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    Ken by THo

    Version: 1.0 | Updated: 10/06/97 | Printable Version | Search Guide | Bookmark Guide

                              =XMEN VS STREET FIGHTER'S=
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    Ken Guide Version 1.0                                            ASCII Artwork
    X-MEN VS. STREET FIGHTER (ARCADE)                                 By: Trien Ho
    By: Trien Ho (tho@lynx.neu.edu)                                   10/6/97
    Viewing Adjustments:
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    Font Style:
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    This  is the standard typewriter set.
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    all fits across one row. 
    - Introduction
    - Legends
    - Character Bios
      - Super Meter
      - Super Combo
      - Variable Super
      - Variable Counter
      - Variable Attack
      - Dashing
      - Jumping
      - Super Jumping
      - Throws
      - Tech Hits
      - Safety Rolls
      - Dizzies
      - Taunts
    - Combos
      - Beginner
      - Intermediate
      - Expert
      - Infinite
    - Conclusion
    X-men vs. Street Fighter is Capcom's first attempt at combining characters 
    from two different fighting games into one.  Capcom chose characters from 
    their two popular fighting games: X-Men Children of the Atom and Street 
    Fighter Alpha 2 and placed them in a game engine most similar to Marvel 
    Superheroes. The end result is a fighting game with a wild combo system 
    and unique characters from two different worlds.
    Since the dawning of Street Fighter 2: The World Warriors, Ken has been my 
    character of choice.  I enjoyed using him in each new installment even 
    till now, in this day and age where most people detest shotokans.  Ken, 
    along with many other Street Fighters, have been evolving and changing their 
    styles of fighting with each new game entry.  Perhaps the most significant, 
    dramatic change in Ken's style is his entry into the X-men vs. Street fighter 
    world.  Many Street Fighter players have a hard time getting used to the
    game's loose engine enviroment, this of course, includes Ken players.
    Ken, along with the other Shotokans, are easy to get into since they've been 
    around the longest time and most players are already familiar with their 
    moves.  But because of the loose combo engine, many Ken players give up too 
    early or just don't him effectively.  This produces many, many weak Ken 
    players and few and far between expert Kens.  Thus the term, "Ken scrubs".
    The purpose of this guide is to show that Ken is not as weak as many play him 
    to be  (Ken is not just for scrubs!).  Hopefully this guide will prove 
    insightful, if not useful to you, the reader.  Within this guide, I have 
    listed most of Ken's combos and infinites (that I know of and are worth 
    mentioning), including a few not found in James Chen nor John Culbert's FAQ. 
    I understand that this FAQ is written pretty late in the game.  But I just
    felt that Ken deserved a better FAQ.  This is my first FAQ contribution.  
    Hopefully this would still be useful when the home versions come out (if not 
    at the arcades).  Please email comments, questions at the above address.  
    Since FAQ writers write for free, it would be nice to recieve feedback 
    about their work(s).
    Note: This guide is written with the intention that you already know the 
    basics of the game and the basic moves of Ken.  If you do not, then this FAQ 
    might be a bit too confusing to understand.  You may also refer to many 
    other FAQs at: http://www.gamefaqs.com
    Enough talk, let's begin!
    "Now you see the difference between us!" - Ken
    Since James Chen's and John Culbert's Combo FAQ are so well written and 
    organized, the legends and formats used in this FAQ Guide will be adopted 
    from them.
       JOYSTICK     | .-----------Strong
                    | | .---------Fierce
      U/B  UP U/F   | | |
          \|/       | | |
      BCK--o--FWD   | | |
          /|\       O O O
      D/B DWN D/F   O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
    (AIR)      = Done in the Air.
