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Ken by JYutaka

Version: 1.00 | Updated: 09/30/99

For Street Fighter Zero 3 (a.k.a. Street Fighter Alpha 3)
FAQ Version 1.00

By J. Yutaka {oonjf@hotmail.com}

Started on 6th September 99, finished on 30th September 99

This FAQ can be found at the following locations:
http://www.geocities.com/Tokyo/Highrise/7577/ under the Fighting Section. 

This FAQ is copyright of J. Yutaka. Please do not pass off this work as your own.


I.	Introduction
II.	Nomenclature and Abbreviations used in this FAQ
III.	Moves List
IV.	Comprehensive Explanations for Moves and some Tactics
V.	Strategy Guide
VI.	Tactics Guide
VII.	Combos, Sequences and Juggles
VIII.	Additional Info
IX.	Credits

I. Introduction

Ok, basically this FAQ was started to fill up a void in FAQs relating to my 
favorite character in SFZero3, Ken Masters. People generally think that they
already know all there is to be known about using Ken. They see Ken merely 
as "yet another Shotokan character", and either refrain from using Ken if 
they don't like to use Shotokan-style characters, or they use Ken in an 
extremely narrow and unimaginative way as they normally do with Shotokan-
style characters. Well, labeling Ken as merely Shotokan is severely limiting,
and simplistic, almost as simplistic as calling Ryu a carbon copy of Ken.  
IMO, the game designers at CAPCOM have done exceedingly well in crafting the
character Ken, making him out to be extremely playable, fun, powerful, and 
most importantly, sneaky. Which is basically how I feel he should be played.
This FAQ hopes to fulfil two objectives:

1) To encourage players who normally refrain from using Shotokan characters to 
use Ken.

2) To show advanced Ken players totally new dimensions and possibilities 
available when using Ken. Expert players can usually skip right to sections 5,
6 and 7 for juicy strategies and tactics.

This FAQ assumes that the player already knows how to use certain generic 
moves usable by any character (e.g. Blocking, Escaping from Throws, Air 
Recovery, Ground Recovery, etc)

II.	Nomenclature and Abbreviations used in this FAQ

Ub, u , uf, b, f, db,d, df:	Basically this corresponds to the different 
				joystick directions. Quite intuitive.
LP, MP, HP:			Light punch, medium punch, heavy punch
LK, MK, HK:			Light kick, medium kick, heavy kick
PP, KK:				Pressing any two punch buttons, pressing any 
				two kick buttons
Fireball:			Hadoken - Ken's Fireball move
DP:				Shoryuken - Ken's Dragon punch move
HurricaneKick:			Tatsumaki Senpuu Kyaku - Ken's cyclone kick
Roll:				Zenpou Tenshin - Ken's rolling move
Splat:				Zentou - Ken's roll onto his back
Overhead kick:			Inazuma Kakato Wari - Ken's overhead kick
Backward Spinning kick:		Ushiro Mawashi-geri - Ken's backward spinning

Special terminology used in this FAQ:

Combo:		A series of moves which will all hit, if the first part of 
		the series is not blocked 
Sequence:	A series of moves that is not a combo, but is generally useful
Cross-up:	A jump-in attack from the front which hits the back of the
Overhead:	Hits a crouch-blocking opponent
Sweep:		A crouching HK, which knocks down an opponent

III.	Moves List

1. light punch: 				LP
2. medium punch:				MP
3. heavy punch:					HP
4. light kick:					LK
5. medium kick:					MK
6. heavy kick:					HK
7. overhead kick:				f + MK
8. backward spinning kick:			f + HK
9. Jigoku-guruma/Tsukami Nage(Throws):		f/b + PP/KK
10. Jigoku Fuusha (Air-throw):			f/b + PP (in the air)
11. Fireball (Hadoken):				d, df, f + P
12. Hurricane kick (Tetsumakisenpuukyaku):	d, db, b + K (can be done 
						in air)
13. Dragon punch (Shoryuken):			f, d, df + P
14. Roll (Zenpou Tenshin):			d, db, b + P (this move is not
						usable in X-mode)
15. Splat (Zentou):				d, df, f + Start (this move is
						not usable in X-mode)
16. Taunt:					Start
17. Shoryuureppa (Super):			d, df, f, d, df + P (X and Z
						mode only)
18. Shinryuugen	(Super):			d, df, f, d, df + K, tap P/K
						rapidly (Z mode only)
19. Shinpuujinrai Kyaku (Super):		d, db, b, d, db, b + K (Z mode
						only - at level 3)
20. Alpha counter:				(after blocking) f + P+K (P 
						and K of same strength) 
21. Air recovery:				PP (after getting hit in the 
22. Ground recovery:				KK (after getting knocked 
						down or after air blocking)

IV.	Comprehensive Explanations for Moves and some Tactics

1. Light Punch: LP

Standing:	Cancelable. Ken does a teeny-weeny jab. This move is actually
very useful as a defense against some rushing moves like Blanka's Roll. Just 
keep on pressing the punch button as Blanka is rolling towards you, and you 
will hit him out of the air.

Crouching:	Cancelable. Ken does a small jab whilst crouching. This move
is useful to "poke" your opponents as they get up after being knocked down 
(since all of Ken's light punches have good priority over medium and heavy 
counters from opponents), or as an overall part of combos.

Jumping:	Practically useless. If you can find a good use for this move,
please inform me. Damage and priority are pathetic.

2. Medium Punch: MP

Standing:	Cancelable. Ken does a punch. If close enough to the opponent,
f + MP will make Ken do a head-butt. Not very useful outside combos.

Crouching:	Cancelable. Ken does a punch whilst crouching. Not very useful
outside combos.

Jumping:	Ken does a punch whilst jumping. Damage-wise, you are better
off using heavy punch.

3. Heavy Punch:	HP

Standing:	Cancelable. Ken does a strong punch to the front (or slightly
up, depending on proximity). This move is very useful as a reflexive anti-air 
defense, since it has good damage and priority. 

Crouching:	Cancelable. Ken does a strong upper-cut. This move has poor 
horizontal reach, but excellent vertical reach, damage and priority. Hence it 
is also useful like the standing HP as a reflexive anti-air defense. 

Jumping:	If jumping in close to the opponent (but not doing a 
cross-over), this is the punch of choice. Damage and priority is high. 

4. Light Kick: LK

Standing:	Cancelable. Ken does a small sort of kick. This move recovers 
as fast as Ken's light punch, but it looks somewhat more deceiving, making 
this the move of choice if you are seeking to goad your opponent into jumping
in, by making as if you are doing a fireball.

