============================================================================ ---------------------------------------------------------------------------- Ken Masters Character Guide For Street Fighter Alpha On the GameBoy Color FAQ written by Orochi K E-mail: kartelkertra caramail com FAQ is at Final Version - Date: April 29, 2002 ---------------------------------------------------------------------------- ============================================================================ This document is Copyright 2001-2002, Orochi K. Any reproduction of this guide without my express permission is prohibited. Try to make money with it and I'll have you taste the subtleties of a Shinryuken to the groin. If you wish to correct/contribute/give feedback, please remember to put the FAQ name in the subject line when you e-mail me. 'Ken' is well enough. This isn't my only FAQ and failing to do so means your e-mail will be simply ignored. Webmasters who wish to post my work on their website must e-mail me first and will be allowed to do so only if they follow the following conditions: - Your site must be a non-profitable and non-commercial one. - It must remain unaltered, not a single character is to be removed or added. This includes adding HTML tags to the guide. - No banners or advertisements of any form are to be attached to it. - Full credit is given to me. This document may be viewed at www.gamefaqs.com. The last version will also be found there. Street Fighter and Ken Masters (c) Capcom. +--+--+--+ CONTENTS +--+--+--+ 1. Introduction 2. Ken Masters 3. Key notation 4. Movelist 5. Moves descriptions 6. Combos 7. Revision history 8. Credits +--+--+--+--+--+ INTRODUCTION +--+--+--+--+--+ Hello ya all and welcome to my Ken Guide for the GameBoy Color version of Street Fighter Alpha. I guess there is no need to present the game since it's pretty much the same as the original version. Let's just get on with the guide and bring in Ken, Ryu's rival and Akuma's student. +--+--+--+--+ KEN MASTERS +--+--+--+--+ Ken is the eternal rival of Ryu and has been in SF since the beginning. Why use him? He's strong and has good moves. Although his moves are just similar to those of Ryu, Ken is quicker and that's why I always prefer using him. And, of course, his supers look way cooler. +--+--+--+--+--+ KEY NOTATION +--+--+--+--+--+ Buttons are according to default settings. n - neutral LP - tap B f - forward HP - press B b - back LK - tap A u - up HK - press A d - down uf - diagonal up-forward ub - diagonal up-back df - diagonal down-forward db - diagonal donw-back j - jump s - stand c - crouch qcf - quarter centre forward qcb - quarter centre back dp - forward, quarter centre forward rdp - back, quarter centre back +--+--+--+ MOVELIST +--+--+--+ I've written one myself because I had trouble understanding that in Jxt's FAQ (which is why my notations are different). Hadoken <--------------------------------------> qcf + LP/HP Shoryuken <--------------------------------------> dp + LP/HP Hurricane Kick <--------------------------------------> qcb + LK/HK (For air, jump and input command) Roll <--------------------------------------> qcb + LP/HP Shoryureppa <--------------------------------------> qcf, qcf + LP/HP Shinryuken <--------------------------------------> qcf, qcf + LK/HK (tap LK/HK to increase hits) +--+--+--+--+--+--+--+ MOVES DESCRIPTIONS +--+--+--+--+--+--+--+ Crouch LP : A very quick jab with excellent recovery time although it does very little damage. Can be used in combos and to poke the opponent. Crouch LK : A weak crouching kick with decent recovery time. Can be used to poke the opponent too but you might find it better to use the crouch LK. Crouch HP : Strong uppercut but the recovery time puts you in big trouble if the opponent manages to connect. Can be used in combos but you need to be fairly quick with the command though. Crouch HK : Roundhouse kick which knocks down the opponent. Believe it or not, it is possible to combo after this USING SUPERS. I couldn't believe that this was possible when I first played the game but that's the case. You can't use other moves, supers only, but that is well enough IMO! Stand LP : Quick weak punch and you can pull 4 or 5 of these in quick succession. Little damage though. Stand LK : Weak kick which hits low. Nice move but the recovery time may pose a problem. Still useful in some cases though. Stand HP : A strong punch which hits in the face but the recovery time is really, really lame. Either this or Ken is as slow as a tortoise! Can be used in combos but I wouldn't advise you to use the stand HP often. Stand HK : A powerful roundhouse kick and again, the recovery time sucks. This command is more like a kamikaze one to me because even if it connects, your opponent still has time to throw his projectile if he has one. Avoid! Jump LP : Ken will do a fast jab at an angle of 45 which means he's more likely to hit the opponent in the face. The recovery time is quite decent but otherwise, it