The following combos are just variations of the Basic Air combo so im not
goona give a detailed explanation on the combos because it's the same thing
with one or two different moves.
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HK
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HP, HK
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, Hurricane Kick
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, LP, Dragon Punch (Using HP) (You have
to slow down the last couple of hits. Don't speed
dial other wise you'll screw up)
Basic Air combo - Dashing ducking LK, ducking HP, Super Jump, LP,
(different version) LK, LP, LK, HK
1, 2, Shin-ru - Dashing ducking LK, ducking HP, Shinryuuken
- It rhymes............ Anyway, nothing special like
most of the combos on this Ken FAQ but contains a
super so gets it's own description. Just like the
name it's a 1, 2 combo. A ducking punch kick combo
followed by a Super Dragon Punch.
Basic Ground Combo - Dashing LP or LK, LK or LK, HP, Fireball (using HP)
- Just like most of the above combo it's a basic
combo. A simple 1, 2 punch / kick combo followed
by a HP and a HP Hadouken. One thing you need to
know is that this will not work on extremely short
characters because the fierce won't connect. Also,
if you use LP the first time you have to use LK the
second time and vice verse.
Hurricane Combo - Dashing LP or LK, LK or LK, HP, Super Hurricane
Kick
- Just like most of the above combo it's a basic
combo. A simple 1, 2 punch / kick combo followed
by a HP and a Super Hurricane Kick. One thing you
need to know is that this will not work on extremely
short characters because the fierce won't connect.
Also, if you use LP the first time you have to use
LK the second time and vice verse.
Shouryuureppa - Dashing LP or LK, LK or LK, HP, Super Hurricane
Kick
- Just like most of the above combo it's a basic
combo. A simple 1, 2 punch / kick combo followed
by a HP and a Triple Dragon Punch. One thing you
need to know is that this will not work on extremely
short characters because the fierce won't connect.
Also, if you use LP the first time you have to use
LK the second time and vice verse.
Dragon Combo - (Really fast) Jumping LP, Jumping LP, Jumping HK,
(When I say jumping I mean do LP, LP, HK in one
jump) LP, Ducking LK, Ducking LK, Fireball,
Triple Dragon Punch, Super Dragon Punch, Jumping
LP, Jumping LP, Jumping HP, Jumping LK, (by now
you should have landed) Jumping HP, Jumping LP,
Jumping LP, Jumping HK,
- I did this combo in my sleep...... Anyway, this
is by far the best and hardest Ken combo I have
ever seen and is obviously only for experts. Also
Obviously, James Chen was the only person who
managed to pull this off so let me run it down.
Ken first leaps into action with 2 jumping punches
and a jumping kick followed by two ducking kicks
and a fireball. Then Ken really deals out the
damage with a Triple Dragon Punch into a Super
Dragon Punch followed by a similar quick combo.
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VII. Coming Soon
--------------------------------------------------------------
- More combos (if necessary)
- Vs. Computer and / or Abyss FAQ
- More Character FAQs/Move lists
--------------------------------------------------------------
VIII. Credits
--------------------------------------------------------------
- MadManCafe, IGNDC, Segadojo, GamingAge, Fighters.net and
Shoryuken.com for providing me with the most up to date
Marvel Vs Capcom 2 news, reviews, combo movies, previews,
FAQ's, move lists and codes
- GameFAQs for making one hell of a site
- Capcom for making one hell of a game
- Mike Z. for the Hurricane Kick infinite combo
- Piccolo_0223 for basically the combo section of the Moves section
- James Chen for the Dragon Combo
- Fighters.net (
http://www.fighters.net) for the character information
- Street Fighter: The Animated Movie for the character information
- Me for writing this character FAQ
--------------------------------------------------------------
IX. Legal Stuff
--------------------------------------------------------------
- This document Copyright John Pantozzi (RAW64life) 2000
- If you don't find this FAQ on one of the following sites, it's illegal:
-
http://www.gamefaqs.com
-
http://www.fighters.net
-
http://www.gamewinners.com
-
http://www.mvsc2.com
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Questions, comments, submissions, hate mail, anything? Send it in. I
love getting mail. Send to
[email protected]