Ken Version 3.4
Credits: Eric Chou
James Chen
Ougi
Game FAQS - www.gamefaqs.com
Game: Capcom versus SNK: Millenium Fight 2000
Platform: Dreamcast
Version: Japanese
By: Darth Hazzard aka Shin Piccolo in shoryuken forums
Email:
[email protected]
This is copyright Adrian Hazzard 2000
You know the deal. Don't even think about using this faq without my permission.
1) You must not use this faq for profit
2) You cannot alter the faq in any way (even the shit load of spelling and grammer errors)
without my authorisation. Got it? (Get it) Good! Lets get on with it already.
This is my second faq and its for another shoto. If you want to use this faq on your site
just drop me a line and if I have made any mistakes can you also please email me and I'll
make amends. I will be updating this faq so keep checking for updates, lastly if you have
any good combos or strategies can you please send them to me and I'll include them in the
faq and give you credit for the information provided. This faq is applicable to the Japanese
version. Expect another update real soon!!
As if you didn't know already, this faq is for Ken Masters. I set out a number of targets
before I began writing the faq and here they are:
1) The most important. For you to appreciate Ken's skill and either learn to effectively play
as Ken or see a new dimension on how to play as Ken.
2) Stick it to all those Ryu fans and anyone else who bad mouth Ken.
3) Perhaps even more important than no.1 Stick it to all those that Dog shotos.
What you will find here in this FAQ:
1.0 Ken bio
1.1 Ken compared to Ryu
1.2 Move/Techniques list
2.0 Super move list
2.1 Techniques and tips
2.2 Ken standard combos
3.0 Ken super move combos
3.1 Ken strategies
|
Feedback techniques
3.2 Which groove?
3.3 Fighting against a Ken player
3.4 Special intros
3.5 Translations
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1.0 KEN BIOGRAPHY
Name: Ken Masters
Blood Type: B
Weight: 72Kg
Height: 175cm
Hair: Blonde
Fighting style: Shotokan Karate
Costume: Ken wears his famous red GI costume, with a black belt around his waist.
Birth Place: United States
Rivals: Ken rivals Terry from the KOF serise (although Doc things its Iroi)
and he has a friendly rivalary with his ex training party Ryu.
Ken has also swear to punish Gouki for killing his master Gouken.
Ratio: Ken is a ratio 2 character
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New players in the world of Capcom may not know
the difference between Ken and Ryu. Here is a quick comparisions between the two fighters:
Ken is a lot faster than Ryu
Ken has more combo potential than Ryu
Ken has more juggle potential
Ken's Shoryuken goes at an arc meaning it is easier to hit opponents with it, it also hits three times
Ken's Tatsumaki Senpuu Kyaku hits five times, nice to combo into but if blocked your in serious trouble
Ken like Ryu has great anti air
Ken has great offensive ability
Ken can combo from a lot of moves eg fierce punch and jabs and shorts and a strong (medium sweep)
Ryu is slightly stronger than Ken
Ryu is a more verseatile fighter due to his different super moves
Ryu's Tatsumaki Senpuu Kyaku only hits once
Ryu's Shoryuken has limited range compared to kens, only hits twice max and is tricky to combo into
In my humble opinion I think Ken is a better fighter (this will anger a lot of Ryu fans)
but Ken's increased speed and combo-ability really does give him the edge over Ryu.
All of Ken's supers are useful well maybe apart from the Shippuujinrai Kyaku
(super hurricane kick combo) but it sure looks nice.
Ken's standard combos are very useful and damaging,
an experienced Ken player is capable of decimating entire teams almost single handedly.
Time to move onto the nitty gritty.
Firstly a number of King of the Fighters players have complained about how their
characters have been "screwed over" but they need to take into account that the
Street Fighters have been SNKised. This means we are forced to have a four button lay out,
you also need to take into account that some capcom characters have been downgraded.
Sakura for one and Ken. Ken has lost so much priority in this game
From when has someone been able to sweep me outta a Shinryuu Ken NEVER is when,
well until CvS. Despite this, he is still a brilliant fighter and deserves respect despite the
fact that he is a shoto.
