KEN

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Game: Marvel vs. Capcom 2: New Age of Heroes
Ken character guide, Version 1.4, 7/25/00
Created and copyright (C) 2000 by Daniel "PhatDan81" Finch
E-mail: dan@finch.com
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CONTENTS

I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff
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I.	BACKGROUND
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Who is Ken?  Ken Masters is a Shotokan karate expert.  His parents, who 
were very wealthy, originally raised him.  When he was young, he was 
sent to Japan to learn karate and discipline.  It was in Japan where he 
met his best friend and rival Ryu.  Ken and Ryu trained together, under 
the guidance of Gouken, their mentor.  

After mastering Shotokan karate, Ken and Ryu were later invited to 
compete in a street-fighting tour-nament, held by Sagat.  Ken and Ryu 
both fought well, but Ryu defeated Ken and later defeated Sagat for the 
championship.  Since then, Ken and Ryu have fought many times and most 
of the time Ryu would win.

Ken has appeared in every Street Fighter game that Capcom has made.  
He's also appeared in Puzzle Fighter and all the VS series games.  
Although he didn't actually fight in the first MVC, he made two cameo 
appearances.  The first is with Ryu before he begins fighting--he's 
talking to Ken and Sean, Ken's karate student.  The other is during 
Ryu's ending after defeating Onslaught.

Ken is now married, has a son and now mostly competes in U.S. karate 
tournaments, which he usually wins.  He has also been teaching a 
Brazilian named Sean, who is a Brazilian jujitsu expert the art of 
Shotokan karate.  Compared to Ryu, Ken will never be the fighter that 
Ryu is.  Ken's fighting skills over time have deteriorated a bit 
because of all the time he spends with his family and lack of practice.  
However, all the fighting he's done with Ryu caused him to develop the 
best dragon punch of any Shotokan.

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II.	LEGEND
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U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump[ing]
SJ    Super Jump[ing]
P     Punch
K     Kick
AC    Air Combo
A     Assist
OTG   On The Ground; an attack being performed while the opponent is  
      lying down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
A1          Calls in second partner, who steps in and does an attack
A2          Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + A, forces the opponent out if they get hit 
            (one HC level)
Variable Counter B, DB, D + A (while blocking); tags in partner 
                 who jumps in and does a designated attack
Crossover Combination  A1 + A2

All three characters do one specific super (Hyper Combo) then the two 
secondary characters step out after they do their supers (one to three 
levels; two levels causes only two players to come out while one level 
has just the primary character do his super).

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III.	REGULAR MOVES
=======================================================================

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PUNCHES

Ken's punches are the same as most other Shotokans' punches, except 
Ken's are weaker and faster compared to Ryu or Akuma.
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JAB

1.	Standing

A basic Shotokan jab, it's used for starting ground combos.

2.	Crouching

Same as the standing version, it's about as useful as most other low 
jabs.

3.	Jumping

Same attack since Street Fighter II, this is only good as an AC starter 
otherwise don't use it at all.

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STRONG

1.	Standing

Ken does a basic uppercut with his nearer arm.  It's used to combo into 
his Shoryuu-Reppa or into any of his special moves.

2.	Crouching

Same thing as a C.Jab, except it has better range and does more damage.  
This is about as useful as the standing version--it has better range 
than the standing version.

3.	Jumping

Same thing as a J.Jab except it has better range and does more damage.  
Use it as an AC filler.

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FIERCE

1.	Standing

Same thing as a S.Jab, except it has better range, does more damage and 
can combo into a Shoryuu-Reppa or Shippu-Jinrai Kyaku--he also uses his 
other arm.  It's also easy to combo into off of a jab or short.

2.	Crouching

This is Ken's launcher.  It has good vertical range but poor horizontal 
range.  This combos into a Shinryuken.

3.	Jumping

Ken extends his arm out downwards at a 45-degree angle.  This is used 
as a jump-in attack or an AC finisher.

