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Who is Ken Masters? He's the US Martial Arts Champion, husband of
Eliza, and rival of Ryu. Ken Masters is the favorite of almost every
Shotokan character, before Akuma was discovered :) If you've played Ken
before, you'll know that he faster than Ryu and as fast as Akuma, which
is good for combos. You'll also notice some differences between him and
the other Shotokans, as I'll explain later.
This is the basic Shotokan fireball. The difference between Ken's and
the other Shotokans is that his fireball is the puniest; it sucks even
more than Sakura's! It's only best when ending combos, either ground or
air. Here's the giant difference that you'll notice in his fireball, it
fizzles out! So be careful!
Shoryuken: DP + P Ground or Air
This is the move that makes Ken so popular, the famed Dragon Punch. The
best thing about Ken's Dragon Punch is that he goes up invincible; he's
engulfed in flames! Which makes it a HIGH priority move and it's very
powerful and hits multiple times, excellent for ending ground combos
and such. Use this move a lot; it makes a great assist as well.
Tatsumaki Senpuu Kyaku: QCB + K Ground or Air
The Hurricane Kick, one of the most innovative moves I've ever seen.
The move basically looks like this, Ken jumps in mid air and, depending
on the kick strength used, he'll travel a ways across the screen with
one foot out. If you assist, it's great for setting up ground combos,
which means good priority.
HYPER COMBOS:
Shoryureppa: QCF + PP Ground
This is Ken's Dragon Punch super. It's basically consists of Ken
performing 3 Dragon Punches in this order, Jab Shoryuken, Strong
Shoryuken, and Fierce Shoryuken. It's great, is an EXCELLENT combo
ender, and can also set up a corner combo.
Shinryuken: QCF + KK Ground
This is Ken's Super Dragon Punch. This is a very visually appealing
Hyper Combo, Ken sets up for a regular Dragon Punch, but instead of
progressing, he stays put and jumps straight up, engulfed in flames and
protected by the Dragon that he is. You can link into this very easily.
Shinpuu-Jinrai Kyaku: QCB + KK
This is Ken's Hurricane Kick Super, and by far, it's the best one I've
seen so far. It's not an auto combo, so if the opponent blocks, you
will perform the move nonetheless, but you might be punished if the
opponent blocks. Like the other Ken Hyper Combos, he will be covered in
fire, which is pretty cool. It's easy to combo into.
Here are the assists for Ken, which most are pretty good.
ALPHA: Shoryuken/Shinryuken
This assist will perform a Fierce Shoryuken and will perform Shinryuken
for a DHC or THC. Note that Ken cannot be touched when he comes out
because he's invincible.
BETA: Hadouken/Shoryureppa
This assist will perform a Fierce Hadouken and will perform Shoryureppa
for a DHC or THC. I wouldn't recommend using this assist because his
Hadouken is pretty bad.
GAMMA: Tatsumaki Senpuu Kyaku/Shoryureppa
This assist will perform a Roundhouse Tatsumaki Senpuu Kyaku and will
perform Shoryureppa for a DHC or THC. This is a good assist for
starting ground combos or for bailing you out of trouble.
When playing Ken, you should take advantage of his speed, hit and run.
Also, he's got combos that are very damaging and almost all can link
into either an air combo or Hyper Combo.
VS. ABYSS:
1st form: Do simple combos, such as his Hurricane infinite, which is
explained later, until he dies.
2nd form: This form is a little tricky. Basically Superjump, keep-firing
Hadoukens until he dies, and Hurricane Kick when the bubbles come out.
3rd form: DHC or THC when he comes out and he'll probably die, or be
close to it.