He has better anti air due to his Shinryuu Ken (vertical super dragon punch) and his light
shoryuken which comes out extremely quickly. The ShinryuuKen also has awesome juggling ability.
Ken's extra speed really helps when your up against opponents like Chun Li and Vega
(Balrog in the import version). His dragon is easy to combo into and it is more likely to
hit opponents who are jumping away from you than Ryu's shoryuken.
Don't get me wrong however, cause Ryu is an excellent fighter.
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Legend
To make this FAQ easier to use, read and design I have produced a legend which is a short way
of displaying a command for a move, but first here are the basics:
Forward = F
Backward = B
Up = U
Down = D
Light punch = LP
Hard punch = HP
Light kick = LK
Hard kick = HK
Commonly used terms
- QCF - d,df,f (Hadoken movement)
- QCB - d,db,b (Hurricane movement)
- HCF - b,db,d,df,f
- HCB - f,df,d,db,b
- UF - uf (up forward eg jumping into an opponent)
- UB - ub (up backwards)
- AIR - Means you can perform the move in the air
ROLL = LP+LK
KEN ROLL = QCB + LP or HP
THROW = F+HP/HK
CHARGE (SNK GROOVE ONLY) = HP+HK
TAUNT = HOLD "A" BUTTON AND PRESS START Ken says two different things in Japanese.
This is listed further on in the faq.
FORWARD DASH: TAP FORWARD TWICE
This is great for surprise attacks on unsuspecting foes.
It doesn't go particularly far, it is however pretty quick.
Remember you cannot block during the dash animation.
BACK DASH: TAP BACKWARDS TWICE
Ken launches himself backwards. Useful for avoiding atttacks,
and also giving yourself some breathing space. Like the forward dash
it doesn't go far and you cannot block during this phase.
RUN (Secret 77)
When this is enabled you will get the KOF style of running play. Instead of dashing you and your
opponent can now run at each other. This is useful as you can pressurise your opponent a lot
quicker than by using dash. Another neat thing is linking in a hadouken into your super combos.
However you need to use the LP version to keep up with the fireball and it is not likely that
your foe will get by a projectile whilst they are standing across the other side of the stage
but who knows! One useful thing to remember is that by shooting a fireball and catching up to it,
if your foe blocks high quickly sweep em, or use an overhead for a gaurenteed hit.
Lastly you cannot run backwards, meaning back dash is still used.
SUPER JUMP: DOWN, UF/UB
It is your basic jump but higher and faster. As it is higher it
covers more ground. It gives you the possibility of avoiding projectiles
and the like whilst giving you the opportunity to launch an attack.
ROLL: LP+LK
This has been taken from the KOF games. When activated Ken rolls (WHOA)
it covers a short distance, however you are invincibile at the beginning
of the roll and it is very useful when avoiding projectiles such as Shinkuuhadoken and
Kikou Shou (Chun Li's Super fireball) and other super moves such as Iroi's Maiden Masher
and Terry's Buster Wolf. However you are prone to attack whilst the roll ends, this means if
you roll whilst Ryu is perform a Shinkuu Tatsumaki Senpuu Kyaku (Super Hurricane) you will get
hit when you come out of the roll.
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BASIC MOVES
1. Light Punch aka jab: LP
Standing: Cancelable. Ken does a jab which comes out extremely quickly.
This move is very useful as a defense. It can also be used to combo into
a short or any of Ken's supers or specials.
Crouching: Cancelable. Ken does a jab whilst crouching. This can and should be
utilised as poke device. It is also the basis of Ken's Crouching short =>
crouching jap => crouching short => into any special or super.
Jumping: Great priority over moves, can even trade hits with flash kicks, shoryuken's
tiger uppercuts etc.
2. Heavy Punch aka Fierce: HP
Standing: Cancelable. Ken does a strong punch just in front of the opponent or a
standing uppercut, depending on proximity). Deals good damage, but comes out
a little slow. It also has respectable range.
Crouching: Cancelable. Ken does an uppercut. This move has awsome vertical reach,
hence it can be used as an anti-air, it can also be comboed out of, such as a
shoryuken.
Jumping: I personally don't use a heavy punch in the air, a jab will most likely beat it,
however if you land the punch deep, you can initiate a combo.