isn't that useful. Jump LK : Argh, don't ever use this unless you really don't have anything to do. Ken will either hit the opponent with the tip of his foot if he's rather far away or with the knee if he's near enough. Both are really lame and take to much time to make them useful. Jump HP : Same as jump LP except this one does more damage and has more recovery time. The lag time is still quite good though. Use this to start combos. Jump HK : Ken will thrust his foot at an angle of 45 and will hit the opponent hard in the face. Can be used in combos too and is a really useful move, you'll rely on this a lot! Hadoken : qcf + LP/HP Ken's projectile. Both versions will travel the whole screen and dish out good damage. LP comes out quicker but does less life while HP has a longer lag but will hit harder. Can be used in combos. Watch out for the recovery time though and some enemies are quick enough to jump over those and they will land near you before you have recovered. Shoryuken : dp + LP/HP A very good anti-air move and you should rely on this against aggressive opponents. LP hits once while HP will hits thrice and will cause the enemy to burn on the third hit GBC style (the enemy just becomes red during this time ^_^). Can be used in combos of course! Watch out for the recovery time though; the HP really sucks in terms of recovery time. Hurricane Kick : qcb + LK/HK LK comes out quicker and does at most 3 hits, HK takes more time and can go up to 5 hits. Highly damaging move in both cases. Can be used in combos and does appreciable tick damage. Can be used for rather cheap play since both the weak and strong versions have decent recovery time. Not to be used cheaply against Ryu and Takuma though. Air Hurricane Kick : jump, qcb + LK/HK Basically the same as the Hurricane Kick except that Ken starts in the air and will come down spinning. In both cases, note how Ken will move back a little as he comes down. The distance will always be greater for HK. Roll : qcb + LP/HP Use this when your opponent tries to corner you or you are in a dangerous position. With this move, Ken will roll by the opponent and will get up safely on the other side. For LP, he will roll approximately 1/4 the screen distance and for HP, he'll roll about 2/3 the screen distance. Do not abuse it though because some opponents are so quick that they'll greet you with a super as you get up. Shoryureppa : qcf, qcf + LP/HP Ken's first super where he'll seem to pull 2 weak Shoryukens and he'll finish with the strong one (the enemy will burn too just as for the HK Shoryuken. Uses one power bar. Can be used in combos. I would even advise you to use the Shoryureppa only in combos to ensure that it won't miss. Thus, you won't have wasted a precious power bar for nothing. You can store up to 2 of this super move. Shinryuken : qcf, qcf + LK/HK (tap LK/HK to increase damage) His second special and this one is more damaging. Mass LK/HK as Ken peforms the animation to increase the number of hits and the damage. However, you can only store one of these moves. Note that when you use it, and Ken ends the move and you both fall down, you'll have switched sides which means that both Shinryuken act as a cross-over moves. +--+--+--+ COMBOS +--+--+--+ Here are all of Ken's combos that I know of! j LP -> c LP -> c LP j LP -> c LK -> c LK j HK -> c LP -> c LK j HK -> c LK -> c HK j HP -> c HP j HK -> c HP j HP -> c HK j HK -> c HK s HP -> qcf + LP/HP s HK -> qcf + LP/HP c HP -> qcf + LP/HP c LK -> c LK -> qcf + HP/LP c LP -> c LP -> qcf + LP/HP s HK -> qcb + LK/HK s HP -> qcb + LK/HK c LK -> c LK -> qcb + LK/HK c LP -> c LP -> qcb + LK/HK j HP -> c HP -> qcf + LP/HP j HK -> c HP -> qcf + LP/HP j HP -> c LP -> c LP -> qcf + LP/HP c LK -> dp + LK/HK c LP -> dp + LK/HK c HP -> dp + HP/HK s HP -> qcf, qcf + LP/HP s HP -> qcf, qcf + LK/HK c HK -> qcf, qcf + LP/HP c HK -> qcf, qcf + LP/HP j qcb + LK -> qcb + LK/HK Note: it is possible to use the strong Air Hurricane Kick but Ken may miss the opponent and I wouldn't advise you to use it. This applies for all the combos which start with the Air Hurricane Kick. j qcb + LK -> dp + LP/HP j qcb + LK -> qcf, qcf + LP/HP The combo above makes me think that the Shinryuken can also connect after the Air Hurricane Kick but I have never managed to do it so far, even in Practice Mode. Well, that's all I know so far. If you know others which I may have missed, please send them to me. My e-mail address is at the top of this FAQ. You'll get appropriate credit for your contributions. +--+--+--+--+--+--+ REVISION HISTORY +--+--+--+--+--+--+ Version 1.00 on 11/12/01 ------------------------ * First release. Final version on 1/2/02 ----------------------- * This is the last update. Final version on 4/29/02 ----------------------- * E-mail change! +--+--+--+ CREDITS +--+--+--+ Thanks to CJayC for posting this FAQ on GameFAQs. Thanks to Jxt for the move names. And thank you for reading! Hope you enjoyed it! - EOF - (c) 2001-2002, Orochi K.