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    Ken by JChristopher

    Version: 2.0 | Updated: 03/27/00 | Search Guide | Bookmark Guide

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    STREET FIGHTER III 3RD STRIKE FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 2.0
    Mar. 27, 2000
                                                                           
    this faq is copyright 2000-2001 Joseph Christopher
                                                                                       
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
    ||     site before sending in any comments, suggestions, and/or corrections.     ||
    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
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    ||     preferable, though not required.                                          ||
    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
    ||     whatever other way possible. By directly I mean earning less than,        ||
    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                                       
    * Ken, among all the Shotos, and probably among every other streetfighter
      that ever lived, has the greatest number of fans. This, I think, is due
      to the fact that he has the coolest of moves at his disposal. Even his
      HK is, on my opinion, cooler-looking than any other. Ken is also the only
      streetfighter who lives an ideal life---one filled with wealth, fame,
      and a beautiful wife. I am not, however, one of Ken's avid fans. Ken will
      never be as good a fighter as Ryu (notice how everyone is after Ryu (not
      Ken) for his skills e.g. Sagat, Akuma, Sakura, Makoto, Bison, Oro, and
      even Ken himself!) I, in fact, have NEVER used Ken. I am only able to
      write this faq because there are so many Ken users who challenge me,
      trying in vain to prove that Ken is better than Ryu, that I have acquired
      enough knowledge on this "cool" fighter to help you out. Ok, I've been
      talking too much already. Ken has become a common favorite and these,
      perhaps, are the most common reasons:
                                                                           
    1. Ken is FAST (that is, compared to the other Shotos)
    2. Ken is well equiped with combos (and no, they aren't just composed of
       LPs and LKs)
    3. Ken is stylish (using his moves makes people think you're a master arcade
       player
    4. Ken is the most handsome??? (well, I know that's quite true but I'm not
       sure if it's a common reason)
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. Final Words
    XIII. Last Note
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
                 direction)
    overhead   - MP+MK
    taunt      - HP+HK
    parry      - tap F at the moment of impact of the opponent's attack (maybe
                 done in mid-air)
    low parry  - tap D at the moment of impact of the opponent's attack (no
                 longer can it be done on high attacks)
    red parry  - tap F at the moment of impact of the opponent's attack right
                 after blocking a previous one. (both the current and previous
                 attack must've been a combo for the red parry to be acknowledged)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - Ken's jabs, like any other shoto's, are one of the few that
            live up to the name; a simple, weak, but quick punch.
                                                                           
       a) standing - he throws a punch that's just as useful as any normal
                     or small sized player's jab in the game. Used to confuse
                     high-blocking opponents to continue blocking high when
                     you decide to do a D+MK-> HK Tatsumaki.
                                                                           
       b) crouching - well, he just crouches and does basically the same
                      attack as his standing LP. This time you use it to
                      confuse opponents to block low when you decide to do
                      an overhead.
                                                                           
       c) jumping - useless, actually. He just sticks his elbow out. Maybe
                    you can use it to counter a Shoryuken type move but,
                    doesn't a parry followed by any other, stronger, attack
                    feel a lot better?
                                                                           
    2) MP - these attacks do come out quick and but nothing they can do that
            HPs or Ks can do better so I'd rather not use them. I'd still be
            describing them though.
                                                                           
       a) standing - he delivers a palm strike that looks cool and comes out
                     pretty quick but still I'd prefer a standing HP to this
                     move
                                                                           
       b) close - Ken gives his opponent a punch to the midsection which,
                  though does not inflict much damage at all, can be comboed
                  into his standing HP and followed up with a special-> super
                  for great, flashy effects
                                                                           
       c) crouching - a straight punch that basically has all the advantages
                      and disadvantages of a crouching MK. One exception
                      is the latter's range. It's quite longer than this
                      move so you know which to use.
                                                                           
       d) jumping - a lot more useful than the jumping LP, but ironically
                    will be used a lot less because while having the same
                    execution time and range with the jumping HP, it does
                    a lot less damage
                                                                           