3. Light Kick aka Short: LK
Standing: Cancelable. Ken does a small kick to the groin or shins depending on the size
of your foe. Like the jab it comes out and recovers extremely quickly. Best
reserved for combos.
Crouching: Cancelable. Use and abuse. Ken's other poke move, you should attempt to use this
along with the crouching jab as much as possible. Recovers really quickly.
Jumping: Pretty much like the jumping jab. High priority, low damage.
4: Medium Kick aka Forward: MK
Crouching: Cancelable, Ken can only use a crouching medium, he has lost all of his other
mediums due to the four button config. This move has great reach, average
recovery and can be comboed off of. After hitting with a crouching medium its
best to do a hadoken.
5: Heavy Kick aka Roundhouse: HK
Standing: Not cancelable. Pretty useless kick. Leaves Ken open if blocked, and also has
hurendous recovery time - stay away from this move.
Crouching: Cancelable. Remember, in CvS you can do a super after a sweep. For Ken, this
is excellent news seeing as all of his supers can be tagged on after a sweep.
I recommend only using a level 1 shoryuureppa after a sweep as you can juggle
with a shinryuken.
Jumping: Better reach than the Jumping Fierce, average priority and good damage.
If your initating an ariel assualt from distance, it is advised that you
utilise this move.
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SPECIAL MOVES
The percentage in brackets is the effectiveness of the move. It takes into account recovery time
and priority as well as damage.
HADOUKEN: QCF + P (45%)
Long recovery time, never use at close range unless you use it to end a combo. When you perform
this with a light punch the fireball will move slowly towards your opponent. If you use the hard
punch, the fireball will move faster. If you are in SNK groove the fireball is a good move to
keep your opponent at bay whilst you charge up. It can also be used in conjuction with the
shoryuken for the age old fireball/shoryuken trap.
SHORYUKEN: f,d,df + P (95%)
Performing this move with hard punch, makes Ken perform this move with fire on his hand and three
hits if you hit your foe whilst you are both on the ground. It has great anti air, although it
has lost some priority - it is very useful to combo into this move. Using the light punch makes
Ken do a small dragon punch, this is useful as it has less recovery time that the hard dragon and
it has a quicker initiation time, plus it gives your opponent less time to initiate an attack.
TATSUMAKI SENPUU KYAKU: (air) QCB + K (70%)
Ken's hurricane kick. Using hard kick will make the move travel longer. Can also be used in
the air. It is again useful to combo into this move, it also retains its high priority even over
some super moves. However if blocked your in trouble cause of its recovery time, it is also
posibble for your opponents to retaliate even though the move has connected. YOU HAVE BEEN WARNED.
INAZUMA KAKATO WARI: f + LK (65%)
Ken's overhead attack, it is useful against opponents who are crouching and blocking. Note that
this move must be blocked high. The move does have a large start up time, at this time Ken is
vunrable.
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2.0 SUPER MOVE LIST
SHOURYUU REPPA qcf,qcf + P
The most damaging of Ken's supers. The move consists of three dragon punches.
A light one a medium and a hard. This super is relatively easy to combo into and
it can also juggle oppents. It is however advised that you do not use this
move whilst your opponent is in mid air, as a majority of the hits will miss.
The first Dragon Punch has very high priority, easily passing through projectiles and even
a Shinkuuhadoken..kool. If it is blocked however get ready for a vertical super
or a combo coming your way.
Recommended ways of landing it:
After a jump in
After a poke (LP) or Fierce (HP)
As a surprise move
By utilising its high priority
After a sweep (level 1 only)
SHINRYUU KEN qcf,qcf + K, tap K rapidly for more hits
Ken ducks down and does a vertical dragon punch, if you repeatidly tap the kick button,
you will get more hits. This move has fantastic anti air and it is very damaging
when comboed into. In my opinion this move has lost priority since Alpha 3 and it
takes a little longer for the move to be initated compared to Alpha 3 when it was instantanious.
