Ken
"You don't stand a chance against me, but maybe Sean....

Omigosh! It's amazing! Capcom has finally made Ken distinctly different from Ryu! It's hard to believe ain't it? I know that in the past, they gave him different supers and better Dragon Punches but now they've gone all out! I'll get into the details of the changes in the moves section! It takes a while to get used to playing as him but he's still a really good fighter! The biggest problem with Ken is that all of his supers leave him very vulnerable! If you miss with any of them, then you are toast! There's also a very serious flaw with the Shoryu Reppa that will be discussed later! His new style takes some time to get used to if you were bred and raised on Streetfighter but he still plays familiarly enough for old school Shotokaners to kick butt once they pick him!

Move Commands

Hadoken +P
This was one change that annoyed me! Capcom gave Ken's fireball size at the price of range! He sends out a fireball which is about as big as Ryu's which dissipates after only half a screen! Is he trying to copy Dan or something? It's only ood for use in combos or for close opponents, and you can forget about playing keep away with them! The air version goes diagonally down like Sakura and Akuma's so you can use them for jump ins!

Shoryuken +P
This is the hands-down, best dragon punch in the game! Ken's got it down pat! They have little recovery time, they combo and they hurt! All of his Dragons are flaming now! Use these often but sporadically! Don't start a pattern of Jab dragon, Fierce dragon and back....opponents can anticipate that easily and you'll usually get countered! Like in X-men vs SF, he can do these in the air so they can be used as air combo finishers and also to counter while in the air! Just air block and then immediately do this move! They'll get hit every time!

Tatsumaki-Senpukyaku +K
Another major change! While in the air, Ken still does the regular hurricane but while on the ground, he does the SF EX version of the hurricane which ends with an axe kick! It has it's positive aspects and it's drawbacks though so Ken players are pretty split about this particular change! On the upside, it comes out very quickly and can easily combo with his kicks! However, it is now very easy to counter if it misses cause he can't control the height like he could in EX! Use it when you're sure of hitting!

Supermove Commands

Shoryu Reppa +2P(Level One)
The move that cast the mold for all other rushing dragon supers! Akuma, Cap and Sakura all ripped him off! Ken does three multi hitting dragon punches while rushing forward! It combos and even OTG's making it a super with a very high hit ratio! It also has very good speed and range so it is useful for countering moves from even across the screen! However, there is one very serious flaw with it! Avoid using it on big characters cause they fall very fast and always end up landing before Ken does! This gives people like Hulk, Blackheart and Shuma Gorath chances to counter even if they get hit! Also, if any opponent blocks this, you will definitely be attacked cause Ken is completely vulnerable at the end of this move!

Shinryuken +2K(Level One)
The flaming tower of death! This super hurts like hell! His most powerful super, yet it's also the one with the least horizontal range! Your opponent has to be right above or in front of Ken for this to connect! If they're not blocking, they get sucked up into the firey vortex and get pumelled by it! If it's blocked, they get knocked out of it making it useless to do chipping damage and Ken is completely vulnerable to boot! His air launcher sets this move up perfectly though and remember to ram on the buttons to get extra hits and damage!

Shippu Jinrai Kyaku +2K(Level One)
Ryu retained a super from SF3 and so did Ken! He got to have his flaming hurricane super! Ken spins across the screen with his feet on fire and when he connects, he and his opponent go flying up while he kicks them a few more times! It has good range, does ok damage and the start up frame is invincible so he cannot be knocked out of it until he actually starts attaking! However, like all of Ken's other supers, if it's blocked, he is left very vulnerable!

Team Attack

Shoryuken MP+MK
A good team move for opponents that are up close! In my opinion, this is the best team move to use if you want to trick your opponent! Have Ken jump in and hit them with a super when they try to attack Ken! Ken jumps very far into the screen and he gets out slowly, so it makes your opponent want to hurt him! Hurt them instead!

Team Counter

Shoryuken HP+HK
Was there any doubt? The king of Dragon Punches would of course counter with...a Dragon Punch! An excellent counter when used up close because it comes out quickly and he is invincible while rising! However, he'll get killed if you try to counter any beam supers with this!

Team Super

Shoryu Reppa HP+HK(Level Two)
His Shoryu Reppa is a good team super cause it comes out fast and it's comboable! He's even relatively safe against big guys cause of his partners added attack! Using a team super is generally a better idea than using a regular Shoryu Reppa because of the added damage and insurance against fast fallers! Team him up with Cyclops, Chun-Li, Hulk or Akuma and you've got an awesome attack that will simply drain away an opponents life!

Double Shinku Hadoken HP+HK(Level Two)
If you team Ken up with Ryu, then they will both release the awesome power of the Double Shinku Hadoken! It does an incredible amount of damage and the hits can go up to 40+ for this team super! It also makes you feel a little tingle inside seeing those two working together, just like they did in the SF animated movie!

Weakness and Nemesis

I never thought I'd ever say this but the day has come! Ken SUCKS! Well, ok that's a bit too harsh but so lemme put it in a different way! Ken has become a Master's(no pun intended) character! Gone are the days of newbies picking Ken and dominating! You have to get familiar with all the little quirks and flaws with his offensive game to win with him!