    3) HP - The most important of Ken's normal moves, these can be used
            in a variety of ways and even have a different effect if done
            up close.
                                                                           
       a) standing - his nearer arm does a hook punch. Really looks like
                     Ken has packed much pain with this move. He even looks
                     the other way to be able to twist and transfer his
                     whole upperbody weight into the attacking arm..
                                                                           
       b) close - much is changed when you do an HP up close. This time the
                  opponent receives what looks like an elbow attack but is
                  really a side uppercut.
                                                                           
       c) crouching - from a kneeling position, Ken sends forth a powerful
                      uppercut (of course, not as powerful as the Shoryuken)
                      that looks much like uppercuts in the Mortal Kombat
                      series. This move used to rule during the previous
                      SF games, even was a launcher for the ***vs*** games
                      but now it's not the best anti-air and is only a good
                      filling for combos
                                                                           
       d) jumping - this is why the HP is Ken's best normal move. You just
                    punch downward, (diagonally forward, not straight down)
                    and hit hard, giving you enough time to follow it up with
                    ANY move---normal, special, or super!
                                                                           
    4) LK - nothing his LKs can do that his LPs can't do better so I won't
            be including strategies on this but I'll describe them...
                                                                           
       a) standing - everybody's short, forward kick, very common, very
                     useless
                                                                           
       b) crouching - Ken's folded front leg just turns side ways and
                      stretches out while the whole base of the foot does
                      not leave the ground
                                                                           
       c) jumping - even more useless than the jumping LP. Makes use of the
                    knee.
                                                                           
    5) MK - also comes in varities and has a different effect when done up
            close
                                                                           
       a) standing - you do a forward thrust kick of some sort that's very
                     easy to detect, parry, block, counter, and all the other
                     things you don't want to happen to any of your moves.
                                                                           
       b) forward - you simply take a step forward, and then kick---just like
                    the in the standing MK---forward and very easy to detect,
                    parry, block, counter, blah, blah, blah...
                                                                           
       c) crouching - same as his crouching LK except he uses the other leg
                      and only the heel does not leave the ground. It's his
                      basic combo filler.
                                                                           
       d) jumping - a lot more useful than the jumping LK, but ironically
                    will be used a lot less because while having the same
                    execution time and range with the jumping HK, it does
                    a lot less damage.
                                                                           
    6) HK - they may look like Ken's forte, but really I think he still does
            everything better with HPs
                                                                           
       a) standing - the only move that's entirely different from the other
                     shotos, it makes Ken throw a spinning side kick to the
                     opponent's hips. It's quite a low hit, but reaches further.
                                                                           
       b) forward - this should be a special move, but I'll include it here
                    for completeness' sake. It's another overhead K that does
                    not jump. It's slower but harder to detect so maybe you
                    can use this but only in the first round when your opponent
                    ain't familiar of your style yet. You may also cancel
                    this move if you're feeling tricky, just hold the HK to
                    do so.
                                                                           
       c) crouching - a sweep, what were you thinking? Apply this only when
                      you think you're too far for a crouching MK to connect
                      because if you aren't, proceed with a D+MK-> HK Tatsumaki
                                                                           
       d) jumping - a flying kick, surprise, surprise. Only to be used if
                    you think you're too far to connect a jumping HP because
                    it has less priority than the said move.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    * EX version - done by pressing two P/K instead of one in every move
                 - basically just increases in speed and number of hits
                                                                           
    1) Hadouken - D,DF,F+P
                                                                           
            Beginners can evade it, Normal players can parry it, Better 
       players will counter. In short, don't you EVER use it except in combos
       but even then, there are other, higher-hitting moves to replace it.
                                                                           
    2) Shoryuken - F,D,DF+P
                                                                           
            What's a Shotokan w/o an uppercut? Always use the HP version
       cause its high priority does not make it much of a risk.
                                                                           
    3) Tatsumaki Senpuu Kyaku - D,DB,B+K
                                                                           
            High in speed, priority, and number of hits. It may be easy to
       counter but it's still a good surprise move. Use it when your opponent
       is on the move and never when he's just standing there waiting for
       something to parry.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Shoryureppa - D,DF,F,D,DF,F+P
       (comes in two moderately long super bars)
                                                                           
            Three Shoryukens, the last one having more hits and more damage.
       Mostly used in combos
                                                                           
    2) Shinryuken - D,DF,F,D,DF,F+K
       (comes in one long super bar)
                                                                           
            One Shoryuken that spins so fast it carries Ken a little higher
       in the air than usual. Tap the K buttons rapidly to increase the number
       of hits.
                                                                           
    3) Shipuujinrai Kyaku - D,DF,F,D,DF,F+K
       (comes in three short super bars)
                                                                           