Recommended ways of landing it:
After a jump in
After a sweep
When an opponent jumps in
SHIPPUUJINRAI KYAKU qcb,qcb + K (Level 3 ONLY)
This is Ken's mad hurricane combo super. Although it looks nice and the damage
is relatively good it is a risking move to use, if blocked your in trouble due to long
recovery time. Another thing to note, is that the super will not continue up until its
final stage if blocked. It is also the hardest of Ken's supers to combo into.
Recommended ways of landing it:
Combo into
After a roll
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2.1 TECHNIQUES AND TIPS
Ken is a more offensive character than Ryu, he has awsome juggling capabilities
so be sure to make use of them. Here you will find a number of useful tips:
It is best to use Ken in Capcom groove, he can build up his bar exceptionally
quickly and is not limited to level 1's.
Remember supers are not that super in this game - low shorts and low jabs can
easily counter supers
Keep on the offensive, try and force your opponent into the corner and keep them their with a
fury of combos and light dragons. After a while your opponent will get frustrated and begin to
make silly mistakes leaving them open for an attack.
You are prone to attack at the beginning and end of a roll so use wisely and also
remember this if your opponent keeps on rolling
It is useful to use throws as they take huge chunks of damage -
however do not become throw obbsesive
Hurricane kick has very high priority and can be used to get to the other side of the screen.
Remember to use the crossover technique as it will always hit leaving your foe open for a combo.
You can sweep, then go into super moves - very useful
Shinryuuken has excellent juggling ability
No fireballs whilst you are fighting at close range
ยท Remember to use the high jump technique (Down then Up/Forward/Backwards) this is useful for
escaping attacks and also surprising opponents.
Remember to use either dash or run to surprise your opponet - it is useful to dash at your
opponent at the start of the match and sweep as they are not usually prepared for it.
Use D+HP for another anti air move.
Tip. I advise investing in Mad Katz excellent "Saturn" style controller, it doesn't have any
L or R shoulder buttons though (BUMMER)
Lastly practice makes perfect, go to training to practice some combos, they are relatively easy
to discover.
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2.2 KEN STANDARD COMBOS
These combos DO NOT INVOLVE SUPER MOVES: To start these combos off on the ground
compromise the jump-ins and start from the "Standing" section.
COMBO 1
Jumping HP/HK => Standing HP (close) => Hard Shoryuken Dragon Punch
COMBO 2
Jumping HP/HK => Standing HP (close) => Hard Tatsumaki Snpuu Kyaku (Hurricane kick)
COMBO 3
Jumping HP/HK => Standing HP (close) => Hard Hadoken
COMBO 4
Jumping HP/HK => Crouching HP => Hard Shoryuken
COMBO 5
Jumping HP/HK => Crouching HP => Hard Tatsumaki Snpuu Kyaku
COMBO 6
Jumping HP/HK => Crouching HP => Hard Punch Hadoken
COMBO 7
Crossover Kick => Crouching LP => Crouching LK => Hard Tatsumaki Snpuu Kyaku
Go to the training mode to figure out some more basic combos. If possible end in a special move
for more damage. Also remember you can use a super combo right after a sweep, you can also
juggle from a LP shoryuken.
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3.0 KEN SUPER MOVE COMBOS
Now let the fun begin. These combos are all very damaging. To start these combos
on the ground compromise the jump-ins and start from the "Standing" section.
COMBO 1 (Corner only)
Jumping HP/HK => Standing HP => LP Shoryuken (Quick) => Level 3 Shinryuken
COMBO 2 (CAPCOM GROOVE ONLY)
Jumping HP/HK => Standing HP => LP Shoryuken (Quick) => Level 1 Shouryuureppa
=> Level 2 Shinryuken
COMBO 3
Jumping HP/HK => Standing HP => Level 3 Shouryuureppa
COMBO 4
Crossover Kick => Crouching LK => Sweep => Level 3 Shinryuken
COMBO 5 (Medium)
Jumping LK => LK Tatsumaki Snpuu Kyaku (Before you hit the ground) => Standing HP
=> SHIPPUUJINRAI KYAKU
COMBO 6 (HARD) FROM A COMBO VID James Chen (CAPCOM GROOVE ONLY)
Jumping LK => LK Tatsumaki Snpuu Kyaku (Before you hit the ground) => Crouching LK => Sweep
=> Level 1 Shouryuureppa => Level 2 Shinryuken
COMBO 7 (HARD) FROM A COMBO VID James Chen
Crossover kick => Crouching LK => Crouching LP => Crouching LK => Crouching Medium Kick
=> SHIPPUUJINRAI KYAKU
NB: To perform a Medium Kick = Downback, Hard kick
COMBO 8 (Easier version of the above combo)
Crossover kick => Crouching LK => Crouching LP => Crouching LK => SHIPPUUJINRAI KYAKU
COMBO 9
Jumping LK => LK Tatsumaki Snpuu Kyaku (Before you hit the ground) => Standing HP
=> Level 3 Shoryuureppa
COMBO 10
Crossover kick => Crouching LK => Standing HP => Level 3 Shoryuureppa
COMBO 11
Crossover kick => Crouching LK => Standing LP => Level 3 Shoryuureppa
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3.1 SRATEGIES
Here is a quick strategy guide with Ken.