Crouching:	Cancelable. Ken does a poke with a leg. I find this move a 
useful link to the Shinryuken super - both have about the same sort of 
horizontal range.

Jumping:	Quite useless. Low damage and priority.

5. Medium Kick: MK

Standing: 	Cancelable. Ken does a kind of axe-kick that may hit for two
hits. Not very useful outside combos, I think.

Crouching:	Cancelable, and this is my preferred move to start combos 
with - I often link this move to a heavy fireball. Ken pokes his leg out quite 
far. This move has good reach, speed, priority and recovery. See the Tactics 
Guide for more possibilities on using this move. 

Jumping:	The medium kick when jumping in is your best friend when you 
are attempting cross-ups on your opponent. It is tremendously easy to do a 
successful cross-up on your opponent when you use this kick.

6. Heavy Kick: HK

Standing:	Not cancelable. If close, Ken does a kind of axe-kick. If far 
(and this is the most useful part of it), Ken does a kick with moderately good 
horizontal reach and speed (though reach seems less compared to SFZero2).

Crouching:	Not cancelable. This is a sweep with a rather slow recovery 
(compared to SFZero2). It also differs from SFZero2 in that it is non-

Jumping:	If jumping in onto the opponent from a distance further away 
than that of which you use heavy punch, this is the kick of choice. Excellent 
reach, damage and priority. I also use this kick when I'm intercepting 
opponents who are jumping in, when I jump up towards them and kick them in 
the air.

Summary of the above basic moves:

In general, when jumping in at an opponent, use HP if he is quite close, HK 
if he is further and MK if you are doing a cross-up. If intercepting your 
jumping opponent with a jump of your own, use HK because of its reach.

When fighting on the ground, your crouching MK is your best tool for attacking 
your opponent. Use sweeps only if your opponent exposes himself (like a 
mistimed DP or a misjudged sweep).

Crouching and standing HPs are good tools as anti-air defenses. LPs are 
effective defenses against certain threats like Blanka's rolls.

I can discard completely the following moves because I feel that they are 
simply quite useless. They can usually be substituted with more effective 
moves. They are: MP (for all situations), and while jumping  everything except
HP, HK and MK.

7. Overhead Kick: f + MK

Non-cancelable. This move has moderate horizontal reach (but it has much less 
reach compared to Ryu's overhead punch.)  
Definitely one of Ken's more important moves, for breaking an opponent's 
defenses. See the Tactics Guide for more on how to use this move.

8. Backward Spinning Kick: f + HK

Non-cancelable. Ken does a small step forward, spinning around as he does so, 
and finally unleashes a heavy kick with pretty good horizontal reach, and 
damage. He is vulnerable during the part where he is just spinning though. But
because this move brings Ken slightly closer to the opponent, it has 
tremendous usefulness in ground-fighting. (See Tactics Guide for additional 

9. Jigoku-guruma/Tsukami Nage (Throws): f/b + PP/KK

The above move are throws. The first one is executed by pressing any two 
punches, the second by any two kicks. Generally, I almost never use throws 
when playing SFZero3, and especially not when using Ken. Ken is not strong on 
throws. When punishing opponents for their mistakes, it is always more 
advisable to use combos or supers instead of throws, as throws are escapable 
from, it's still less damage than any super, and they have vulnerable 
miss-throw animations if they miss.

10. Jigoku Fuusha (Air-throw): Any direction but u / d + PP  (in the air 

Ken's air-throw. I have never gotten around to experimenting with this move 
very much. But if it has priority over most of other opponent's attacks, I 
think it would be a viable alternative to the jumping heavy kick. Have to 
check on this.

11. Fireball: d, df, f + P

Using light punch will produce a fireball with the slowest speed, and heavy 
punch a fireball with the fastest speed. I believe that all the fireballs 
produce equal damage (have to check this), although a heavy fireball has 
more dizzy potential than a light fireball.

Ken's fireballs are useful in certain cases. First use is as a long-range 
weapon. Second use is as a universal juggle after countering your opponent's 
jumping attack with a punch or kick. Third use is for inflicting cheap block 
damage on your opponent when he's not in a position to avoid it (e.g. when 
he's getting up after getting knocked down.) 

A slow fireball is useful at long ranges in helping you get the initiative or 
as a foray to reconnoiter your opponent's defenses or non-instinctive 
reactions to your fireball. Imagine this scenario where you throw a light 
fireball from more than midway across the screen. As the fireball is 
travelling forward slowly, your opponent has already decided he will block 
it. There is a lapse of two seconds where he is just standing still waiting 
for your fireball to reach him. During this time, your Ken has already 
recovered from the fireball, and you are free to do what you want - maybe edge 
forward, maybe jump in, jump back, whatever - the idea is that you have the 
initiative of deciding your next move as your opponent is stuck in time just 
waiting for your fireball to reach him. This is what I mean by getting the 
initiative. Reconnoitering your opponent's reactions is simply an extension of
the above; because of the "extra" time you have obtained from the slow 
fireball, you can watch your opponent's reaction, and do appropriate counter-

If you ever feel like engaging in long drawn-out fireball battles with 
other players, it is important to vary the speed of the fireball, the rhythm,
and the distance at which you execute the fireball. This is so as not to fall
into a predictable tempo which the opponent can exploit by suddenly jumping 
over your fireball and landing a combo on you. Also, following a slow/light 
fireball with a fast fireball very often catches the other player off-guard, 
usually resulting in him being hit with your fireball as he is midway 
through the animation of throwing his. 

Conversely, always watch out for predictable rhythms that other opponents may
 fall into when they are trading fireballs with you. Your objective should 
always be to make use of a choice moment to jump over your opponent's fireball
 and nail him when he is vulnerable. Ken's forte is not in fireballs, and 
hence if possible, one should avoid fireball battles with characters like Ryu
 or Charlie (Ryu recovers slightly faster from his fireballs, and his super-
fireball may blast through yours. Charlie recovers almost instantaneously from
his sonic-boom, and may walk forward and hit you as you are recovering from 

Take note that many MANY characters in SFZero3 have moves which circumvent 
fireballs by travelling either through or around them. Also take note that 
many characters' super-moves also afford invulnerability, and may be used  
to go through your fireball (e.g. Ken's Shoryu-reppa). 

To summarize, fireballs are useful as part of your overall repertoire, but 
you shouldn't rely on them. After all, fireballs don't really inflict that 
much damage, and you are better off engaging opponents with close-range combos.     