            This is THE coolest of moves! Most my challengers use this super
       cause it really makes them look more flashy. As I've mentioned above,
       his HK is cooler-looking than any other. Well, this super is practically
       made up of a bunch of HKs finished off by a rising Tatsumaki---imagine
       that!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    (every HP Hadouken may be followed by any of his supers)
    (every HP Shoryuken may be followed by a Shoryureppa or a Shinryuken)
                                                                           
    Beginner
                                                                           
    1) UF-> HK-> D+HK
    2) UF-> HP-> D+HK
    3) UF-> HK-> D+MK-> HP Hadouken
    4) UF-> HP-> D+MK-> HP Hadouken
    5) UF-> HK-> D+HP-> HP Hadouken
    6) UF-> HP-> D+HP-> HP Hadouken
                                                                           
    Intermediate
                                                                           
     1) UF-> HP-> D+HP-> HP Shoryuken
     2) UF-> HK-> D+HP-> HP Shoryuken
     3) UF-> HP-> B+HP-> HP Shoryuken
     4) UF-> HK-> B+HP-> HP Shoryuken
     5) UF-> HP-> D+HP-> HK Tatsumaki
     6) UF-> HK-> D+HP-> HK Tatsumaki
     7) UF-> HP-> B+HP-> HK Tatsumaki
     8) UF-> HK-> B+HP-> HK Tatsumaki
     9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken
    10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken
    11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki
    12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki
                                                                           
    Expert
                                                                           
     1) UF-> HP-> MP-> HP-> HP Shoryuken
     2) UF-> HP-> MP-> HP-> HK Tatsumaki
     3) UF-> HP-> D+LK-> D+LK-> D+LK-> HK Tatsumaki
                                                                           
    Improbable yet Possible
                                                                           
     1) Fully charged with two Shoryureppas (18-hit)
                                                                           
    UF-> EX Tatsumaki(mid-air)-> EX Tatsumaki-> HP Shoryuken-> Shoryureppa
                                                                           
    * The HP Shoryuken must be cancelled into the Shoryureppa
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    * These are NOT 100% applicable in all cases. There's always a chance,
      slim as it may be, that the computer did not follow what I say below.
      But it's safe to say that if you follow my guidelines, you'll always
      win.
                                                                           
    * Shinryuken is the most recommended super for the computer
                                                                           
    Akuma - if you block a combo of his that ended with a Hadouken, do a
            HP Shoryuken cause he'll jump and try to do another dive K combo
          - if he's in the corner and blocks your Hadouken, he'll jump.
            Do a Shinryuken if you will
                                                                           
    Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
           Double Dive P which you should be ready to parry and counter
         - if he suddenly walks back for 3 sec, get ready to parry his charging
           elbow
                                                                           
    Chunli - she wouldn't be herself if she didn't jump at least 10 times per
             match. Have a handy HP Shoryuken at your disposal
                                                                           
    Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
             to anticipate his moves. A good strategy would be to block his
             attacks and retaliate
           - note: don't block all day, especially if he's close cause he,
             like most computer opponents, can always throw you when you least
             expect it
                                                                           
    Elena - memorize her body language and you'll see her charging kick from
            a mile away
          - low blocking her D+LK will make her do an overhead kick and follow
            it with a sweep so counter as you see fit
          - she'll super jump for you if you're too far away so always have
            at least one reserve super bar for these occasions
                                                                           
    Gill - continue parrying his fireballs until he does something else
         - he rarely parries in mid-air so you know what to do
         - super jump and HK Tatsumaki to land behind him if he gets too close
         - don't get intimidated by his meteor shower; it can be parried
         - get intimidated by his ULTRA CHEAP angel of death super
         - have at least one super ready to counter his resurrection super
                                                                           
    Hugo - jab occasionally to make sure he doesn't grapple you
         - when he jumps, carefully time a sweep cause he never expects it
                                                                           
    Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
          - if she jumps forward, meet her in the air and pummel her to the
            ground with a HP
                                                                           
    Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
        - if he's near fully charged and you launch a Hadouken, he'll jump
          over it and propell himself with an EX Tatsumaki, landing behind you
                                                                           
    Makoto - don't risk slow moves even if you think their damage is worth
             the wait. She'll surely punish you with her speedy power P
           - don't HK repeatedly just to charge up your super meter. She'll
             see to it that you learn your lesson
                                                                           
