============================== SUPER STREET FIGHTER 2 TURBO KEN MASTERS FAQ v1.0 by Robyrt (robyrt@marney.org) ============================== This FAQ is copyright (C) 2001 Robert Marney (that's me, Robyrt). Feel free to distribute it as long as you give me the credit. ----------------- TABLE OF CONTENTS ----------------- I. Introduction II. Movelist A. Key B. Normal Moves C. Special Moves D. Combos III. Miscellaneous A. Colors B. Super SF2 Ken C. Credits --------------- I. INTRODUCTION --------------- Given the lack of SSF2T FAQs on the Net, I thought I'd make a little one for my favorite character, Ken. This is oriented toward beginners, so experts will probably want to stick to the Shotokan strategies they've already picked up. This FAQ refers to the PC version, so moves involving PPP or Start have been modified to things like "press any two buttons". ------------ II. MOVELIST ------------ A. Key ~~~~~~ Assuming you are facing right: ub u uf \|/ LP MP HP b--n--f /|\ LK MK HP db d df + = press at the same time , = press one after the other qcf = d,df,f = Quarter Circle Forward qcb = d,db,b = Quarter Circle Back hcf = b,db,d,df,f = Half Circle Forward hcb = f,df,d,db,b = Half Circle Back dp = f,d,df = Dragon Punch rdp = b,d,db = Reverse Dragon Punch B. Notable Normal Moves ~~~~~~~~~~~~~~~~~~~~~~~ GIMP KICK: u,K You must be jumping straight up for this to work. It's pretty useless, since it covers much the same area as an air Hurricane Kick without filling up your super bar. Just be forewarned and stick to punches when for some reason you need to jump up instead of up-forward. JUMPING FORWARD: (in air) MK Ken sticks his foot out horizontally. Good priority and reach, used mainly for air-to-air purposes (since most people won't be expecting retaliation from the same height). It can cross up, but not as well as the jumping HK. JUMPING FIERCE: (in air) HP Ken's major jump-in move, lots of damage and can land you close enough for a crouching fierce to combo. Unfortunately, like all punches, it's pretty small, meaning you can't just randomly jump and throw one. KNEE DROP: (in air) LK Just like the jumping fierce, but less powerful and covering a wider range. The computer has a lot of trouble blocking this, and it almost never misses, but it's not powerful enough to start really amazing combos. KNEE BASH THROW: (close)MK This throw is so good, you might as well forget the other ground throws exist. It's rather weak alone, but when you start mashing buttons (spin the joystick and mash K for best results) it does as much or more as most normal throws, and since they take damage before they hit the ground, it does full damage even if they tech hit. C. Special Moves ~~~~~~~~~~~~~~~~ SHORYUKEN: dp+P (aka Dragon Punch) --------- LP: Ken travels about a foot off the ground. Up to 2 hits. MP: Ken travels to the top of the screen. Up to 2 hits. HP: Ken forces the screen to scroll upward. Up to 3 hits, sets enemy on fire. This trademark Shotokan move has the most priority in the game, meaning it can trade hits with or override anything else. Ken's version hits multiple times, which is good for combos but doesn't do as much damage as Ryu's in most cases. Ken's Shoryuken travels at about a 60-degree angle, meaning the fierce version travels quite a bit horizontally (allowing it to tag opponents as they jump back). The obvious downsides: it's not very powerful and it has a horrible recovery time (even a blocked jab Shoryuken leaves you open to a throw). The massive priority allows a Shoryuken to go right through fireballs. As you'd expect, you gain lots of super bar from a Shoryuken (the same from every version). While it's dangerous to sit there whiffing jab Shoryukens at the other end of the screen, you can easily charge up that super bar while passing through fireballs and then inspire some extra fear in your opponent. HADOUKEN: qcf+P (aka Fireball) -------- Don't try to use it as a pressure move like Ryu's Fireball, it's too slow and peters out after about a screen's width. Instead, use it like a bigger Sonic Boom: you can cancel fireballs, make the opponent jump, or even cause him block damage. Unfortunately, he recovers very slowly, so don't throw them randomly like you would with Guile. With proper timing, it'll catch jumpers on the way down... very stylish. TATSUMAKI SENPUU KYAKU: qcb+K (aka Hurricane Kick) ---------------------- LK: Ken spins around once. One hit. MK: Ken spins around a couple times. Up to 2 hits. HK: Ken goes almost all the way across the screen. Up to 3 hits. Air: Ken spins until he lands. One hit. The Shotokan pressure move. It's excellent in combos and does great damage for a single move, and doesn't leave Ken open long enough