12. Hurricane Kick: d, db, b + K

This move is cancelable, and can be done in the air.

Ken's hurricane kicks differ from Ryu in that they hit for multiple-hits when
they connect successfully, but Ryu's only hits a single time (so if you are a
combo-crazy player, Ken's kick chalks up a higher number in your combo). Ken's
hurricane kicks also don't have as much juggle potential as Akuma's, so forget
about DP-ing your opponent after you juggle them with your hurricane kick.

Ken's hurricane kick can escape some fireballs, but it's generally not 
reliable.  If you are able to time a jump over a fireball with a hurricane
kick, you will be better off using that timing to jump over the fireball and
nailing your fireball-throwing opponent with a combo.

The horizontal distance traversed by the hurricane kick is proportional to 
the strength of the kick used (hence, a heavy hurricane kick will traverse 
a greater distance than a light hurricane kick.) You may want to use the 
hurricane-kick as an aggressive alternative of closing the distance between
you and your opponent - the other alternatives are jumping in, walking in, 
or rolling in). Take note that each hurricane kick is extremely vulnerable 
to a sweep as it ends. 

A tricky way to use hurricane kicks (if you are an advanced player), is to use 
them (usually the light version) to cross-over to the other side of your 
opponent. Picture this scenario....opponent is crouch-blocking, and you are 
standing in front of him, about a sweep distance away. You execute a 
light/medium hurricane kick, and your opponent instinctively tries to sweep 
you (and a lot of opponents have this instinct!). You land just behind him as 
he is going through his sweep animation, and he's a sucker for your 
shinryuken super.  (This tactic is also frequently exploited by Akuma players, 
and its deadlier then because Akuma's hurricane kicks are very rapid.)

A cheesy way to use hurricane kicks is when you want a relatively effective 
way of making the opponent take block damage from you when he's standing. It 
may also whittle away his guard-meter (although I don't know how effective 
that is.)   

When executed in the air, the hurricane kick changes somewhat the trajectory 
of the jump. Also, you gain somewhat air superiority with respect to most of 
other kicks or punches your opponent may attempt to execute on you while 
jumping at you (i.e. When both of you meet up in mid-air). When your mid-jump 
hurricane kick hits an opponent in the air, it usually connects for multiple 

With respect to how the trajectory of the jump is modified by executing a 
hurricane kick in mid-air, the general rule is that jumps can be divided into 
two parts - the up-jump (where Ken is going up in the air, whether forward, 
on the spot or backward) and the down-jump (where Ken is coming back down 
onto the ground, whether forward, on the spot or backward) - and the 
hurricane-kick only affects, and lasts as long as, that part of the jump when
it is executed. The effect is to prolong the REACH of that part of the jump.
If you execute a jump forward, and when Ken is beginning his downward 
trajectory, you execute a hurricane kick, Ken will hurricane-kick on his way 
down and reach a distance further than if he had just jumped normally (let's 
call this tactic 1). If you execute a jump back, and execute the hurricane 
kick on the upward part of the jump, the horizontal distance of your upward 
jump will be increased, and effectively, your jump back traverses a greater 
distance (let's call this tactic 2). I can't quite remember the effect of 
hurricane kicks on jumps on the spot, but I have never been able to find much 
of a use in it, other than saving your ass when you mis-time a vertical jump 
over your opponent's fireball (the effect is to make you stay in the air 
slightly longer than just a plain jump, which may give you additional time 
for your opponent's fireball to travel under you). 

Tactic 1 in detail: A mid-air hurricane kick executed this way allows you to 
attack your opponent with a jump from a distance further away than normal. 
Hence this move allows you to fool around with distance more (See Strategy 
Guide). When this is used though, it doesn't connect into a proper combo (as 
far as I can tell) - that is, don't expect to be able to link a Shoryu-reppa 
with a descending hurricane kick. However, it is still a fairly reliable 
SEQUENCE. Take note that if the opponent is astute enough, he can simply 
crouch as you are jumping in with the hurricane kick, and sweep you as you 
land (and there's no way you can avoid that sweep). This is the MAJOR 
difference between a straightforward jump-in and a hurricane kick jump-in - 
while a normal jump-in attack needs to be blocked while standing up, a 
hurricane kick jump-in will MISS a crouching opponent. Some of your opponents 
may not know this however, or they may not be astute enough to exploit this.

Tactic 2 in detail: I generally use this if I want to get a good distance away 
from my opponent, since the horizontal distance traversed is greater than a 
normal jump backwards. I also use this move if I need a safe way to charge 
up my super-energy while maintaining a safe distance. In fact, I use this move 
almost compulsively as a substitute for a normal jump backwards.

Additional Tactic: If let's say you have a side-deficiency when you play 
Street Fighter (like if you are more comfortable executing moves when your 
character is facing left, or when your character is facing right), or you 
know your opponent has a side-deficiency, you will find this tactic a boon 
in switching sides with your opponent. Execute a jump-forward and do the 
hurricane kick as you are still going upwards. If you do it at the right 
distance, this hurricane-kick-enhanced-jump can make your Ken sail right 
over the head of your opponent.

Another way I use this move is when I am fighting against an opponent who 
is dying to hit me with a DP (or any anti-air move) if I attempt to jump at 
him (like most Ryu, Ken or Akuma players). I do this move from normal jump 
distance, sail over his head with my hurricane kick, and fireball him or 
sweep him from the opposite side after I land. He ends up looking silly 
executing a missed DP while I spin over his head. 

I am not sure of the effect of using different intensity (light, medium, 
heavy) of hurricane-kick in mid-air. Need to check on this. Normally, I 
just use heavy. 

13. Dragon Punch: f, d, df + P 

Ken's signature move! For that matter, this is the signature move of the 
entire Street Fighter series!

A light DP will hit only once, and has the least horizontal-vertical 
displacement. A heavy DP may hit three times if you are close enough, and has 
the greatest horizontal-vertical displacement. A medium DP hits twice (I 
think) and has a horizontal-vertical displacement midway between the two.

The key to succeeding in using Ken is to be able to perform this move at a 
drop of a hat. Practice until you can execute this move as a REACTION to a 
jump-in attack from your opponent, not as an ANTICIPATION to a perceived 
jump-in attack (this is the failing for most novice Shotokan players).

The next key to succeeding in using your dragon-punch is knowing which 
situation needs what intensity of punch. Normally, I just use either light 
DP or heavy DP, forfeiting medium DP, depending on the situation.