    OTG        = Off the Ground 
    FS         = Flying Screen
    J.         = Jumping
    CU.        = Cross-up (jump behind opponent and hit back of neck with attack)
    SJ.        = Super Jumping
    S.         = Standing
    C.         = Crouching
    XX         = Buffer/Cancel into following move
    ->         = Indicates Magic Series cancelling
    SFA2       = Street Fighter Alpha II
    Jab        = Jab/Weak Punch
    Short      = Short/Weak Kick
    Strong     = Strong/Medium Punch
    Forward    = Forward/Medium Kick
    Fierce     = Fierce/Hard Punch
    Roundhouse = Roundhouse/Hard Kick
    Tatsumakisenpuukyaku = Hurricane Kick
    Shoryuken            = Dragon Punch
    Shoryureppa          = Voilent Dragon Punch
    Shinryuken           = Vaccuum Dragon Punch
    Hadouken             = Fireball
    Shinkuu Hadouken     = Super Fireball
    -=Super Meter=-
    Ken's super meter in general does not charge up as fast as other characters. 
    Both his ground and air fireballs are NOT good chargers.  His dragon punch 
    charges the most at a time, but it is too dangerous to be used as a good 
    charger.  His best charger is to his C.Strong or SJ.Strong.  Tapping the 
    Strong button repeatedly will charge Ken up quickly.  So basically, when 
    you are in need of a level, super jump away from your opponent and keep 
    tapping the strong button.  It is the fastest and safest way to charge up 
    Ken's super meter.  (Note that the SJ.Fierce/Roundhouse would work also.)
    -=Super Combos=-
    Ken retains the two super combos he had in SFA2, but with added flash and 
    damage.  These are:
    This is Ken's best super.  It is effectively damaging and it's execution is 
    extremely fast, very deadly during close range.  Be warned, this super DOES 
    have a dangerous drawback!  A missed Shoryureppa can make a difference between
    life and death.  Mastery of this super is a must for Ken users!
    This is Ken's alternate super.  Like the Shoryureppa, it has excellent 
    execution speed.  But also like the Shoryureppa, a missed Shinryuken is an 
    invitation to death.  Best used as an anti-air move and in combos.
    -=Variable Supers=-
    Variable supers, or better known as double teams, are a great way to switch 
    partners.  But that only holds true IF you have a good teammate to pair up
    The following lists some of Ken's most effective double team 
    combinations.  Note that all of the following are based on Ken starting 
    the combo.
    Effective Double team partners:
    When double teaming with Ryu, Ken will throw a super fireball with Ryu instead
    of his usual Shoryureppa.  This results in a pretty safe way to switch 
    out.  In a way, it gives Ken an extra Shinkuu Hadouken super.  But since 
    it can only be done on the ground, it is limited.  In general, a decent
    super combo.
    Ken and Charlie can make a pretty effective combination super.  
    Since Charlie's Somersault Justice supplements Ken's Shoryureppa, this can 
    effectively be used to counter jump-ins.  If executed correctly, it can be 
    extremely hard to block.  Semi-safe for switching out.
    Cyclops, the ultimate cheap chump with a larger than life super beam will 
    protect Ken pretty much all the way in a variable super.  It also can be
    pretty hard to block if your opponent is caught in between Ken and Clops
    during the super combo.  
    Variable combos with Gambit can get a bit tricky.  It's be pretty effective,
    (take advantage of Gambit's stick!)  but since they both have bad recovery 
    after their supers, things can get ugly.  Not very safe for switching.
    This double super isn't incredibly damaging.  It is semi-safe, provided 
    Magneto's shock wave covers Ken when he's recovering.  This combo is BEST 
    used when the opponent is in the air!  Purposely let Ken sneak past the 
    enemy with the Shoryreppa and watch your confused opponent (who'll be 
    having a hard time blocking) get pulverized by Magneto's Follow-up Shock Wave!
    -=Variable Attack=-
    Variable Attacks are like alpha counters in SFA and SFA2.  The only difference 
    is that your partner does the countering instead of you.
    Variable Attacks, like Variable supers, can great character switching 
    mechanisms, provided you have a good teamate.  Ken's variable attack is 
    his Fierce Shoryuken.  Use it to switch Ken in when you block your 
    opponent's Jump-in attempt.
