SPECIAL MOVES


Hadouken (g/a)- QCF+P
Shoryuken (g/a)- DP+P
Tatsumakisempukyaku (g/a)- QCB+K
Overhead Kick (g)- F+FK

HYPER SPECIAL COMBOS

Shoryuu Reppa (g)- QCF+2P Shinryuken(g)- QCF+2K

COMBOS

Ground Magic:Zigzag
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP
AC Finishers:
1)FP or RK
2)Hadouken
3)Tatsumakisempukyaku
4)Air Throw (F+SP/FP)

Jump to:
1)Beginner Combos
2)Intermediate Combos
3)Expert Combos

BEGINNER COMBOS

1)S.Jab, S.Strong, S.Fierce XX Hadouken (any strength)

2)S.Short, S.Forward XX Roundhouse Tatsumakisempukyaku

3)S.Jab, S.Short, S.Fierce XX Shoruu Reppa
A classic and very easy combo for Ken!

4)C.Short, C.Fierce XX Shinryuken
Cancel Ken's launcher immediately into the Shinryuken so that your opponent gets hit by it.

5)C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
Basic combo for Ken!

INTERMEDIATE COMBOS

1)In the corner:J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Fierce XX Fierce Hadouken XX Shoryuu Reppa xx Shinryuken, C.Short (OTG), S.Roundhouse
This combo is a little tought to get used to because you have to cancel the fireball into the first super and that means that you have to repeat the same fireball motion again. After the first seven hits, cancel into the last super and otg your opponent on their way down with a C.Short followed by a S.Roundhouse.

2)J.Fierce, J.Roundhouse \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
A more advanced combo for Ken! This combo works on medium and large characters as big as big as Zangief and Juggernaut.

3)C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward XX Strong Air Throw
I know this combo looks easy, but cutting off one hit to make the air throw connect is a little tough specially when you have to hold up and FK followed by the air throw which requires holding left or right. Hold up when you press FK because this will make Ken do a higher version of his normal FK and the other reason is because this kick will setup the air throw nicely!

4)J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward XX ShouRyuKen

5)J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Forward, C.Fierce /\ SJ.Jab XX Roundhouse-Air TatsuMakiSenPuuKyaku

6)J.Roundhouse \/ C.Short XX Roundhouse-TatsuMakiSenPuuKyaku, Fierce ShouRyuKen (OTG) 7)J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Forward, C.Fierce XX ShinRyuKen (FS)

8)Get enemy near corner:J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Jab, C.Short XX Forward-TatsuMakiSenPuuKyaku, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (FS) \/ C.Short(OTG), C.Fierce

9) Have enemy in corner:J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Forward, C.Fierce XX ShinRyuKen (FS), J.Short, J.UP.Roundhouse \/ C.Short (OTG), S.Forward [2 hits], S.Fierce -> S.Roundhouse Put a half a second delay in between the S.Forward [2nd hit] and the S.Fierce in the OTG juggle part.

(Some of these combos are from:JC's X-Men vs. Street Fighter Page)

10)In the corner:J.Short, J.Strong \/ D.S.Jab, S.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Roundhouse (FS), C.Short(OTG), S.Strong, C.Fierce This combo is a little bit like the one below, the only difference is the number of hits and the fact that its mine, not James Chen's!

11)In the corner vs. Juggernaut: J.Fierce, J.Roundhouse XX Roundhouse Hurricane Kick (1 or 2 hits) \/ D.S.Jab, C.Strong XX Roundhouse Hurricane Kick, (ken lands), Shoryuu Reppa (1 hit...otg) XX Shinryuken (all hits), super ends and Ken lands, jump up towards Juggernaut before he lands and do J.UP.Roundhouse for an extra hit!

EXPERT COMBOS

Note:Most of the combos should be practiced on Juggernaut! 15)In the corner:J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Short, C.Fierce XX Shinryuken, C.Short (OTG), S.Roundhouse This one is similar to combo #6, the only difference is that it is done on Juggernaut, the super is setup with a launcher and you get more hits out of it counting the OTG!

1)J.Short, J.Strong, J.Roundhouse \/ D.S.Jab, S.Short, S.Strong, S.Fierce XX Fierce Hadouken XX Shoryuu Reppa XX Shinryuken, C.Short(OTG), S.Roundhouse This combo is a little bit like #6 as well, only there's way more hits added then #6 and 15.

2)J.Fierce, J.Roundhouse \/ D.S.Jab, S.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward XX Strong Air Throw Same concept as in combo #8, only there's more hits added to the combo!

Note:The following Expert combos come from JC's X-Men vs. Street Fighter Page!

3)Get enemy near corner:J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, Strong-Air Throw \/ C.Fierce XX ShinRyuKen (FS), J.Short,J.UP.Roundhouse (FS) \/ C.Short, C.Strong,S.Forward [2 hits],S.Fierce,S.Roundhouse After the Strong-Air Throw, you have to time the C.Fierce perfectly or it will miss the enemy and they will will fall to the floor. To get the whole OTG juggle part to connect, you must put a small delay in between the C.Strong and the S.Forward, and between the S.Forward and the S.Fierce

4) Get enemy near corner:J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Short, C.Fierce /\ SJ.Jab,SJ.Short, SJ.UP.Forward, Strong-Air Throw \/ S.Jab, C.Strong, J.Strong XX Roundhouse-TatsuMakiSenPuuKyaku \/ J.UP.Forward XX Roundhouse-TatsuMakiSenPuuKyaku \/ C.Fierce XX ShinRyuKen(FS), J.Jab, J.UP.Roundhouse \/ C.Short (OTG),C.Strong,S.Forward[2 hits],S.Fierce,S.Roundhouse

After the C.Strong, you have to jump with an IMMEDIATE J.Strong and then wait a TINY second before canceling it into the Roundhouse Hurricane Kick.Make sure you are jumping straight up with the J.UP.Forward and cancel that into the Roundhouse Hurricane Kick after a small, half a second delay.

5)In the corner against Juggernaut only:J.Short, J.Strong, J.Fierce \/ D.S.Jab, S.Short, C.Fierce /\ (straight up)SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (on your way down), land and jump again with J.Jab, J.UP.Roundhouse, land and otg with C.Short, C.Strong, C.Fierce

If you want an explanation on this combo, just go to Akuma's page!

6)In the corner vs. Juggernaut: J.Short, J.Strong, J.Fierce/Roundhouse \/ D.S.Jab, C.Strong XX Roundhouse Hurricane Kick (all hits must connect), C.Short (OTG), C.Fierce /\ Air combo of choice

Alternate ending:...Roundhouse Hurricane Kick, C.Short (OTG) XX Fierce Hadouken XX Shoryuu Reppa (1 hit) XX Shinryuken (all hits!), super ends and Ken lands, cath falling Juggernaut with J.UP.Roundhouse

Ok, the trick to having all the hits from the Hurricane Kick to connect is to not add so many normal ground hits before the actual move. So when you land from the Jump-in, just do a D.S.Jab, C.Strong immediately into a Roundhouse Hurricane Kick so that all the hits from this move connect and that'll allow you to otg Juggy afterwards! Now, when you otg you need to do a C.Short cancelled immediately into a single-hit Shoryuu Reppa and then immediately into the Shinryuken. After the Shinryuken, let Ken land and then just jump straight up and hit the falling Juggernaut one more time with a J.UP.Roundhouse! Of course there are other endings for this same combo, but I'll just let you figure them out on your own....its much more fun that way!!





Don't know what I'm talking about? Go to the Legend & Definitions Page


If you're into Infinite Combos, go to:Shoryuken.com


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