This FAQ will be all about Ken. I will talk about his moves, super moves, and
combos, as well as the basics. If you want strategies with Ken or an FAQ on
somebody else, go somewhere else. Also, this FAQ is for the Playstation and
Sega Saturn. Now, here are the abbreviations and terms I will use.
F=Forward
B=Back
D=Down
U=Up (note: If I use two of those letter together, it means to press the
diagonal direction that comes in between both of the directions that each
letter represents)
JP=Jab Punch
SP=Strong Punch
FP=Fierce Punch
SK=Short Kick
FK=Forward Kick
RK=Roundhouse Kick
P=Any punch
K=Any kick
QCF=Quarter Circle Forward
QCB=Quarter Circle Back
DP=Dragon Punch Motion (F, D, DF)
Here are the basics:
Blocking: Simply hold B when an opponent attacks. You can crouch block by
holding DB under the same condition. Blocking will lessen damage taken by an
attack, but that is all it does---lessen. You will still take damage, but not
as much as if you had not blocked at all. In the air, hold B to air block. You
can air block projectles and air-based moves. You cannot air block
ground-based
moves. You cannot block supers, either, except for Charlie's.
Rolling: If you are knocked down, do a half-circle motion towards your
opponent
and a punch button (I am not sure about kicks) to roll towards or past your
opponent.
Special Moves: These moves require special commands to execute them.
Super Moves: These can only be done when you have at least one level in your
super bar. Pressing one punch or kick will do the Level One version of the
super. Pressing two will do a Level Two version, but you can only do Level Two
supers if you have at least two levels in your super bar. Pressing three will
do a Level Three super, but you super bar must be up to Level Three, the
highest the bar can go. The higher the level, the more hits and damage it
does.
Countering Throws: To Counter a throw, press F+FP right as you are being
thrown.
Alpha Counters: To do an Alpha counter, block an attack, then, before the
blocking animation stops, press B, DB, D and a punch or kick. The type of
attack button that does it is determined by the character you are playing. In
Ken's case, it is punch. This takes one level off of your super bar, so it
must
be charged to at least level one.
Here are Ken's special moves:
Fireball: QCF+P. Ken will throw a ball of energy at his opponent. If the other
person jumps over it, Ken is vulnerable to a jump attack.
Hurricane Kick: QCB+K. Ken will rise into the air, then twirl one leg around
while the other is pointing down. While he does this, he floats toward the
opponent. Ken is vulnerable to a projectle while he does this.
Dragon Punch: DP+P. Ken will rise into the air, fist extended in an
uppercut-like motion. This can be air blocked only at the peak of the rise.
Ken
is invincible while coming up (I think) but not while coming down.
Roll: QCB+P. Ken will roll across the ground without having to be knocked down
first.
Supers:
Rising Dragon Wave: QCF,QCF+P, two punches, or three punches. Ken will do two
low Dragon Punches followed by a super-high Dragon Punch. Ken is vulnerable
while coming down from the final Dragon Punch.
Vertical Dragon Wave: QCF, QCF+K, two kicks, or three kicks. Ken will do a
single, super-high, very powerful dragon punch, but is vulnerable while coming
down.
Combos:
1. Hit your opponent with a deep jumping SK, then do a crouhing JP. After that
connects, do a crouching FP, and two-in-one into a Fireball.
2. Cross your opponent up with a jumping FK, do a crouching JP, do a crouching
FK and two-in-one into a Rising Dragon Wave.
3. Cross your opponent up with a jumping FK, do a standing JP, do a standing
SK, link that into a standing FK, and two-in-one into a Fireball.
4. Hit your opponent with a deep jumping FP, do a crouching SP, and two-in-one
into a Dragon Punch.
5. Hit your opponent with a deep jumping RK, do a crouching FK, and two-in-one
into a Fireball.
6. Do a standing JP, then a standing SP, and finally a crouching RK.
7. Do a crouching JP, then a crouching SK, and finally a crouching RK.
8. Do a crouching JP, then a crouching SK, then a crouching FK, and finally a
crouching RK.
9. Do a crouching JP, then a crouching SK, and finally a standing FK.