    Even though Ken has the weakest, most unresponsive dash in the game, it 
    is still nevertheless, a very important tactic for Ken.  Learn to use 
    Ken's dashing C.Short often, this is a valuable tool in starting combos.  
    Also, Ken's dashing C.Strong has good priority, if your opponent tries to 
    defend against your dash, there's a good chance your C.Strong will hit.
    For some fancy footwork, you can dash back and forth very quickly by 
    tapping the joystick forward/back twice (to dash forward/back) then 
    immediately push forward/back with three punches (to dash the opposite 
    direction).  I haven't found any usefulness with this little tactic 
    except that it looks cool!  Try it out and use it to tease and taunt your 
    friends =).  
    There's nothing special about Ken's jumping.  Just keep this in mind, 
    sometimes, it's better to just jump straight-up instead of jumping in at 
    your opponent.  In this game, jump-ins are not always the best air offense
    -=Super Jumping=-
    Ken's super jumping is about as normal as it can get.  Just remember to 
    always do a SJ when chucking out air fireballs.  This way you have the 
    option either chucking more fireballs or block (Ken can't block after 
    a regular jumping fireball).
    Whether you consider it cheap or not, throws are part of Ken's tactics.  
    In fact, he has one of the most damaging throws around.  His Knee Bash 
    Throw (throw with a kick button) does massive damage. (remember to shake 
    the control to get more hits!)  His Fierce/Strong throw is can be used 
    to start a combo in the corner but since people can safety roll out of the 
    corner 100% of the time, you're better off doing massive amounts of damage 
    with the knee-bash.
    -=Tech Hits=-
    Tech hits can be life savers.  There are basically two ways to do tech 
    hits.  One is by rapidly tapping the Fierce/Roundhouse button while 
    pushing forward on the control or push back on the control and tap all three 
    punch buttons.  The second tactic will bring you better results 
    but takes practice in order to get the timing right.  The first tactic is 
    pretty easy and works fine, Ken will reverse air grab the guy if he 
    messes up his air grab.
    Note that some throws are harder to tech hit than others and vice versa. In 
    general, air-throws should be easier to tech hit than ground throws.
    -=Safety Rolls=-
    Sometimes after being thrown or tripped, you can safely roll away by 
    doing fireball motions.  This can be used to escape corner throw combos and 
    some OTG combos.  Learn when to roll and when not to.  Over-utilizing this 
    tactic will get you into more trouble than safety.
    When you land enough hits on your opponent within a certain period or 
    time, there is a chance that he will go dizzy.  Unfortunately, I haven't 
    found any dizzying combos with Ken, if he has one.
    Ken taunts by runing his finger through his hair then flips a thumbs up 
    saying "I did it" in Japanese.  Taunts are fun for teasing your opponent 
    (that's what they're for right?).  Use it when your opponent whiffs a big 
    move or when you land a big combo for the hell of it =).
    This section is broken into four parts.  It basically ranges from the 
    easier to the harder, more complex combos.  In most of these combos, the 
    way it is started isn't as important as the rest of the combo.  For example:
      J.Roundhouse \/ C.Short -> C.Forward -> C.Roundhouse
    The J.Roundhouse can be skipped or replaced with a dash-in attack.  The 
    J.Roundhouse is just a way to start the combo and can be replaced with 
    any other combo starters.
    -=Beginner Combos=-
    1) J.Roundhouse, C.Roundhouse
    Comment: Your classic (ho-hum) SF2 combo 
    2) J.Roundhouse \/ C.Short -> C.Forward -> C.Roundhouse
    Comment: Your classic SFA chain combo.
    3) J.Roundhouse \/ C.Short -> C.Forward -> S.Roundhouse XX hadouken
    Comment: Most of the time, the fireball at the end of this combo will not 
    connect but is effective at keeping your opponent away and forcing a block 
    damage. A good standard ground chain, also good for style.