Light DP: Use this one as an anti-air defense. Using the heavy version will 
leave you extremely vulnerable if you miss, or if it's air-blocked. The light 
one recovers MUCH faster, and damage-wise is equivalent to using the heavy 
one (that is, if the heavy one hits for all three hits....actually I'm not 
sure.....have to check on this). Time your DP in such a way that you can 
execute it at the very last second - this will maximize the damage inflicted. 

This is also very effective as a recovery move (i.e. executing it as you 
stand up after you are knocked down, especially if your opponent is jumping 
in on you).  

In general, the light DP is your best friend in terms of usefulness when 
you are using Ken. (Your best friend in terms of sneakiness is the Roll, 
which I shall get to later). It has complete priority over all non-special 
moves and excellent priority against most special moves. (I am not sure 
whether it can escape fireballs....have to check on this.)

It has excellent recovery potential (by this, I mean that the period of 
vulnerability after using it is VERY little compared to other moves). This 
will usually gain you the initiative after it is used successfully. For 
example, after knocking your opponent down using this move, you have so 
much time to decide and execute your next move - maybe jump in with a combo, 
maybe jump behind him with a cross-up, maybe move in close and doing an 
overhead move.

Heavy DP: This is the one you want to put into your combos instead of the 
light version. Damage inflicted is higher, three hits are effected, and it 
takes off more from the guard-meter. It also has excellent priority like the 
light dragon punch over most moves. (It also looks more spectacular as a 
round-finisher or combo-finisher!) A cheesy way to utilize this is again by 
making your opponent take block damage when he has little blood left, 
especially just as he is recovering from a knock-down.

Other than that, other ways you can utilize this move is by taking note of 
its superior horizontal-vertical reach compared to the light one. For example, 
you can use this as a juggle if the opponent is in the right place in the air. 

All else being said, DO NOT overuse this move! This move leaves you VERY 
vulnerable if you miss! Do not use this as an ANTICIPATIVE move (I've said 
it before, but I'll say it again.) One can often distinguish between novice 
Ken players and advanced Ken players by how frequently they use this move. 
Novices use this almost ALL the time. Advanced Ken players use it only when 
it's advantageous for them to do so, like during situations where the 
opponent is completely vulnerable.

But as a final note, don't hold back when it is finally time to execute this 
move. Especially if you have connected deep-in with the initial parts of a 
combo. You can get very respectable damage from heavy DP combos.

14. Roll: d, db, b + P

This move is, in my opinion, what makes Ken such a sneaky (and fun) 
character to play.

The horizontal distance traversed in executing the roll goes up with the 
intensity of the punch you use (i.e. light the least, heavy the most).

Ken is not invulnerable when he is rolling. He MAY pass under certain 
fireballs, but this is generally an unsafe manoeuvre to try out. 

What makes the roll so sneaky is that it is an ideal instrument for suddenly 
going BEHIND your opponent (especially the light roll, executed at slightly 
less than light punch distance). The light hurricane kick can be used this 
way too, but it is much more obvious, and it remains in the air for too 
long, allowing your opponent reaction time. For that split second after you 
have surprised your opponent, you are free to follow up with any move you 
want when he is totally vulnerable since he is blocking in the wrong 
direction. This can be done when he is recovering from a knock-down too.

To use the roll effectively this way, it MUST be at the right distance. If 
it's too far, it will not bring you behind your opponent. If it is too close, 
it brings you too far behind your opponent. Also, the light roll is much more 
useful than the other two rolls in this case, since it recovers much faster 
(kind of the same reason why a light DP is more useful than a heavy DP), and 
is thus harder to react to.

However, once you have surprised your opponent this way, you can doubly 
surprise him by rolling at a slightly further distance, and ending up on the 
same side from which you'd started. Expecting you to roll behind him, your 
opponent blocks in the opposite direction, which is the wrong direction in 
this case. And again, you are free to nail your opponent when he is most 
vulnerable! (Sneaky eh?)

Another way one can use the roll is to close the distance between you and 
your opponent. This is especially useful since you don't have to stand up 
to walk to the opponent, hence it is less obvious, and less vulnerable to 
counters like sweeps from your opponent. In this sort of case, it is still 
better to use many light rolls (executed with variations in timing) rather 
than a single heavy roll, for obvious reasons of vulnerability.

For more on the roll, check out the Tactics Guide.

15. Splat: d, df, f + Start

Ken executes a maneuver that starts off looking like a roll, but he flips 
onto his back instead, and flips back onto his original position.

This move is difficult to use as part of your overall strategy, because for 
most consoles, the start button is really difficult to access, since it is 
usually placed far away from the rest of the buttons. And most people regard 
these moves as novelties rather than as actual moves. Well, my opinion is 
that this move is really flamboyant, but if you succeed in pulling it off 
on your opponent as part of your overall strategy, you will feel really 
super (and your opponent will either show you mute respect or be really 

And one way to use this move is as a sneaky follow-up once you have gotten 
your opponent used to your roll maneuver! Imagine a situation when your 
opponent is already having the idea that you like this tactic of suddenly 
rolling behind them. Now in the midst of your combo/sequence, you suddenly 
execute this move , and your opponent is dumbfounded by your audacity. 
Chances are, he is either going to be blocking in the wrong direction (since 
he was fooled by the initial part of the move which shows Ken executing a 
roll), or he will be so surprised that he will not know what he is doing at 
all, and leave you free to nail him with any follow-up you like.

For more on the splat, see the Tactics Guide.  

16. Taunt: Start

Ken does a thumbs-up sign. This move does not inflict damage like some other 
taunts can. If used, it can only be used as a psychological maneuver, either 
to surprise your opponent with your audacity, or just to make him wonder what 
the hell you are doing. Some opponents may get pissed-off and play poorly as 
a result (and accost you in a dark alley as you are going home); some 
opponents may end up being inspired to win such a show-off like yourself; 
some opponents may feel the need to taunt you back, and may leave themselves 
open as they do so. Whatever the case, the effect this move has is 
unpredictable. It can only be used once per round.

Seriously though, stay away from this move when you are playing against 
strangers unless you are feeling foolhardy and reckless. It is not like 
Street Fighter 3: 2nd Impact where taunting increases your super energy. 
If you really feel like impressing people, do so by displaying your potent 
playing prowess and impeccable sense of distance and timing; don't do so 
by taunting.