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KICKS

Most of Ken's kicks are a lot different from Ryu and Akuma's kicks in 
terms of appearance and priority.  They're also weaker, too.
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SHORT

1.	Standing

A basic standing LK, it has pretty much the same uses as his S.Jab.

2.	Crouching

A basic low LK, it has about the same range as the standing version, 
except it hits low.

3.	Jumping

It's almost like a jumping jab except Ken doesn't stick his fist out he 
uses his knee.  Use this only as an air combo filler.

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FORWARD

1.	Standing

Ken basically sticks his foot out and uses the front of his foot to hit 
opponents.  It has the same uses as his S.Strong.

2.	Crouching

A basic low MK, Ken extends his leg out while crouching.  It's good for 
comboing into a Tatsumaki or a Shoryuu-Reppa.

3.	Jumping

This acts as an AC finisher, even though it's only a MK.  Don't use 
this in air combos.

4.	Up (in air)

Ken quickly swings one leg straight out while the other leg is pointed 
straight down.  This is used as an AC filler and to combo into AC 
finishers.

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ROUNDHOUSE

1.	Standing

Ken turns his body slightly then swings his leg out.  You can keep 
tapping the button to make it do more damage.  If it connects, it will 
knock the opponent across the screen.

2.	Forward

Ken does an axe kick that acts as an overhead attack.  It can't be 
comboed into.  Use it to surprise crouching opponents.

3.	Crouching

Your typical Shotokan sweep, it has pretty good range and combos into a 
Shoryuu-Reppa.

4.	Jumping

A typical Shotokan jumping HK, use this for jump-in attacks and to 
finish AC's.

5.	Up (in air)

Same thing as a J.U.Forward, except it does more damage and has better 
range.  Use this to finish AC's and for aerial confrontations.

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IV.	SPECIAL MOVES
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A (*) means that the move can be done in the air.
A (H) means that the move can be canceled into a super.

HADOUKEN (*)(H) D, DF, F + P

A typical Shotokan Hadouken, except this one is very slow and weak, and 
it dissipates before it reaches the other end of the screen.  I'm not 
going to go into detail about this move, because Ken's version is 
totally useless.  You will NOT need to use it at all.

SHORYUUKEN (*)(H) F, D, DF + P

This is a typical Shotokan dragon punch.  It is the best dragon punch 
of any Shotokan and Ken's fist is on fire while he's doing it.  This is 
also the only Shotokan dragon punch that can be done in the air.  If 
you want to cancel it into a super, you must cancel before Ken leaves 
the ground.  Just like any other dragon punch, you will be left wide 
open for severe punishment if it's blocked or it misses.

TATSUMAKI-SENPUU KYAKU (*)(H) D, DB, B + K

Ken's version of a Tatsumaki is much different from Ryu' and Akuma's.  
Ken's travels upwards when he does his.  It's very easy to combo into 
but it also has the worst recovery delay of any Tatsumaki.  Although he 
can't really cancel it into any supers like Ryu and Akuma can with 
theirs, it's still a good attack.  The kick button used determines how 
high Ken will travel.  It can be a good surprise attack.  The air 
version acts as a good jump-in attack and AC finisher.  If you connect 
this in the corner, you can OTG afterwards.

The short version causes ken to travel upwards at about a 15-degree 
angle while the roundhouse version causes Ken to travel upward at about 
a 45-degree angle.  If it connects, Ken finishes off with an axe kick 
and will be able to OTG afterwards in the corner.  If this move is 
blocked, Ken will be left vulnerable while coming down to the ground.

ZENPOU TENSHIN D, DB, B + P

This is Ken's roll move from Street Fighter Alpha.  It's only use is 
for going behind opponents and going through some attacks.  If I'm not 
mistaken, Ken can be thrown out of this.  Don't use this that much.

