MARVEL VS CAPCOM 2: NEW AGE OF HEROES
CHARACTER GUIDE: KEN MASTERS
11/5/00

By Trung Bui

Copyright  2000

THIS FAQ IS THE PROPERTY OF ONE, TRUNG BUI, AND MAY NOT BE USED BY 
ANYONE WITHOUT CONSENT FROM THE OWNER.

Version History: 
Ver. 1.0: First edition



TABLE OF CONTENTS:

1) COPYRIGHT

2) KEN MASTERS EXPLAINED

3) MOVE LIST

4) ASSISTS

5) STRATEGIES

6) COMBOS

7) THANKS



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1) COPYRIGHT 

THIS FAQ AND/OR GUIDE IS PROPERTY OF TRUNG BUI AND MAY NOT BE 
DISTRIBUTED WITHOUT MY PERMISSION OR CONSENT. DOING SO WOULD BE A MAJOR 
COPYRIGHT INFRINGEMENT AND WOULD HURT MY FEELINGS. THIS IS MY WORK AND 
YOU SHOULD NOT TAKE IT, PERIOD. THANKS FOR AGREEING AND ENJOY THE FAQ!

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2) KEN MASTERS EXPLAINED

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. 

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3) MOVE LIST

Launcher: c. HP 
S.: Standing
J.: Jumping
C.: Crouching
D.: Dash in
SJ: Superjump
QCF: Down, Down-Forward, Forward
QCB: Down, Down-Back, Back
HCF: Back, Down-Back, Down, Down-Forward, Forward
HCB: Forward, Down-Forward, Down, Down-Back, Back
DP: Forward, Down, Down-Forward
LP: Low Punch
HP: High Punch
LK: Low Kick
HK: High Kick
XX: Cancel
P: Punch
2P: 2 Punches
K: Kick
2K: 2 Kicks
A1: Assist 1
A2: Assist 2
DHC: Dual Hyper Combo
THC: Triple Hyper Combo
	
THROWS:

SPECIAL ATTACKS:

Hadouken: QCF + P 	Ground or Air

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. 

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4) ASSISTS

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. 

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5) STRATEGIES

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. 

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6) COMBOS

1. (With Bison Beta assist), Bison assist, dash in, C. LK, C. HP, SJ, 
LP, LK, LP, LK, HP. 

2. C. LK, C. HP, SJ, LP, LK, LP, LK, HK.

3. C. LK, C. HP, SJ, LP, LK, Hurricane Kick. 

4. (In Corner) Jump in, LP, LP, LK Hurricane Kick, repeat. INFINITE!!

More coming soon

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7) THANKS

GameFAQs: For having my FAQs there 

CJayC: For hosting my FAQs

My Friends: You know who you are
 
Capcom: For making such an addicting game

God: Duh!

Life, Liberty, and the Pursuit of Happiness: I need that!