In serious battles though, a taunt may be a small but significant part of 
your overall repertoire. Perhaps, you will taunt in such a way as to goad 
the opponent into jumping in, whereby you will nail him with a 
dragon-punch. But most of the experienced opponents you will encounter
will either watch and see what you are doing, or punish you severely for 

17. Shoryuureppa: d, df, f, d, df + P

This is the first of Ken's super moves in Z-mode, and is the only super move 
in X-mode. This move is basically like a dragon punch but with considerable 
horizontal reach. It is invulnerable during the first dragon-punch part of 
it, but not the second. 

In Z-mode: When LP is used, Ken will do a level 1 super. If MP is used, Ken 
will do a level 2 super. If HP is used, Ken will do a level 3 super. 
(Obviously, you need to have the requisite number of levels in your 

In X-mode: There is only one level, and the punch you use does not matter. 

Generally, this move should only be used when your opponent is on the ground, 
usually as part of your combo. This is because this move will usually only 
hit twice against air-borne opponents, and damage is not maximized. It is 
thus a waste of your super-energy to use this move as an anti-air defense, 
or as a juggle. However, note that since super-moves cannot be air-blocked, 
you may decide to use this to kill your opponent anyway.

Since this move is invulnerable during the first part, it may be a useful 
trick to get past your opponent's fireball and nail him, especially if you 
know that he is going to throw a fireball at that precise moment.

This move has considerably more horizontal reach than Shinryuken, so it is 
more logical to use this move in combos where you don't end up deep enough 
to use a Shinryuken. If you have the distance, timing and reflexes for it, 
you may want to use this move to nail your opponent if he just misses you 
with a sweep. (You have to be pretty damn good to pull this off - and doing 
it at the wrong distance will render you very vulnerable since it won't be 
a true combo; you may hit the opponent during the first part, but he may 
block the second part.)

Just a note on the technique of combo-ing this with a cancelable move - in 
general, you can press any kick you want (except HK) on the first quarter-
circle motion you execute, and it should combo. Combo-ing with a punch is 
more difficult because you may end up with a misfired fireball or dragon-
punch instead.  

18. Shinryuken: 	d, df, f, d, df + K (mash the buttons for extra hits)

The second of Ken's super moves in Z-mode, and in my opinion, the most useful 
one of the lot. 

In Z-mode: When LK is used, Ken will do a level 1 super. If MK is used, Ken 
will do a level 2 super. If HK is used, Ken will do a level 3 super. 
(Obviously, you need to have the requisite number of levels in your super-

This super-move is an EXCELLENT air-defense. On top of its superior damage 
to a light dragon punch, it also cannot be air-blocked! (You should practice 
this move until you can summon it at will). Mashing the kick buttons and 
vibrating the joystick should enable you to get slightly more hits (and 
damage) from this move. 

The best things about this move is:

1) It rises vertically in the air. This will enable you to nail opponents 
from this angle, and is especially useful for nailing them even if they are 
attempting a cross-up.
2) If blocked, it has amazingly little vulnerability (i.e. surprisingly quick 
recovery). This is because the opponent still has to block the move even when 
it is already moving down.

The bad things about this move is:

1) Its horizontal reach has decreased significantly since SFZero2. In the 
past, it was possible to "suck" your opponents into your super-move 
(leading me to call this move the vacuum punch). Now it's not.

Still, this move is your best bet against opponents who jump in at you. 
This move is much more usable compared to the Shoryureppa, I think, 
because it is usually easier to nail your opponent with an anti-air 
defense than when you nail him with a combo. 

When you succeed in doing a combo that lands deep enough to use this 
move, it is preferable to use this super rather than Shoryureppa 
because it is less vulnerable if blocked.

This move has very good juggling capabilities too. (See Tactics section) 

19. Shinpuujinrai Kyaku: d, db, b, d, db, b + K 

This super-move requires a super-meter filled to Level 3.

This move is basically just a souped-up hurricane kick. It has relatively 
poor juggling capabilities, and I dunno about its use as an anti-air defense 
(have to check this out, but I suspect it's not useful in this respect.)

Generally, since this move requires a full super-meter, it is not very useful
in my opinion. I would use this only as a rather showy finishing move.

However, for a really sneaky use of this move, check out the Tactics section.
20. Alpha-Counter: (immediately after blocking) f + P+K (P and K must be of 
same strength)

In Z mode, Ken does a dragon-punch (looks like a medium dragon punch, but 
only hits once). Its priority is quite good, as it comes out almost 
instantaneously, but it is not invulnerable, and it is possible to trade 
damage with your opponent. Its horizontal reach is quite pathetic, making it 
virtually useless against most crouching attacks, and its damage (as like 
all alpha-counters in this game) is almost nothing 

In V mode, Ken does a heavy standing kick. Its horizontal reach is superior 
compared to the previous alpha-counter, making this marginally more useful. 
(But you don't want to choose V mode simply because the alpha-counter is 
slightly less useless.) 

In general, the use of Alpha counters is very limited in SFZero3 compared to 
SFZero2. I don't usually use this move except during these situations: 

1) You are on the brink of getting guard-crushed.
2) You are on the brink of receiving fatal cheese damage.
3) You just want to regain the initiative from an opponent who is constantly 
attacking you. 

However, bear in mind that since the use of alpha-counters is so limited, 
the opponent is likely to be doubly surprised when you do use one. He may end 
up playing more cautiously against you, which may be bad or good depending 
on the circumstances.

21. Air Recovery: Press PP after getting hit in the air

All characters have this ability. What many people do not know is that you 
can control the distance by which your character recovers by using the 
joystick. If you hold the joystick forward as you press PP, the character 
recovers close to the opponent. If you hold the joystick back as you press 
PP, the character recovers far away from the opponent. (Thanks to K. Megura 
and his FAQ for this info.)

22. Ground Recovery: Press KK after getting knocked down, or after you've 
air-blocked an attack

 All characters have this ability. What many people do not know is that if 
you hold "f" after pressing KK, you will roll all the way behind your 
opponent, even if he is standing in the corner. (Thanks to K. Megura again) 
I suppose that judicious use of the "f" motion of the joystick can control 
exactly how you roll: whether you just want to move closer to them, or 
whether you want to pass through them.

For how you can work the ground recovery into your overall strategy, see 
the Tactics Guide.

V. Strategy Guide

How does strategy differ from tactics?

While most people use the word strategy interchangeably with tactics, I 
use these two words in this FAQ to indicate two different areas that I 
want the reader to be thinking about. These are my definitions of these 
two words, as applied in this FAQ:

Strategy:	An OVERALL style of play 
Tactic:		Specific pattern of play for a specific situation

Thus, a strategy is composed of many small different tactics. Whichever 
tactic is used at that point of time varies according to the situation, 
but the overall strategy may remain the same.