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V.	SUPERS (HYPER COMBOS)
=======================================================================

SHORYUU-REPPA D, DF, F + 2P

This is a basic dragon punch super.  Ken does two small Shoryuukens 
then a regular one that knocks the opponent upwards.  It's Ken's most 
effective super and also his easiest super to combo into.  It does 
pretty good damage and comes out very fast.  If it connects in the 
corner, you can OTG afterwards, setting you up for either an air combo, 
another Shoryuu-Reppa, Shinryuken or a Crossover Combination.  Always 
make sure that it will connect because it has an awful recovery delay 
at the end, which leaves you wide open to a super or a nasty combo.  
The only time you should do this super at random is if your opponent 
has almost nothing left on their life bar.

SHINRYUKEN D, DF, F + 2K

Ken does a vertical dragon punch that sucks your opponent in when it 
connects.  It does a decent amount of damage and combos beautifully off 
of his launcher.  Be sure to mash on the buttons to make the super do 
as much damage as possible.  Also make absolutely sure that this super 
connects, because the opponent will be given a very large amount of 
time to decide what they can do to Ken if the super is blocked or it 
misses.  Also be aware that this super has very poor horizontal range, 
so do the super only when your opponent is right next to you or 
directly above you.

SHIPPU-JINRAI KYAKU D, DB, B + 2K

Ken travels forward while doing a series of regular kicks and if they 
connect, the opponent gets knocked upward and Ken continues with a 
Tatsumaki that ends with an axe kick.  If you're in the corner when 
this connects, you can OTG afterwards.  It comes out a little slow but 
can be comboed into via S.Fierce.  Also, be sure that it will connect, 
because it has a slight recovery delay.  It does a lot of damage if it 
connects though.

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VI.	COMBOS
=======================================================================

MAGIC SERIES

Ground            Stronger
Jumping           Stronger
Super Jumping     Zigzag
----------------------------------------
Launcher          C.Fierce
Knockdown         C.Roundhouse
Strike            S.Roundhouse
Snapback          S.Roundhouse
AC Finishers      SJ.Forward, SJ.Fierce, SJ.Roundhouse,  
                  SJ.U.Roundhouse, Hadouken (not recommended), 
                  Shoryuuken, Tatsumaki Senpuu Kyaku, Fierce Air Throw
Assists/Crossover Counters    Crossover Combinations
  A   Shoryuuken              Shinryuken
  B   Hadouken                Shoryuu-Reppa
  C   Tatsumaki Senpuu Kyaku  Shoryuu-Reppa

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Ken should start combos with a jump-in attack.  His dash really isn't 
very effective.  When starting a combo, it may be necessary to dash in 
afterwards then continue the combo accordingly.  J.Fierce may be 
replaced with J.Roundhouse, air Tatsumaki Senpuu Kyaku or J.Short, 
J.Forward.

1.  S.Jab, Shoryuuken
2.  S.Jab, Tatsumaki Senpuu Kyaku
3.  C.Short, Shoryuuken
4.  C.Short, Tatsumaki Senpuu Kyaku
5.  J.Short, J.Forward, S.Fierce, Shoryuuken
6.  J.Fierce, S.Jab, S.Strong, Shoryuuken
7.  J.Fierce, S.Jab, S.Strong, Tatsumaki Senpuu Kyaku
8.  J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku
9.  J.Fierce, C.Short, C.Fierce, Shoryuuken
10. J.Fierce, S.Short, S.Fierce, short Tatsumaki Senpuu Kyaku
11. Big Character: J.Fierce, S.Short, S.Fierce, Tatsumaki Senpuu Kyaku
12. J.Fierce, C.Short, C.Fierce, SJ.(Jab, Short, Strong, U.Forward, [AC 
    Finisher])
13. J.Fierce, air Tatsumaki Senpuu Kyaku, Shoryuu Reppa
14. J.Fierce, S.Jab, S.Strong, Shoryuu-Reppa
15. J.Fierce, C.Short, C.Forward, Shoryuu-Reppa
16. J.Fierce, S.Short, S.Fierce, Shoryuu-Reppa
17. J.Fierce, C.Short, C.Roundhouse, Shoryuu-Reppa(OTG)
18. J.Fierce, C.Short, C.Fierce, Shinryuken
19. J.Fierce, S.Short, S.Fierce, Shippu-Jinrai Kyaku
20. J.Fierce, S.Jab, S.Strong, Shoryuuken, Shoryuu-Reppa
21. J.Fierce, S.Jab, S.Strong, Shoryuuken, Shinryuken
22. J.Fierce, S.Jab, S.Strong, Shoryuuken, Shippu-Jinrai Kyaku