1: Ken's pressure game is second to none, he can easily force opponents to make mistakes leaving
them wide open for a combo. Use Ken's roll (QCB + LP/HP or LP + LK ) as a confusion technique
and a way to start combos.
2: You can play Ken as the AI does..No not crap, I mean UNPREDICTABLE. Although CPU Ken is a
pushover he sometimes does some surprising manouves eg constant light dragons or rolls
then straight into a Shouryuu reppa. As a human player you can truely utilize
this technique. Your opponent will be put of gaurd and usually leave themselves open
so you can either roll and into a combo of your choice or unleash
a Shouryuu reppa or Shinryuken. I do not use this technique, but it does work for some
players.
3: Abuse the priority of shorts and lights especially when countering supers,
also the Hurricane kick has high priority so use it to counter rush in supers
like Iroi's Maiden Masher.
OFFENCE
My basic strategy is to keep on the offensive in the majority of cases. Take advantage of
Ken's japs and shorts as they are so comboable. Try and force your foe into the corner
and then pumpel them with shorts and japs, use a LP shoryuken if they try to escape and
they can be sweeped if they roll.
DEFENCE
Hope to have a level bar, if you do attempt to land a shinryuken or shouruu reppa as a surprise
move. Do not use any high risk manouvers, limit the use of your hurricane kick. Use Ken's
Jumping Hardkick as it comes in useful for crouching and jumping opponents. Roll when
they come in for a jump in - only if you do not have enough time to use a shinryuken or
a LP shoryuken.
POKING
Seeing as CvS is a poke fest it is lucky that Ken has been fitted with several awsome pokes.
As Ken is a shoto, he has his trademark rapid fire jabs and shorts that come extremely quickly,
and recover really quickly. His standing jab can be chained into a standing fierce (but
the timings hard) then buffered into any super of your choice. Alternatively if you connect
with a standing jab or short, you can chain it into a crouching jab or short and into a combo
eg. Standing jab, crouching short, fierce shoryuken. A useful little tactic is if your
opponent blocks any of your crouching pokes, quickly go into Ken's overhead. Most players
continue to block low after they've blocked a poke and inveitablly eat an overhead.
Ken's crouching strong (medium kick) has good range and it recovers relatively well, it can
be used to buffer into a super and can be chained from a jab or short.
I also use Ken's hurricane as a poke - only the light kick version.
It advances Ken, has good priority, and can be used to position yourself behind your opponent.
Whenever you do a close range hurricane, your foe will instinctively try and sweep, that
will miss and when you've landed they'll still be recovering from the sweep,
now unleash the combo of your choice.
AIR TO AIR COMBAT
If both you and your opponent are in the air, its best to go for either a jab or short.
They both initiate very quickly and have high priority. Jumping fierce is also very useful
as it does good damage but it comes out a lot slower than the jab or short.
In an air to air battle I never use a kick as 9 times out of 10 you will come out worse seeing
as it takes ages to come out.
JUMPING
Jumping is useful for maximising damage on your combos but is risky as you cannot block in
the air. Before you jump you need to be more or less sure that your opponent is unprepared,
or not expecting a jump in. It is useful to use a MEATY attack. Essentially this means
flooring your foe and as soon as they get up they will fall victim to a crossover.