for more than a throw or sweep counter. It also charges the super bar nicely, and has enough priority to snuff most normal moves (meaning it does very well as air-to-air). In general, use it whenever you have an opening or just need to get to the other side of an opponent without trying for a cross-up. It should also be your automatic reflex when jumping backwards (it gets you super and doesn't leave you any more open than, say, a jumpkick). AXE KICK: qcf+hold K or f,df,d+hold K -------- A completely new move for SSF2T. Ken throws a nice big kick that will hit up to twice (the second hit knocks down). A much-needed overhead move (i.e. it can NOT be crouch blocked), making it a great combo ender. NEW ROUNDHOUSE: qcf+K or f,df,d+K -------------- Just like the old roundhouse, but since it's a special move it can end combos. Also, it will knock an airborne opponent across the screen (making it great if you're not sure a Shoryuken will connect). SHORYUREPPA: qcf,d,df+P ----------- Ken's super move, a jab Shoryuken followed by a fierce Shoryuken. Hits up to 5 times, can juggle opponent, leaves blue shadows behind you. Once you've charged your super bar with a few combos or Shoryukens, it's time to unleash the legendary Shoryureppa. The great thing about this move is that you can use it any time you'd use a normal Shoryuken. Since it's a super move, it can hit an airborne opponent multiple times (meaning you can hit him with the jab part, then with the air part as he falls down for 2 hits). As a combo ender, it's great, even given the recovery time (same as a fierce Shoryuken), since it does as much block damage as a jab Shoryuken would if it connected. In one-player mode, the Shoryureppa is THE way to get points. This ranges from a simple 2-hit Shoryureppa (for example, against jumpers) in the middle of a match, which gives you 10,000 points, to a full 5-hit super combo finish, in which case the figure 42,000 comes to mind. Since a perfect round only gives you 30,000 points, it isn't hard to figure out how to quickly top the high scores list: save that super bar until you can finish them off with it. While you get no extra points for a 1-hit super combo, you DO get points for a 1-hit super combo finish (so even victory from block damage gets you 10,000 points!) D. Combos ~~~~~~~~~ STANDARD COMBOS --------------- vs. anybody -jumping fierce, crouching fierce, Dragon Punch =(air)HP,(land)d+HP,dp+P -jumping roundhouse, crouching roundhouse =(air)HK,(land)d+HK -knee drop, crouching short, Axe Kick =(air)LK,(land)d+LK,qcf+K TZW COMBOS (thanks to SF2Freak) ---------- vs. Zangief -jumping fierce, close fierce, Hurricane Kick, Dragon Punch = (air)HP,(land)HP,qcb+K,dp+P vs. Sagat -Fireball, (Miss)jumping Hurricane Kick, crouching jab, jumping jab, jumping Hurricane Kick, standing fierce, Dragon Punch = qcf+P,(air)qcb+K,(land)d+LP,(jump)LP,qcb+K,(land)HP,dp+P vs. Blanka -Fireball over him, Hurricane Kick, (first Fireball hits), Shoryureppa = qcf+P,qcb+K,qcf,d,df+P -Wakeup Hurricane Kick on Blanka Slide, Shoryureppa = qcb+K,qcf,d,df+P Got combos? Email me (robyrt@marney.org) and I'll put them up! ------------------ III. MISCELLANEOUS ------------------ A. COLORS ~~~~~~~~~ The button you select Ken with determines the color of his gi: LP: White MP: Gray HP: Purple LK: Green MK: Aqua HK: Light green Hold any button: Brown Hold any two buttons: Yellow B. SUPER SF2 KEN ~~~~~~~~~~~~~~~~ Select Ken with any button, then mash LP while pressing l,l,l,r to use the Super version of Ken instead of the Super Turbo version. SSF2 Ken doesn't have the new roundhouse, Axe Kick, or knee bash, but his Shoryuken is totally invincible and he has the old neck kick (jumping roundhouse) back. D. STORY ~~~~~~~~ (This story taken from the SSF2 FAQ by DJellybean) The long time friend of Ryu and rival, Ken trained under the same master Ryu did, but Ken grew up differently than Ryu did. Ken was an obnoxious boy during his early years and was always out having fun on his family yacht. His parents wanted to change Ken's behavior, so they sent him to Japan to learn some discipline. It was then and there that he met Ryu, who would later become his best friend. After his long training, Ken went back to his home and later would meet Eliza, who became his girlfriend. Ever since he met her, his fighting skills have rapidly deteriorated and since he heard that Ryu was entering the World Warrior Tournament, Ken has also decided to enter as well. C. CREDITS ~~~~~~~~~~ - God (for everything). You da man! - SF2Freak, for the TZW video combos. - DJellybean, for Ken's story. - Eurocom, for the rare PC port that's actually playable. - Capcom, for the best Street Fighter out there. 'Nuff said.