CORNER COMBOS

23. J.Fierce, C.Short, C.Fierce, Shinryuken, Jump (Jab, U.Forward, 
    U.Roundhouse), C.Short(OTG), C.Fierce
24. J.Fierce, S.Jab, S.Strong, Shoryuuken, Shinryuken, Jump (Jab, 
    Strong, U.Roundhouse), S.Short(OTG), S.Fierce
25. J.Fierce, C.Short, C.Forward, Shoryuu-Reppa, C.Short(OTG), 
    C.Fierce, SJ.(Jab, Short, Jab, Short, Strong, U.Forward, [AC 
    Finisher])
26. J.Fierce, S.Jab, S.Strong, Shoryuuken, Shoryuu-Reppa, 
    Shoryuuken(OTG), Shinryuken, Jump (Jab, Strong, U.Roundhouse), 
    S.Short(OTG), S.Roundhouse
27. J.Fierce, S.Jab, S.Strong, S.Roundhouse, Shoryuu-Reppa, 
    Shoryuuken(OTG), Shoryuu-Reppa
28. J.Fierce, C.Short, C.Forward, Shoryuu-Reppa, Crossover 
    Combination(OTG)
29. J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku, C.Short(OTG), 
    C.Fierce, SJ.(Jab, Short, Jab, Short, Strong, U.Forward, [AC 
    Finisher])
30. J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku, 
    Shinryuken(OTG), Jump (Jab, Strong, U.Roundhouse), S.Short(OTG), 
    S.Fierce
31. J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku, 
    Shoryuuken(OTG), Shoryuu-Reppa, C.Short(OTG), C.Fierce, SJ.(Jab, 
    Short, Jab, Short, Strong, U.Forward, [AC Finisher])
32. J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku, 
    Shoryuuken(OTG), Shoryuu-Reppa, Shinryuken(OTG), Jump (Short,
    U.Forward, U.Roundhouse), C.Short(OTG), C.Fierce
33. J.Fierce, C.Short, C.Forward, Tatsumaki Senpuu Kyaku, Crossover 
    Combination(OTG)
34. J.Fierce, S.Jab, S.Fierce, Shippu-Jinrai Kyaku, C.Short(OTG), 
    C.Fierce, SJ.(Jab, Short, Jab, Short, Strong, U.Forward, [AC 
    Finisher])
35. J.Fierce, S.Jab, S.Fierce, Shippu-Jinrai Kyaku, Shinryuken(OTG), 
    Jump (Jab, Strong, U.Roundhouse), S.Short(OTG), S.Fierce
36. J.Fierce, S.Jab, S.Fierce, Shippu-Jinrai Kyaku, Shoryuuken(OTG), 
    Shoryuu-Reppa, Shinryuken(OTG), Jump (Short, U.Forward, 
    U.Roundhouse), C.Short(OTG), C.Fierce
37. J.Fierce, S.Jab, S.Fierce, Shippu-Jinrai Kyaku, Crossover 
    Combination(OTG)

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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is 
basically a tree of what attacks combo into other attacks.  This does 
not list every possibility but is basically to give you an idea of what 
attacks to do according to the attacks you start with.

