KEN ======================================================================= 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 ======================================================================= CONTENTS I. Background II. Legend III. Regular Moves IV. Special Moves V. Supers VI. Combos VII. General Strategy VIII. Misc. Stuff IX. Legal Stuff ======================================================================= I. BACKGROUND ======================================================================= 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. ======================================================================= II. LEGEND ======================================================================= 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 ---------------------------------------- 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). ======================================================================= III. REGULAR MOVES ======================================================================= ---------------------------------------- PUNCHES Ken's punches are the same as most other Shotokans' punches, except Ken's are weaker and faster compared to Ryu or Akuma. ---------------------------------------- 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. ---------------------------------------- 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. ---------------------------------------- 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. ---------------------------------------- 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. ---------------------------------------- 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. ---------------------------------------- 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. ---------------------------------------- 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. ======================================================================= IV. SPECIAL MOVES ======================================================================= 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. ======================================================================= 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. ======================================================================= 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 ---------------------------------------- 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) ---------------------------------------- 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] ---------------------------------------- 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 ======================================================================= 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 ---------------------------------------- Special Features: None ---------------------------------------- Any comments, questions or suggestions? E-mail me at dan@finch.com. ---------------------------------------- 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) ---------------------------------------- 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 ======================================================================= 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.