The more experience you gain will tell you when its the right time for a jump in.
If your planning to combo from distance, use your fierce kick, after thats landed proceed
into a crouching strong into hadouken for an esay three hitter.
If your planning to stay close, use a deep fierce punch, or alternatively a jumping short.
COUNTERING
It is imperative that you punish you opponents mistakes. Ken hasn't got many long range counters,
his sweep hasn't got much range but its useful for countering anti air attacks upon landing e.g.
Ryu shoryuken misses whilst your on the floor you can easily sweep once he's landed. Ken's
crouching strong is decent range and can be buffered into a hadouken or a super. If there close
a good counter is the light punch shoryuken, you can then juggle with a level 1 shoryuureppa or
use this as a set up for a MEATY attack.
FEEDBACK TECHNIQUES (JONATHAN
[email protected])
These are a list of simple yet effective techniques.
1. wait technique- at the begining of the match jump back and shoot
fireballs(hadokens) the person your facing will eventually get tired of this
and jump over them or roll which exposes him to a shoryuken or rising upercut or a sweep if
they roll........this is very effective in the CvSbecause you cannot block in the air.
2. medium jump kick technique- (this one always works just make sure
the person you fight doesnt know about it) just fight like normal but as soon
as you trip him or knock him down medium jump kick (crossover) him halfway he's up he's
always vulnerable to attack try a shoryuken right after the kick and just
repeat this for a quick and usually perfect ending. You could also do a few crouching shorts
or jabs and go into a combo
3. roll technique- simply use his
roll move in sticky situations to dodge all incomming attacks and attack with
usually a huricane kick or shoryuken
4. super move technique- i use this one alot and it always works
to......just follow the steps for the med. kick tec. but instead of the
shoryuken just bust out a super or combo into a super via shorts and japs but do it fast or
they will block it
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3.2 WHICH GROOVE
Which groove suits style of play? well I personally prefer Capcom groove. I'm not going to go
into mega detail about the groove system (thats a whole faq in itself) and my mate Doc has
written a groove faq so check it out, you could also take a look at Chen's System guide which
also covers aspects of the groove system.
SNK groove
-SNK groove you need to charge - bad for Ken players that stay on the offensive
-SNK groove you are ever so slightly prone when charging
-No level 2's in SNK which is used for some combos and useful if you do not want to use a whole level 3
-Level 3's only in the red. In other words when your almost dead
-Your metre goes down hence forcing you to use the super in a short period of time
-Only level 1 supers when not in the red
+ Unlimited level 1's in the red
+ Can charge and do a number of level 3's
+ Can juggle with some characters after a level 3 NOT KEN HOWEVER
Capcom groove
+No charging - can play offensively and have bars non stop
+Not limited to level 1's
+Your metre does not drain - so no pressure on you to use that shoryuureppa
+Can access level 2's and can use a level 3 whenever you want, not when your virtually dead
this is providing you have a level 3.
+Level's from previous characters are kept so you could use one character and die with a level 3
and when Ken enters he already has that level 3
+When initiating a super, it looks real kool...better than in SNK groove. TART :0)
Note that there are other advantages and disadvantages of each groove. To know the ins and outs
and also get more detail read Doc's groove faq at gamefaqs.com
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3.3 FIGHTING AGAINST A KEN PLAYER
This can be a very daunting. Ken for all his speed, power, versatility has the a small weakness
(hope none of my mates are reading this!!) that you may be able to expliot. As a majority of Ken
players play offensively they are sometimes prone to error. Most advance Ken players rarely use
Ken's hurricane as an opponent can still counter once Ken has fallen to the ground. If your
opponent is using a lot of Hurricanes you could usually sweep him as he hits the ground as he will
be stuck in recovery time. Also if you block a fierce shoryuken you have a lot of time to think
of a combo to do once he's landed.
The two strategies here will depend on A: your choice of character and B: the Situation
A: This is very important. If you are playing as someone relatively quick such as Cammy or Chun Li.