     START

            J.Fierce, J.Roundhouse, Air Tatsumaki Senpuu Kyaku
                                      |
                                      |
                     ------------------------------------
                    |                                    |
                    |                                    |
                C.Short                                                 S.Jab/S.Short          
                    |                                    |
                    |                                    |
         ------------------------             ---------------------
        |           |            |           |          |          |
        |           |       ---->|           |          |          |
    Tatsumaki<---C.Forward | C.Fierce  -Shoryuuken,<-S.Strong  S.Fierce
   Senpuu Kyaku     |      |     |    |  Tatsumaki      |          |
        |           |      |     |    |Senpuu Kyaku     |          |
        |        Shoryuu-  |     |    |       ^      Shoryuu-      |
   (in corner)    Reppa<---|     |    |       |       Reppa<-------|
     C.Short---------------      |    |       |____________________|
                        _________|    |                            |
                       |               -----            ___________|
                       |                    |          |
            ------------------------        |------>Shippu-
           |                        |       |    Jinrai Kyaku
           |                        |       |          |
      Shinryuken<--              SJ.Jab     |          |
           |       |            SJ.Short    |     (in corner)
           |       |            SJ.Strong   |       C.Short
         J.Jab     |           SJ.Forward   |          |
      J.U.Forward  |          [AC Finisher] |          |
    J.U.Roundhouse |------------------------|  ----------------   
           |       |                        | |                |
           |       |                        V |            C.Fierce
        S.Short    |                       Shoryuu-            |
       S.Fierce    |                        Reppa              |
                    -------------------------------------------|
                                                               |
                                                        _______|
                                                       |
                                                       |
                                                    SJ.Jab
                                                   SJ.Short
                                                   SJ.Strong
                                                  SJ.Forward
                                                 [AC Finisher]

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TEAM HYPER COMBOS

Shoryuu-Reppa is the best super for THC's.  Shinryuken is a good super 
for filling in for vertical supers.  Shippu-Jinrai Kyaku may be 
difficult to connect in a THC, but is good for starting THC's.  If you 
find any possibilities as far as THC's go, e-mail me and I'll give you 
credit for it as well.

1: 1st partner's super 2: 2nd partner's super 3. 3rd partner's super

A.  1. (Ken) Shoryuu-Reppa 2. Any beam super, any rushing super, any 
    dragon punch super, Sonic Hurricane, Captain Storm, Venom Web, 
    Death Bite, Fatal Claw, Weapon X, Ultimate Web Throw, Cajun 
    Explosion, Final Justice, Final Atomic Buster, Rush Drill, Kikou-
    Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Magnetic Shock Wave, Omega 
    Destroyer, etc. 3. Third partner's super

B.  1. (Ken) Shinryuken 2. Any vertical super, Captain Sword, Shinkuu-
    Hadouken (Sakura's version), Royal Flush, Super Optic Blast or 
    Blodia Vulcan 3. Third partner's super

C.  1. In corner: Shoryuu Reppa or Shippu-Jinrai Kyaku, Shinryuken 
   (OTG) 2. Any vertical super, Captain Sword, Shinkuu-Hadouken 
    (Sakura's version), Royal Flush, Super Optic Blast or Blodia Vulcan 
    3. Third partner's super

D.  1. Any vertical super, Darkness Illusion (while opponent's in air), 
    Ragnarok (while opponent's in air), Venom Web, any dragon punch 
    super, Final Atomic Buster, Gamma Crush, Weapon X or Fatal Claw 2. 
    (Ken) Shinryuken 3. Any vertical super, Captain Sword, Shinkuu-
    Hadouken (Sakura's version), Royal Flush, Super Optic Blast or 
    Blodia Vulcan

E.  1. Any rushing super, any dragon punch super, Sonic Hurricane, Rush
    Drill, Final Justice (just before last hit), Gamma Crush, Fatal 
    Claw, Weapon X, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku or 
    Shinkuu-Gadouken; if close or in corner: any beam super, Venom Web, 
    Death Bite, Captain Sword, Blodia Punch, Blodia Vulcan or Gamma 
    Wave 2. (Ken) Shoryuu-Reppa 3. Any beam super, any rushing super, 
    any dragon punch super, Sonic Hurricane, Captain Storm, Venom Web, 
    Death Bite, Fatal Claw, Weapon X, Ultimate Web Throw, Cajun 
    Explosion, Final Justice, Final Atomic Buster, Rush Drill, Kikou-
    Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Magnetic Shock Wave, Omega 
    Destroyer, etc.