    4) C.Short -> S.Forward (2 hits) -> S.Roundhouse XX Hadouken
    Comment: Go for this one if you want to be stylish.  The S.Forward will 
    miss completely if the C.Short is blocked, so beware.
    5) C.Short -> C.Forward XX Shouryureppa
    Comment: A beginner chain into super combo.  Even experts will use this 
    when in a situation where quick damage is needed.  For style points, 
    substitute the C.Forward with S.Forward.
    6) C.Fierce XX Shinryuken
    Comment:  This is one of the few ways to combo in the Shinryuken, it's 
    also the easiest.  Just don't go wild on the controls when trying to 
    execute the Shinryuken, otherwise you'll whiff.
    7) C.Short -> C>Fierce /\ SJ.Jab XX (AIR)R.Tatsumakisenpuukyaku
    Comment:  This is the first step into learning air combos. The 
    R.Tatsumakisenpuukyaku can be replaced with any regular special moves.  
    Don't get too attached to this combo, Ken can do much more effective and 
    damaging combos than this.  
    -=Intermediate Combos=-
    1)  C.Short -> C. Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Up 
    Forward -> SJ.Up Roundhouse (FS)
    Comment:  This is Ken's standard magic series air combo.  The SJ.Strong 
    can be skipped in this for the sake of simplicity and easyness.  
    (Especially if you are a Ryu player)  Mastery of this combo is a must since 
    most expert combos stems from this.  LEARN IT!  Also, the SJ.Up 
    Roundhouse can be substituted with any special moves.
    2) J.Roundhouse \/ C.Short -> C.Fierce XX Shinryuken (FS)
    Comment:  The tricky part of this combo is cancelling the C.Fierce into 
    Shinryuken.  Do it too fast or too slow and you'll either super jump or 
    do some ground kick.  Learn to combo the C.Fierce into Shinryuken 
    effectively as it can come in real handy one day.
    3) Have enemy in corner.  R.Tatsumakisenpuukyaku, C.Short (OTG) -> 
    C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Up Forward -> SJ.Up 
    Roundhouse (FS), SJ.Up Roundhouse
    Comment: Most of the time, the R.Tatsumakisenpuukyaku must connect deep 
    for Ken to be able to OTG.  Landing the second SJ.Up Roundhouse can be 
    tricky at first, but with pactice, will be second nature.  
    4) C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fwd 
    Forward, Strong-Air Throw
    Comment: This is Ken's basic air throw combo.  The timing of the 
    air-throw can be VERY tricky at first, but keep trying.  SJ.Up Forward works 
    also (instead of SJ.Fwd Forward), but I've found that the SJ.Fwd Forward 
    is a better setup for air-throwing.  Wait a split second before performing 
    the air-throw so that Ken does not continue on with his regular chain.  If 
    the air-throw counts as part of the combo, then you've got it right.  If 
    your timing was off, your enemy can reverse throw you.  
    Practice this until there's no chance for them to do the reversal!
    Expert Combos:
    1) Have enemy near corner: R.Tatsumakisenpuukyaku, C.Short (OTG) -> 
    C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Up Forward -> 
    SJ.Up Roundhouse, SJ.Up Roundhouse, J.Jab -> J.Up Forward -> 
    J.Up Roundhouse, S.Jab -> C.Strong -> S.Forward (2 Hits) -> S.Fierce -> 
    Comment:  This is a high hit flashy looking combo for Ken.  The 
    R.Tatsumakisenpuukyaku must hit deep for the C.Short to OTG.  After the 
    second SJ.Up Roundhouse, Ken will land first, immediately jump straight 
    into the J.Jab.  After the J.Up Roundhouse, Ken should land before the 
    enemy again, quickly go into the S.Jab to keep him/her from falling to 
    the ground and finish off the combo.  Depending on the timing of your 
    S.Jab, your C.Strong may give you trouble, try substituting with S.Short 
    or skip to the S.Forward if things get too complicated.  If your opponent is 
    low on life, you may perform a Shoryureppa right after the S.Roundhouse to
    do a fair amount of block damage for the kill.