If you are one of these type of characters you can either exploit a mistake by your foe or wait
for an opening. You could even go on the offensive, use a lot of crouching and standing attacks
and mix it up. Beware of Ken rolling as a confusion technique. Never get trapped in a corner as
you will be hit with a ton of combos, try and escape ASAP. Try and avoid jumping as Ken's
shoryuken as it is very effective at getting both retreating and attacking opponents and if it
is a light shoryuken prepared to be juggled. Beware of dashes (or runs) and crossovers.
Do not get poked by Ken or let him control the pace of the match otherwise there will be
serious problems for you. Try not to use high risk manouvers, moves with bad start up or bad
recovery. Personally as a Ken player I find it kinda hard to fight against a Cammy player.
I think you know what to do!! If you are a slower character such as Raiden or Zangeif the only
advice I can give you is do not pick these type of characters against Ken, I'm sorry but I
really can't help you.
B: What is the situation you are facing. Do you or Ken have a level bar? who's on the
offensive/deffensive How much energy do you and your foe have left? time limit?
Ken will always seem to have a level bar so try and have a level bar as well (duh!). If you do
not have a level bar try and get 1 as soon as possible to counter one of your oppoents moves
or to use once you've spotted an oppening.
If your on the deffensive, try and gain control of the pace of the match. You may want to
continue playing deffensivly however this is not adviseably as your opponent will either
throw you or use a crossover to exploit you. Attempt to get in a few combos and play the game
at your own tempo. If your playing offensively continue to do so and try to either finish him
off or damage him as much as possible. If you do not maximize your opportunies especially
against an advanced Ken player you will face the consquences - DEATH!
If Ken is almost dead then most Ken players (me for one) will go into deffensive mode.
In deffensive mode a Ken player will play more like a Ryu player. Cautiously, looking for
oppenings etc. Although your opponent may be playing with caution you have to remember that
he is still very dangerous. You do not want the Ken player to regain or get the tempo of the
match otherwise he will go back into attacking mode. Again you will have to attempt to
kill him quickly, your opponent will not leave himself open for attacks, if he is blocking a
lot then throw him or do a crossover but it is still riskey to use a crossover as the light
punch shoryuken (a Ken players best friend) will be used a hell of lot as it has good priority,
juggling capability and comes out relatively quickly. Poke a lot and switch
between high and low attacks, this will soon force him to block leaving him open for a throw.
You could even attempt to gaurd crush him, but remember no close range projectiles or moves with
long start up times.
(Note if you know me and your reading this section and now hoping to beat me then think
again cause I still have a few tricks up my sleeve :0)
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3.4 SPECIAL INTROS
Ken has two special introductions, they are:
Vs Ryu : The two fighters tap each other's fist, and Ken dashes back and they prepare
to fight.
Vs Terry : Terry's hat is by Ken's feet and he chucks it to Terry who wears it.
I still don't understand why Ken will speak in Jap to a fellow American?!?
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3.5 Ken Translations
Speech:
Start : "Kakatte kina!" : "Come here!"
"Ore no deban da ze!" : "It's my turn!"
Taunt : "Doushita doushita?!" : "What's wrong?!"
"Senryokun da yo!" : "Let's fight!"
"Ora!"
"Saseru ka!" : "You won't do it!"
"TatsumakiSenpuuKyaku!" : "Tornado Whirlwind Kick!"
"ShouRyuuKen!" : "Rising Dragon Fist!"
"HaDouKen!" : "Waving Fist!"
"Moratta!" : "Got ya!"
"Ikuze! ShouRyuuReppa!" : "Let's go! Rising Dragon Destroyer!"
"Kurae! ShinRyuuKen!" : "Eat this! Dragon god Fist!"
"Moratta! Shippuu JinRai Kyaku!" : "Got ya! Gale Thunderclap Kick!"
Win poses:
"Yatta ze!" : "I did it!"
"Ore no kachi da na!" : "Victory is mine!"
"Yay!"
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UP AND COMING
Well more combos of course, better strategy maybe, colours I will make and that should wrap it up
oh yeah the answers of the question will be coming up soon.
Has my goal been fulfilled?
By time you have finished reading this faq, got some play time in with old Kenny boy and
used some of the advice and strategies found in this faq YOU SHOULD BE A PROFICIENT KEN
PLAYER. Please let me know what you found useful and what you didn't. The more feedback
I recieve the better the faq will be in its future updates. If you have anything to add to
any of the sections found in this faq please do drop me an email. You will recieve full
credit for your work. Also if you have any kool Ken info or different views drop me a line
and I'll include em.