E.  1. (Ken) Shippu-Jinrai Kyaku 2. Any vertical super, Captain Sword, 
    Mega Optic Blast, Super Optic Blast, Kikou-Shou, Omega Destroyer, 
    Venom Web, Maximum Spider, Fatal Claw or Hyper Mega Man 3. Third 
    partner's super

F.  1. First partner's super 2. Any rushing super, any dragon punch 
    super, Sonic Hurricane, Rush Drill, Final Justice (just before last 
    hit), Gamma Crush, Fatal Claw, Weapon X, Kikou-Shou, Shinkuu-
    Tatsumaki Senpuu Kyaku or Shinkuu-Gadouken; if close or in corner: 
    any beam super, Venom Web, Death Bite, Captain Sword, Blodia Punch, 
    Blodia Vulcan or Gamma Wave 3. (Ken) Shoryuu-Reppa

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VII.	GENERAL STRATEGY
=======================================================================

Ken is all about speed and combos.  He doesn't win battles by randomly 
throwing out Hadoukens and Shoryuukens all day.  You should focus on 
air combos and comboing into supers as much as possible.  All of Ken's 
supers are strictly made for using in combos and for punishing 
mistakes.  Don't ever throw out any of his supers at random for any 
reason whatsoever!  Doing this means you have a death wish.  The only 
exception is using Shoryuu-Reppa for an opponent with a small pixel of 
life left.

Many Ken players (or many Shotokan players for that matter) tend to 
fail to take advantage of air combos.  Whenever you don't have a super 
charged up, you should use his air combos as much as possible.  They do 
very good damage, especially if you finish the air combo with a 
Shoryuuken or a Tatsumaki Senpuu Kyaku and they're not very hard to do.  
Just remember to hold the joystick up when you do the forward kick or 
the air combo could get finished prematurely.

All of Ken's supers do a good amount of damage and they all have very 
good priority in the corner.  Shoryuu-Reppa is the easiest super to 
combo into.  It will combo off any medium or heavy attack--it can also 
cancel off of a Shoryuuken.  You should use this super the most out of 
all of them.  If it connects in the corner, you can OTG afterwards—if 
you have a super charged up do another Shoryuu-Reppa or Shinryuken 
afterwards--if you have three super levels charged up, do a Crossover 
Combination instead.

Shinryuken is used strictly in combos.  It has a really awful recovery 
delay, which gives your opponent quite a bit of time to decide how they 
wish to punish you.  Never throw this out at random for any reason.  If 
it connects in the corner, you can jump at your opponent while they're 
coming helplessly down to the ground and perform a mini-air combo, and 
then you can OTG afterwards.

Shippu-Jinrai Kyaku is used in combos and for punishing mistakes.  It 
comes out reasonably fast and does very good damage.  It will combo off 
of a S.Fierce or cancel off of a Shoryuuken.  Just like Shoryuu-Reppa, 
you can OTG afterwards in the corner if it connects.

I forgot to write this down about Ken's supers and Shoryuuken, but 
thanks to JBalentine (captain_america3@yahoo.com) for reminding me of 
this.  Ken is invincible when he's starting up any of his supers or 
while doing a Shoryuuken.  If you're near an opponent and they started 
a super just before you did, Ken's supers or Shoryuuken will beat them 
out.  It will also beat out any other attacks.  However, while he's in 
the midst of doing a super, almost any super will beat him out. 

Ken must be close to his opponent to do any real damage.  When playing 
close, mix up your jump-in attacks and high and low attacks on the 
ground.  Use jab Shoryuuken occasionally to surprise an opponent.  Only 
use the fierce version when you're absolutely sure that it will 
connect.

Ken has some pretty good anti-air attacks.  Jab Shoryuuken and C.Fierce 
are Ken's best choices for countering jump-in attacks.  C.Fierce is 
less risky and if it connects, you can do an air combo or Shinryuken 
afterwards.  For distant jump-ins, use Tatsumaki Senpuu Kyaku.  If it's 
blocked in the air, it usually pushes your opponent away, which will 
leave you safe.