    Necro - don't jump cause he has a whole lot of ways to counter
          - his mid-air drill K is always followed by a sweep
          - he mixes his groud and air attacks but keep an eye on his feet
            and you'll know when to do a Shoryuken
                                                                           
    Oro - he'll always follow a straight fireball with an upward one
        - he rarely uses his uppercut now. That means you can always beat
          him via jump-in combos
                                                                           
    Q - he's crap. Don't know why he was chosen for a secret challenger.
        Not much strategy is needed for him. He can be obliterated even by
        simple jump-in combos
                                                                           
    Remy - concentrate on countering his attacks and low parrying his projectile
         - don't rush cause that's what he's waiting for
         - if you must jump, be sure you're ready to parry a 2 hit flash kick
                                                                           
    Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
          and attack
                                                                           
    Sean - you're half-screen away and you throw a Hadouken, he'll always counter
           with a hopping heel K which you, in turn can counter with a parry->
           super
         - two D+LK s will always be followed by a hopping heel k. Parry and
           super
                                                                           
    Twelve - don't lose hope if he's been countering all your jump-ins for half the
             round. he won't be countering the succeeding ones and thus victory
             for you
           - keep an eye out for his invisibility. It's when you give all you've
             got: He'll accept every last bit of it
                                                                           
    Urien - crouching for 3 or more seconds yields a dive knee
          - walking back for sec yields a charging shoulder
          - standing for 3 or more seconds yields a projectile
                                                                           
    Yang/Yun - they may have different abilities, but the strategies the computer
               has in mind when playing them are identical
             - whenever they're very far from you, they'll super jump and 
               dive K. You'll parry and super
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    Well, there won't be any universal rules for fighting against humans cause
    no two humans think identically. There are, however, general rules that
    could apply to at most 80% of your encounters with human challengers
                                                                           
    1) Shipuujinrai Kyaku is the most recommended super
                                                                           
    Not only will this move make you look cool, it's the easiest to connect
    with any other of Ken's moves. It's also quite easy to charge up and comes
    in three super bars so if you fail once, and the opponent gets confused
    on how to retaliate, simply do it again.
                                                                           
                                                                           
    2) Mix-up your D+MK, Overhead P, and your throw
                                                                           
    If you get close to an opponent, try as randomly as possible to execute
    one of these attacks and follow it up with another randomly chosen move.
    Most of the time I just mix-up the crouching kick and the overhead punch
    and only use the throw when my opponents' getting the hang of it.
                                                                           
                                                                           
    3) Try jumping straight up as the first round starts
                                                                           
    Normally, your challenger would throw a fireball which you should parry.
    If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
    happens, repeatedly tap forward and LP+LK to anticipate either an attack
    or a throw.
                                                                           
    4) Avoid corners
                                                                           
    It's not always true that a cornered fighter is at a disadvantage, but
    unfortunately, for Ken, it is. Ken's main thing is speed, which means he
    should be the attacker and not the parry and counter type. A good way to
    get a clean escape from a corner is to super jump forward and do an EX
    Tatsumaki. You'll be propelled higher up and thus get rid of any anti air
    attacks your opponent has in mind.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    * Ken's sub-boss is Urien and this is what they have to say:
                                                                           
      Ken  : You're not quite what I expected...
             But you sure do have the face of a fighter!
                                                                           
      Urien: Behave yourself! I am destined to become the emperor of the
             new age...
             You should thank me for using you as my entertainment!
                                                                           
      Ken  : Keep talking like that, and I'll do more than just entertain you!
                                                                           
    * Ken's ending:
                                                                           
    Ken, once again, becomes a champion of another martial arts tournament.
    He is congratulated by Sean, saying, "I wish I also had a trophy of my
    own." Ken offered Sean his trophy but Sean said that's not what he meant.
    He also wanted to be a champion. Ken consoled him by saying, "Don't worry,
    next time you'll make it through the elimination round" (!) and then annoys
    him by saying, "Then again, you'll never be champ cause I'll beat you!
    Haha!"
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jeff Maxwell for sharing his opinions on the predictabilities of different
                 computer opponents and...
                 for constantly giving me a taste of brand new kung-fu shoes
                 (but that's nothing compared to the taste of feet that have
                  walked the globe! hehe)
                                                                           
    Kao Megura (kmegura@hotmail.com) for a little reference on the names
                                     of Ken's moves
                                                                           