This is my strategy when using Ken, which is the way I feel he should be 
played, and is also the way I feel he is most effective. In fact, I may be 
wrong, but I also think that this is the way the game's designers at CAPCOM 
meant for him to be played.

Ken's Strategy:

Firstly, when you are playing against the computer, how does the computer 
Ken normally fight? (This is the modus operandi built into Ken by CAPCOM.)

Answer: He fights in such a way that you think almost immediately, this guy 
has one hell of an ego. Which other character in the game does so many 
superfluous actions like flamboyant dragon punch sequences, extravagant 
hurricane kicks, and rolls all around you? And mid-way through your battle, 
you find yourself getting nailed from behind by a Level 3 Shinryuken which 
you never even saw coming. Then you start to think whether all that 
arrogance you saw earlier was only a front to conceal his sneaky 
back-stabbing maneuvers he suddenly pulls out of his pocket. You wonder 
whether all his posturing just now was just a mask to make you 
underestimate him and leave yourself open for punishment when you commit 
errors of judgement due to your overconfidence.

The thing with computers is that they tend to be inflexible. As long as 
the human player starts to respect Ken and plays against him cautiously, 
most of them should have no problem exploiting all the unnecessary dragon-
punches. But this works both ways: imagine applying a human mind to that 
kind of style of play the computer Ken uses. The human mind discards that 
which is unnecessarily vulnerable, and retains all the audacious movements 
that are designed to exploit errors of judgement. The human mind throws 
away everything that is not going to work, and keeps everything that the 
opponent will never expect to work, but does. The human mind can make Ken 
an unpredictable, sneaky, brazen, fighting machine......

And that human mind can be yours. Try thinking about Ken in those terms, 
and you will discover a new level to your playing which you may never have 
known before.

The tactics which follows are designed to fully exploit such a strategy: 
the strategy of being unpredictable and sneaky. Fool around with your distance 
and timing as much as you can, jump back and forth to confuse your opponent, 
and finally whip out your punches when he inadvertently over-reaches himself. 

VI.	Tactics Guide 

The tactics guide that follows is divided into several sections. Each section 
describes a specific situation by which the tactics that follows can be used. 
Keeping to the strategy of unpredictability, one should not use the same 
tactic for the given situation more than once. In fact, one should reach that 
zone of calmness and serenity to be able to read the opponents game; be able 
to know what tactic he EXPECTS you to pull off, and instead do one which is 
diametrically opposite to that.

* 	:	Tactics that have had a high success percentage for me.

Situation One:	Your opponent has been knocked down, and is about to get up.

*Tactic I: Stand near him (about crouching medium kick distance away; not too 
near) and as he gets up, do a crouching medium kick and cancel into a heavy 

Tactic II: Crouch nearer to him and do a light punch or kick as he gets up. 
This should forestall most of the non-special moves he might do as he 
recovers, since the light punch/kick has pretty good priority over most moves.

*Tactic III: Move back and forth near him, making yourself appear that you 
are going to do something as soon as he stands up, but playing with distance 
well such that you are safe from anything he might do by blocking immediately 
as he recovers. If he recovers with a special move (like a dragon punch), he 
will miss you completely and you can sweep him or Shoryureppa. (This will 
especially work against characters with recovery moves, like Shotokan 
characters. Almost all of my opponents try to demonstrate that they can 
recover with a DP, and I punish them dearly for it.)

Tactic IV: Jump at him from the front, prepared to do a combo or a sequence.

*Tactic V: Jump at him with a cross-up (always use medium kick for cross-ups)

Tactic VI: Jump at him but lend in front of him instead of on top of him. If 
he recovers with a special move (like a dragon punch), he will miss you and 
you can sweep him or Shoryureppa.

Tactic VII: Jump up and hurricane kick till you effectively land behind him 
but at a safe distance away. Fireball him or sweep him depending on what he 
does as he recovers.

*Tactic VIII: Stand very near him. Just before he recovers, execute a light 
roll and land behind him. Do either a heavy dragon punch or a Shinryuken. 

Tactic IX: Stand quite near him. Just before he recovers, execute a light 
roll and land in front of him this time. Depending on the situation, you can 
fireball him, or dragon-punch, sweep or Shinryuken him.  

*Tactic X: Stand quite near him. As he recovers, do your overhead kick.

Tactic XI: Stand near him. Just before he recovers, roll behind him (light 
roll, as always) and do an overhead kick.

Tactic XII: Stand near him. Just before he recovers, do a splat, and then 
either sweep, fireball, dragon-punch or super-move him.

*Tactic XIII: Stand near him. (Your sense of distance must be really 
excellent here to give this move a chance of success.) As he recovers, 
roll to the exact center of where he is going to stand. If you are 
confused as to whether you are now in front of him or behind him, 
that's the point - your opponent will be confused too. And during the 
roll, start your joystick motions for Shinpujinrai-Kyaku, timing your 
move to start just as your roll finishes (You need at full super-meter 
for this, and you may also decide to use a medium roll earlier to 
give yourself more time to input the joystick motions.) Now if you are 
in front of him, you will execute your level 3 Shinpukinrai Kyaku. If you 
are behind him, don't worry - your joystick movements will still set into 
motion your level 3 Shinryuken! Cool yeah? You have a 50% chance of 
nailing your opponent with a level 3 super-move!

Summary of the above tactics in this section: 

The basic idea behind these tactics is that most of them will work only if 
your opponent is in the blocking frame of mind - that is, he recovers with a 
crouch-block. If they recover with a special move, start switching to Tactic 
III - they will pretty soon get the idea and start crouch-blocking as they
 recover. This is when you can start using the rest of the tactics.

For tactics which involve going behind your opponent, ideally, the opponent 
should also be ready to block as he recovers and not recover with a special 
move, because sometimes the computer will switch the direction of that 
special move even though it was done in the wrong direction. Meaning to say, 
the opponent may still hit you with a special move as he recovers even though 
he did it in the wrong direction, because the computer corrects the "fault" 

Situation Two:	Your opponent is playing defensively and crouch-blocking you.

This is the ideal situation, I think, because once your opponent starts 
turtling, you are basically free to do as you please in defeating him. You 
can have two motives:

1) Combo-ing or sequencing him (see the Combos, Sequences and Juggles section).

2) Guard-crushing him, either through the above, or by using a mixture of 
these ground-fighting moves: Crouching HK (sweep), crouching MK, backward 
spinning kick, and doing light rolls to maintain engagement distance for the 
above. Remember also that the backward spinning kick brings you slightly 
closer to your opponent.