His Fireball is now a Sakura style Hadoken, in that it's big but it dissipates quickly! This makes him vulnerable against projectile and keep away characters! If you're fighting Ryu, Cyclops or Omega Red, try to stay on their ass and keep em on the defensive! Don't let em start throwing out their projectiles or getting away! He still throws it diagonally downward in the air though, so if you're quick, you can jump over their fireball and let em have it while in their stun!

The sad thing about Ken is that his supers all have massive recovery time if blocked, leaving him open to everyone's most powerful moves! He's basically useless if you want to do chipping damage cause the counter attack will definitely hurt more than what little damage he did! The worst thing is that his Shoryu Reppa will leave him vulnerable even if all hits connect against the heavy opponents! Hulk, Blackheart, Shuma, Zangief and worst of all, Mega Zangief can all counter him very easily with their Gamma Crushes, Armageddons, Chaos Dimensions and FAB's respectively! Avoid doing it on them unless in a team super or if you're sure that it will kill them!

So let's summarize this....Ken is no good against fireballers and keep away characters and he's no good against the power characters! So who is left? Spiderman and Wolverine! This is also a problem because we all know that these two are the unstoppable duo of this game! Ken's air defense is incredibly good though! If the Spidey/Wolvie user is a jumper, then wait until they're right on top of you and pull off a Shinryuken!

If you use Ken, stick to Jab Dragon punches and never pull off a super unless you set it up beforehand with a combo! Also, do not use the Shoryu Reppa recklessly against heavier characters! You have been warned!

Special Comments
Ken has changed a lot from XSF and I mean a lot! However, most of his combos are still intact and he even has a few new ones! His special moves have been altered so some of you might have to get used to the new timing and range! Other than that Ken is much like Akuma and Ryu when it comes to comboing even though he plays more like Sakura now! However, he is the only Shotokan who can use all of his special moves as air combo finishers! The Dragon is really hard to do in the air though but if it connects in the corner, get ready for a devastating amount of damage from the Shinryuken that can follow! Use his speed to your advantage since he is arguably the fastest Shotokaner! Also, his hurricane is very versatile and good for comboing

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: Zigzag
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Hurricane, Fireball, Dragon Punch

Easy Combos
1) C.Short, S.Forward, S.Roundhouse

2) J.Fierce \/ C.Short, C.Forward --> Shoryu Reppa or Team Super
This is your basic setup for the Shoryu Reppa! If you're good at cancelling, then this move will connect every time! It doesn't do that much damage but that can be remedied by doing a team super instead of a Shoryu Reppa! Make sure your partner's super will connect though!

3) J.Roundhouse \/ C.Forward --> Hurricane

4) C.Fierce --> Shinryuken
This is the easiest way to do a lot of damage with Ken! The launcher will set them up perfectly for the Shinryuken! Immediately cancel into it as soon as they go into the air!

5) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa(OTG) or Team Super
This combo is ok to do now and then but shouldn't be a main weapon of attack! The Shoryu Reppa will not do as many hits as it normally does, but if you do the team super version with a good partner, the damage done will be pretty good!

Harder Combos
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward --> AC Finisher

2) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce /\ SJ.Jab --> AC Finisher

3) J.Roundhouse \/ C.Short --> Hurricane, Shoryuken(OTG)

4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)

5) In corner: J.Roundhouse --> Air Hurricane \/ C.Jab, C.Short --> Hurricane, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward, SJ.UP.Roundhouse(FS), SJ.UP.Roundhouse

6) Have enemy in corner. J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken (FS), J.Short, J.UP.Roundhouse \/ C.Short(OTG), S.Forward

Theoretical Combos
1) In corner: J.Roundhouse --> Air Hurricane \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, Strong-Air Throw, C.Short(OTG), C.Fierce --> Shinryuken (FS), J.Short, J.UP.Forward, J.UP.Roundhouse
This combo has a lot of things that could psossibly not work. First of all, it has two OTG's in it and I'm pretty sure that that is an impossible thing to do in MSF! Second, I dunno wether or not a strong air throw can be OTGed in this game! Also the three extra hits after the Shinryuken are very questionable! Is this possible?

2) In corner: J.Roundhouse --> Air Hurricane \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward --> Air Dragon Punch \/ Shinryuken (FS)
This combo should be possible as long as you do the Shinryuken as soon as you land! Unlike the Shoryu Reppa, I'm told that all opponents get knocked very high up the air Dragon Punch hits!

3) Near corner: J.Roundhouse \/ C.Roundhouse, Shoryu Reppa(OTG) Shinryuken
This looks like an awesome combo! Thanx to Akuma for giving it to me! (That's his real name by the way!) Anyways, he says that if you OTG the Shoryu Reppa, it will launch all opponents up sky high, regardless of their size! Theoretically this is possible! I'm just not sure what happens if you OTG with a Shoryu Reppa! Verification anyone?

� 1998 Migs Rustia: [email protected]
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