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WE AWAIT YOUR RETURN WARRIOR
Hope this faq was of some use to you, I'll be updating it till its complete.
I just want to offer a little advice. If you see anything by James Chen or Keo Megura
be sure to read it as they are excellent faq writers.
Also check out Chen's excellent combo explanation faq at gamefaqs.com and if you see
any of Chen's movies be sure to download em cause they are assured to be class.
Don't forget to check out my Ryu faq at gamefaqs.com
Remember if you have any translations, combos, suggestions, or hate mail or praise
don't hesistate to email me at:
[email protected] the more feedback the better
the faq will become.
STUPID COMPETION
This is a little stupid comp for all you SF fanatics out there.
1: Quote five of Ken's winning phrases?
2: In which Street Fighter game does Ken have a few famous Capcom characters in the background?
3: Who are the famous characters which appear in this background?
4: In Guy's Alpha 3 background which famous characters are hanging around?
5: What does the billboard say in Cody's stage in Alpha 3?
6: What is the name of Ken's wife and kid?
7: What is the relationship between Sean and Ken?
8: In Ken's ending in X Men Vs SF what is in the back of the Saturn?
9: Can Ken kick Ryu's ass??? (Any and all views welcome)
The winners will get a mention in my faq WHOA! so it is well worth participating!!!!
REVISION HISTORY
3.4Added Ken's normal moves, and edited the faq a little better. Faq complete on 18 April 2k1
3.2 Added feedback techniques section thanks to Jonathan, more tweaks. Faq finished 9th January
3.0 more tweats, added new section on how to fight a ken player thanks to some dude who didn't leave a name
the author of the Zangeif faq at gamefaqs, and added to the strategy section
also added "which groove" lastly reshuffled everything. FAQ completed on 8th January.
2.0: Added more combos, changed a mistake noticed by Megaman X, added more quiz questions,
fixed some other mistakes and added little bits.
1.0: 1st version just hot off the press. This faq was completed on the 16th December
More Credits
Mega Man X - Noticed a mistake in the faq and answered most questions of the comp....congrats
and lastly has a very kool Yuri faq at gamefaqs.com go check it out NOW! One day
I'll actually use Yuri and put your knowledge to the test.
Ougi - Used translations from your translation faq at gamefaqs
Eric Chou - Used the idea of "reccomended ways to land it" from your Third Strike faq
James Chen - Used two combos from your movie, inspired me to practice hardcore!!
Jonathan- Answered the questions on my faq..got all of em right the ones you answered.
Gamefaq - Displaying my faq
Neoseeker - Displaying my faq
vgstrategies - Same as above
Doc Holiday AKA ICE - Provides the best competion in the area, but change that name
Shoryuken.com - really good Capcom site - keep up the good work boys
Capcom - You guys rock
SNK - You guys are pretty kool MOTW is a killer game
You - For bothering to read this danm faq
Me - For writing the danm thang and playing CvS far too much. Danm unlocking everything took
a long time.
AND - Anyone which provided any feedback or enjoyed reading this faq
Also gotta give props to Sega, although many people prounce them as "Dead" I still believe
they are by far the best and most innotivave games company around, bar no one.
Also got to give respect to Bone Thugs, the most underrated rap group going but still
quality.
And lastly gotta shout out my girl Tyra Banks, see you saturday
(Well I can always live in hope :0)
Fav quotes
Attack me if you dare! I will crush you (Ken Masters)
Get up, its too early for you to be defeated. (Ken Masters)
Heres a quater, buy your own moves! (Ken to Dan in Alpha 2)
"Next time, I won't be so easy on you!" Ken Masters SFZ1 and 2
"Shoryureppa! Shinryuken! Feel my burning vigor!" SFZ3 Ken Masters
"Handsome and cheap. Can you compete with that?"
Watch your thoughts; they become words.
Watch your words; they become actions.
Watch your actions; they become habits.
Watch your habits; they become character.
Watch your character; it becomes your destiny. (My phrase)