Generally, in SFZero3, the strategy of turtling or playing defensively or 
playing reactive tactics, will definitely lose to the strategy of playing 
aggressively and pro-actively. Why? Because of the guard-meter. You can no 
longer block indefinitely and rely on cheap zero-counters (i.e. Alpha 
Counters) to win the game. This is what makes SFZero3 such a great game, 
in my opinion. The focus has changed from defensive play to offensive 
play, which is so much more exciting.

Situation Three:	Your opponent is throwing fireballs at you, and 
dragon-punching you (or using any anti-air move) when you jump over.

*Tactic I: Trade a few fireballs, but vary your rhythm. Seek to put 
yourself at the right distance. When the opponent starts becoming 
predictable, jump over and HK his head. (By kicking early i.e. not striving 
for a combo, you become slightly less susceptible to a dragon punch/anti-air 

*Tactic II: At a distance longer than that in Tactic I, jump over and DO NOT 
kick/punch. Instead, air block as you near the opponent. If done correctly, 
your opponent may misjudge his dragon-punch/anti-air move and hit nothing or 
the move glances off your air-block and leaves him vulnerable.

Tactic III: At a distance even longer than that in Tactic II, jump over and 
hurricane-kick as you come downwards. Take note that you are susceptible to 
a sweep if you miss when the opponent crouches.

*Tactic IV: At a relatively close distance, jump over your opponent and 
hurricane-kick as you are still travelling upwards. This will bring you to 
the other side of your opponent. Carry on as you like. Usually, I do a 
fireball or sweep if the opponent does a futile dragon-punch.

Tactic V: Jump over and air-block his DP. Do a ground recovery and try to 
roll behind your opponent. Sweep or dragon-punch him or fireball him, 
depending on whether you are successful in rolling behind. (This tactic 
has surprise value only if you do it VERY rarely.)

Summary of the Above Tactics in this Section:

In general, since Ken should not try to trade fireballs with opponents
which can churn out faster fireballs/sonic-booms, like Ryu or Charlie. 
Rather, vary your rhythm, throw a few fireballs just to keep your 
opponent guessing, watch out and be ready with a light dragon-punch if 
your opponent jumps over your fireball. Vary the distance, and jump over 
his fireball to either close in or to nail him. Mix up your intent of the 
jumps as much as possible - with kick, or without kick, to combo or not 
to combo, to air-block or not to air-block. In fact, sometimes, I jump 
over the opponent's fireball and jump right back, just to "test the waters" 
and evaluate the opponent's timing and sense of distance in performing his 

Additional things to take note of: 

Some opponents may attempt to jump-kick you out of the air as you jump-over. 
Stay alert, and try to kick them first if they do that. At the same time, if 
your opponent jumps over your fireball, you can also try this maneuver and 
kick/jumping hurricane-kick them out of the air. 

Miscellaneous Tactics:

Tactic I : This only works at the distance whereby your opponent is attempting 
a cross-up on you. As he is jumping in with his cross-up (and your reactive 
timing must be great), do a light roll forward. Your opponent will now miss 
his cross-up completely, and you can Shinryuken him or DP him from his back 
as he comes down.

Tactic II : This is an opportunistic tactic. If you ever miss your opponent 
with a Shinryuken (either missing completely or he blocks it), and you have 
at least one level of super-energy left, try doing a second Shinryuken as 
you finish the first. If done with the correct timing, your window of 
vulnerability between the two supers is VERY small, and you may end up 
surprising your opponent as he is moving in to nail you. (In fact, I once 
saw this absolutely superb Ken master play it this way. He was fighting a 
Ryu, and Ryu blocked his Shinryuken. After that, Ryu did a super-Hadoken, 
and the screen showed the Chi-animation for the super-hadoken energy 
building up. Immediately after the Chi-animation of Ryu's, Ken's Chi 
Animation for his second opportunistic Shinryuken went up! And guess who 
got nailed....) 

VII.	Combos, Sequences and Juggles

These are the combos that I generally find useful and easy to use. They 
may not chalk up a high number of hits, but you can usually pull them 
off relatively easily.

The combos below can all be substituted with a jumping medium kick cross-up 
as the starting move if you feel like it.

Normal Combos:

Fireball Combo One:
Jump forward, HP/HK, crouching MK, Heavy Fireball (3 hits)
This combo has good forward range. You may follow up with a backward spinning 
kick to make the last part a sequence. That will also help you take a chunk 
out of your opponent's guard meter. Just do not get predictable with your 
backward spinning kick. This combo is fairly uncounterable even if you do 
not connect, as the fireball will push you away from the opponent.

Fireball Combo Two:
Jump forward, HP/HK, crouching HP, Heavy Fireball (3 hits)
This move has more damage (and hence takes more chunks off your opponent's 
guard meter), but it has much less forward range than the first combo, so 
make sure you do this only if you land deep into your opponent. Otherwise, 
your crouching HP (the uppercut) may just hit empty air, leaving you 
totally open in the interim. 

Dragon Punch Combo:
Jump forward, HP/HK, standing HP, heavy dragon punch (5 hits)
This combo should only be done if you land  "deep" into your opponent after 
you jump. Otherwise, you stand the risk of hitting your opponent with just 
one hit on your dragon punch rather than the full three hits which is 
supposed to knock him down. If that happens, you are easy meat for a 
counter-attack from your opponent. If you are not deep enough, it may be 
easier to just forget about the standing HP, and simply just do a heavy 
dragon punch as you land.

Hurricane Kick Combo:
Jump forward, HP/HK, crouching MK, heavy hurricane kick(7 hits)
Generally, I hardly use this unless I am certain I will hit. This combo 
has a generous total number of hits, but damage wise, it's not that 
great. And as with all hurricane kicks, it is vulnerable once it ends as 
Ken lands on the ground, which is why I don't use it often.


Shoryu-reppa combo:
Jump forward, HP/HK, crouching MK, Shoryureppa
This works if you are relatively far away.
If you are deeper, you may want to try this instead:
Jump forward, HP/HK, crouching LP, crouching LK, Shoryureppa
In fact, the last part of this combo (ie. crouching LP, crouching LK, 
Shoryureppa), is ideal for your standard move against opponents who are 
vulnerable, like after a missed heavy dragon punch. You should also practice 
this move such that you can convert to a crouching MK into fireball sequence 
should your LP/LK fail to connect. The way I usually do it is always to do 
a fireball motion with my joystick as I do a crouching LK. If I can see that 
it connects, I just do one more fireball motion with a HP, and it will cancel 
nicely into a Shoryureppa. If it doesn't connect, I switch to other sequences.