Never throw out a Hadouken for any reason at all, especially with Ken.  
It's slow, it doesn't travel across the entire screen, it loses out to 
beam projectiles and they do a very small amount of damage.  The main 
reason why not to use one is because if your opponent detects you 
throwing out one, they will jump over the fireball and punish you 
severely.

Ken's other special moves should be done only in combos.  The recovery 
time on them are not very good, and you'll find yourself eating a super 
or in the midst of a nasty combo.  A jab Shoryuuken on occasion is an 
exception.  The only other exception is finishing off an opponent 
that's almost dead.

Ken has insane priority in the corner.  Tatsumaki Senpuu Kyaku, 
Shoryuu-Reppa, Shinryuken and Shippu-Jinrai Kyaku all set him up for 
for combos afterwards.  For instance, if you connect a Tasumaki, 
Shoryuu-Reppa or a Shipuu-Jinrai Kyaku, you can OTG afterwards—you can 
do another super or do an air combo afterwards.  As I mentioned 
earlier, you can do a mini-air combo after a Shinryuken connects in the 
corner, followed by an OTG afterwards.

Assists A and C are Ken's best assist attacks.  Assist A is a more 
defensive assist.  It's used for countering jump-in attacks and to help 
your primary character out of corner pressure.  It also acts as a good 
surpise attack if you occasionally throw it out at random.  It can also 
be a good decoy.  Throw it out and if it's blocked or it misses and 
your opponent tries to foolishly attack Ken, dash up to your opponent 
and punish them.

Assist C is more of a mistake punishing attack.  It's also a good 
surprise attack and a good attack for helping your primary character 
out of corner pressure.  It can also be a distraction for your opponent 
much like Assist A.  When using Ken, make sure that at least one of 
your partners has an effective projectile or dash assist that will help 
Ken if he's at long range.

=======================================================================
VIII.	MISC. STUFF
=======================================================================
----------------------------------------
ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.	Good offensive character
2.	Good combo character
3.	Good speed
4.	Well damaging, combinable supers
5.	Special moves are easy to combo into
6.	Easy to learn
7.	Very effective air combos

DISADVANTAGES

1.	Not one of the better defensive characters
2.	Recovery delays on all of his special moves
3.	Recovery delays on all of his supers
4.	Scrub-friendly
5.	Low-priority projectile attack
6.	Needs to be near opponent to play effectively

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Special Features: None
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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
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UPDATES

1.1 Added information about Ken's supers in Section VII, thanks to  
    JBalentine (captain_america3@yahoo.com) for reminding me, added 
    more combos, touched up a few things
1.2 Added a Combo Tree to all my FAQ's--a special thanks to 3pwood 
    (mayfield_john@hotmail.com) for the concept
1.3 Added more combos, thanks to shoryuken.com
1.4 Added more combos, revised the Corner Combos portion added more 
    info in Section VII about Ken's supers (see paragraphs 2 through 4)
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ACKNOWLEDGEMENTS

KMegura for the information on Ken's moves
Capcom for making such a cool game
JBalentine (captain_america3@yahoo.com) reminding me about Ken's 
    invincibility on the start-up of his supers
3pwood (mayfield_john@hotmail.com) for the Combo Tree concept
shoryuken.com for some combos

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IX.	LEGAL STUFF
=======================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It 
cannot be displayed publicly or on the Internet in its original, 
unedited, unaltered format.  It may not be used in any publications 
whatsoever.  Any commercial, Internet or any other public use of this 
document is prohibited without written permission from the author, 
Daniel Finch.  Any type of profit from this FAQ is also prohibited as 
well as any promotional use of this FAQ.  Ken, Ryu, Akuma, Sagat, 
Street Fighter, Street Fighter II, Street Fighter Alpha, Puzzle Fighter 
and Marvel vs. Capcom 2: New Age of Heroes are registered trademarks of 
Capcom.