    2) Have enemy near corner: C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> 
    SJ.Strong -> SJ.Fwd Forward, Strong Air-Throw, S.Jab -> S.Short -> C.Fierce 
    /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Up Forward -> SJ.Up Roundhouse, 
    SJ.Up Roundhouse, J.Jab -> J.Up Forward -> J.Up Roundhouse, S.Jab -> 
    C.Strong -> S.Forward (2 Hits) -> S.Fierce -> S.Roundhouse
    Comment: This is an extended version of the previous combo.  A 
    combination of three types of combos: Air-Throw Combo -> Magic-Series 
    Combo -> Ground Chain Combo.  The damage count on this combo is about 
    five to six blocks (50 - 60% Damage).
    3) Have enemy near corner: C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> 
    SJ.Fwd Forward, Strong Air-Throw, C.Short -> C.Fierce /\ SJ.Jab -> 
    SJ.Short -> SJ.Strong -> SJ.Up Forward -> SJ.Up Roundhouse (FS), 
    SJ.Up Roundhouse, J.Jab -> J.Up Forward -> J.Up Roundhouse, S.Jab, 
    Knee Bash Throw
    Comment: This is one of Ken's most damaging combo available.  You must 
    time the S.Jab at the end of combo so that you hit just around their belt 
    area in order to be able to combo in the Knee Bash at the end.  If you 
    are not careful, your opponent can reverse throw you.  The damage count on 
    this combo is seven blocks (out of a total of nine),  78% damage!
    4) Have enemy near corner: J.Roundhouse XX (AIR)R.Tatsumakisenpuukyaku, 
    C.Short, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fwd Forward, 
    Strong Air-Throw, Shinryuken (FS), J.Short -> J.Up Roundhouse, C.Short 
    (OTG) -> S.Forward.
    Comment:  The hardest part of this combo is landing the J.Short -> J.Up 
    Roundhouse.  After the Shinryuken, the guy drops REALLY fast.  
    Definitely takes a bit of practice.
    Infinite Combo:
    1) Have enemy near corner: C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> 
    SJ.Strong -> SJ.Up Forward -> SJ.Up Roundhouse, SJ.Up Roundhouse, 
    J.Jab -> J.Up Forward -> J.Up Roundhouse, J.Jab -> J.Up Forward -> J.Up 
    Roundhouse, J.Jab -> J.Up Forward -> J.Up Roundhouse...
    This is it, Ken's infinite combo.  It actually looks alot easier to do 
    than it actually is.  The timing is quite hard, which depends heavily on 
    the weight of your opponents.  Keep practicing it on the computer until 
    you get it right.  Try not to fall into patterns in timing, it's not like 
    other combos where the timing is pretty straight forward.  It also will 
    not work on the heavier, fast dropping characters (ie: Juggernaut. Magneto).
    Some may believe the following is an infinite:
      Have enemy near corner: C.Short -> C.Fierce /\ SJ.Jab SJ.Short -> 
    SJ.Fwd Forward, Strong Air Throw, C.Short (OTG) (Repeat)
    Certainly, it is possible for Ken to keep repeating this combo.  But due to 
    the fact that opponents can easily break out of the pattern by reverse 
    throwing, I don't consider this an infinite.
    # Conclusion #
    If you are able to perform the above combos for Ken, congratulations, you are 
    an expert Ken!  Perhaps the only things left to master are tactics.  Tricky 
    tactics are a very important element.  Don't ever let yourself be 
    predictable, keep your opponents guessing.  
    I hope this guide has been helpful to you, even though it's written a little 
    late. Lastly, I would like to thank all those who wrote comments and the
    many great players at "The Gameroom".  It helped inspire and fuel this FAQ