Shinryuken combo:
Jump forward, MK (Cross-up), crouching LK, Shinryuken
You really have to land deep for this, and the best way to land deep is 
through doing a cross-up. If not, you may decide to forfeit the crouching 
LK, and simply do the Shinryuken as soon as you land.

My favorite sequence is if you successfully pull this off on your opponent 
in the corner. If you have a full super-meter bar before this, you expend 
one bar on your first Shinryuken. Then as soon as you land, you use another 
bar for your next Shinryuken, and it will still hit your opponent! And as 
soon as you land for that one, you use up your next bar for your last 
Shinryuken! But it is still not over.....after that, you culminate your 
awesome series of juggles (for that was what it was) with a heavy dragon 
punch! (This is the only way so far I've managed to get three consecutive 
supers on my opponent.  And my opponent is usually dumbstruck with awe after 
I pull this off!)

Shinpujinrai Kyaku Combo:
Jump forward, HP/HK, Shinpujinrai Kyaku
I usually don't have much opportunity to use this, since you need a full 
super meter to pull this off. And I also find it difficult to put any sort 
of hit like MP/MK before the Shinpujinrai Kyaku....more often than not, I 
end up misfiring a roll or a hurricane kick. So I think it is best to 
forfeit that extra hit.


The sequences available to Ken are basically just mixing in certain moves 
which are not combos, but work simply because your opponent is expecting a 
combo and will block your sequence instead of attempting to interrupt it 
with a counter-move of his own.

There are no limits to the number of possible sequences one can do. It all 
depends on the distance between your character and your opponent's. What 
follows are some of my favorite sequences.

Sequence I: Jump in with HP/HK, crouching LK, overhead kick
You can forfeit the crouching LK, but I've found out that doing a normal 
basic crouching move before doing an overhead move greatly increases the 
chance of the opponent getting hit by that overhead move.

Sequence II: After any crouching MK which cancels into a fireball, do a 
backward spinning kick. This was mentioned earlier.

Sequence III: With any combo, after your jumping kick/punch, once you land 
(you have to land deep), do a light roll behind your opponent. Follow-up 
with any move you want (I usually use heavy dragon punch), or any combo. 
The ultimate in deceiving your opponent would be to cross-up your opponent, 
then roll back to the front, and then combo him!

Sequence IV: This requires an extremely acute sense of distance. The basic 
idea is that with each jump-in combo, or sequence as your opponent 
recovers from being knocked down, you stop your combo/sequence midway and 
jump over your crouching opponent. Your distance has to be such that you 
would hit your opponent for a cross-up (use MK). Then you carry on with 
your combo.
If done well, this sequence really allows you to chain sequences together. 
If done well enough, the amount of opening your opponent has to counter 
you, would be extremely small. And you can really take big chunks off 
your opponent's guard meter with this. If you are successful, you can 
do any super-combo for your second/third sequence, and it will eat up 
your opponent's guard meter completely and destroy him.


Ken is not a character that is strong in juggles - Akuma and Sakura both 
outshine him in this respect. Nevertheless, here are some of his juggles, 
which can usually be executed after a successful light dragon-punch/standing
-HP/crouching HP against an airborne opponent:

Juggle I: A heavy fireball (usually works despite variations in the 

Juggle II: A heavy Dragon-punch (distance dependent - you may need to roll 
forward/hurricane-kick forward to gain the forward distance before doing 

Juggle III: Jump forward, and do an air-hurricane kick while rising.

Juggle III: Shoryu-reppa/Shinpujinrai-kyaku. This is generally a waste of 
super-energy, I think, because damage is not maximized against an airborne 
opponent, but it is still an option.

Juggle IV: Shinryuken: This works better against an airborne opponent. You 
usually have to gain some forward distance (like doing a roll first) before 
you can use this.

Other juggles that may work are usually doable only when you have forced 
the opponent to a corner. These include repeated light dragon punches, or 
any basic P/K. Look at the Shinryuken combo under the Super-Combo section 
above for my ultimate corner juggle.

VIII. Additional Info

Here, for want of a better category to put it under, I've put some of my 
thoughts on the different modes of play - Z-mode, X-mode or V-mode.
I find Z-mode to be the most versatile and usable mode of play. Z-mode has 
the advantage over X-mode I think, because you have the Shinryuken super-move 
in Z-mode, which I find to be the single most useful super Ken has, or in 
fact, any Shotokan character has.
V-mode I don't even use at all. Perhaps if there is a really good custom 
combo for Ken, then it might work, though I doubt it.
X-mode remains a viable alternative to Z-mode if you find yourself really 
hard-pressed to match your opponent's speed. But although Z-mode Ken is 
not particularly fast, he's far from being slow. What one should try to do 
is to play more rapidly and aggressively, not move to a more rapid-mode, 
I think.

One last note: if you find yourself really hard-pressed against "cheap" 
characters like Dhalsim who hangs really far back and chips away at your 
guard-meter, then you might consider using Classic Mode. In this mode, you 
don't have a guard meter, so you can't be guard-crushed. But I consider 
this the last resort.
(To access Classic mode, hold HP and HK down after you insert your 
money, and press Start.)

The following is adapted from K. Megura's FAQ, and is put here for 
the sake of completeness.

ABILITIES            	X-ISM	 	Z-ISM  		V-ISM
Air Blocking     	No      	Yes            	Yes
Air Recovery           	Yes            	Yes      	Yes
Ground Recovery        	No           	Yes    		Yes
Taunts	           	No     		Yes    		Yes
Guard Power Rating     	High       	Normal 		Normal
SC/OC Gauge Speed      	Slow         	Normal 		Fast
Levels Available       	1          	3      		2  (50% / 100%)
Alpha Counter Cost     	n/a          	1 SC + 1 GP	50% OC + 1 GP
Damage Rating          	x1.2     	x1.0   		x0.8
Defense Rating         	x0.8        	x1.0   		x1.0

IX.	Credits

Thanks to K.Megura for translations and his extremely helpful landmark 
FAQ, some of the information of which I repeated here for the sake of 

Thanks to CAPCOM for making such a great game.

Thanks also to all the excellent Ken players out there who inspire me 
with all the amazing stuff you can do with my favorite character Ken.

And lastly, thanks to all the Ken players who read this FAQ. Your 
comments/suggestions/feedback would help me immensely in upgrading 
this FAQ.

Copyright 1999 J. Yutaka

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