    Red Phoenix (red_phoenix_1@hotmail.com) for the awesome ASCII art
                                                                           
    Mr. Guy (nutcase@insanity.4mg.com) for a few combos
                                                                           
    Mech Gouki (MechGouki8@aol.com) for Ken's sub-boss conversation
                                                                           
    Nathan Arnold (natholomew@hotmail.com) for more combos (Improbable yet
                                           Possible)
                                                                           
    Eric Chou (scuddman@earthlink.net) for corrections on my normal moves
                                                                           
    Vin L. (alphastorm76@hotmail.com) for a good number of additional combos:
                                                                           
    1. c short, c jab, c short or s short, into shippu
    2. if opponent high jumps you, jab dp, jab dp
    3. j fierce, s strong, s fierce fireball/ fierce dp/ strong dp, shippu/
          shinryuken
    4. j fierce, s strong, s fierce ex hurricane kick, shippu
    5. j forward crossup, s strong, s fierce, jab dp/ ex hurricane kick.
    6. throw opponent into corner with kick then shippu, only hugo(maybe alex)
          will get hit by the whole supper.
                                                                           
                                                                           
    Kennedy Tang (davidbeckham_1234@hotmail.com) for a good number of additional
                                                 strategies: (edited just a
                                                 little bit)
                                                                           
    " There is another tactic for Ken against human and computer players.
      When you make your opponent fall to the ground, quickly jump to their
      back with a medium kick. Mostly they'll get tricked by this. If successful,
      combo it with a medium punch plus a high punch. Better still if you
      got a super(Shoryureppa or Shipuujinrai Kyaku), follow up by doing a
      hadouken and cancel it (either Shoryureppa or Shipuujinrai Kyaku).
      This combo looks more stylish if u use Shipuujinrai Kyaku. It is much
      better and likely to cause a stun on the opponent sometimes. If the
      opponent is on the ground, try doing this overhead on human opponents.
      (this move will sometimes work on computers) Go forward close to the
      ir fallen body and then backward medium kick. But don't use these moves
      on guys who are so good in parrying. If people use too many overheads
      on you try parrying it. This will teach them a lesson. Sometimes try
      do think what the person is doing,know his weak parts and make him fed
      up. This whole process is a mind game. Parrying and attacking good is
      essential. "
                                                                           
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v2.0 - added the red parry
    v1.9 - switched comments on F+MK and F+HK
    v1.8 - added comments on the Shippujinrai Kyaku
    v1.7 - added combos
    v1.6 - improved ASCII art
    v1.5 - added a few things I forgot
    v1.4 - added sub-boss conversation
    v1.3 - added normal moves section
    v1.2 - improved ASCII art
    v1.1 - none really, just asking for more combos
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Ken I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    Ever heard of the rumor bout a glitch that enables Ken to go through a
    turtler with his Shippujinrai Kyaku? It happened to me once, but at that
    time I took it as a failure on my part to parry its first hit, as that
    was what I really aimed to do. But now an emailer has confirmed this, and
    though I still can't believe any of this, it's only fair to include it in
    my faq...
                                                                           
    Nnamdi Uche (sirvantes@hotmail.com) writes:
                                                                           
    "Ken's Shippu Jinrai Kyaku is his best super because can be done after
    a BLOCKED fireball from anyone except for Remy..or Gill? I'm sure of this.
    I done it several times. Heck, if they're close enough with Akuma or Ken
    and hit you with a fireball, you can still hit them before they recover.
    This is no bullshit, you can test it for yourself. You have to be super
    fast though..."
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      __      __    ___  ____    _  _  _____  ____  ____
    ( \/ )(_  _)(_  _)(_  _)    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
     )  (  _)(_  _)(_  _)(_      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
    (_/\_)(____)(____)(____)()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)
                                                                           
                                                                           
    Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
    boxers, and professional wrestlers. It's not that I can't think of any,
    it's just that I know there'll always be people who'll be offended so I
    stick to giving praise to my favorite characters. (Ok, I said Q is crap
    but I only meant the computer-controlled Q) So, why don't you do the same?
    Don't emphasize and curse on what you think is the lameness of another
    character cause someday you might eat your own words when someone (like
    me) challenges and beats the crap out of YOU using the "lamest" shoto,
    and without being cheap.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
    ||     site before sending in any comments, suggestions, and/or corrections.     ||
    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
    ||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
    ||     preferable, though not required.                                          ||
    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
    ||     whatever other way possible. By directly I mean earning less than,        ||
    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       

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