Ken's page


Name: Ken Masters


Ocupation: Martial art student


Martial art: Shotokan karate


Character's techniques

Ken has the same kind of weapons as Ryu, but he uses them very differently; where his friend is calm and patient, Ken lets his rage flow when he fights. His strenght lies in his ability to do big combos, and thus big damage.
When playing Ken, you should become inprediclable, so your oponent will be frozen with fear. He must feel that if he does *one* mistake, he will be punished with so much damage he won't even dare do what he would normaly do.
To inspire such fear, use big combos: his chains are easy, his Whirlwind kick combos very well, and his heavy DP does *insane* damage when all three hits are taken.
Besides, his roll is very quick; with the small one, the oponent will often miss his guard shift. Use it in middle of combos to drive him crazy.
NB: This kind of playing is call "Krazy Ken" among the net (in alt.games.sf2). MR.Eu Ming discrided it first, applied to SSF2. In SFZ, it takes an even more real accent. Seems like Ming has seen SF's future ! ^_^


Comboable Move lists.

O means able, X means unable.

Chainables moves: the normal moves that can be interupted by another one with greater strength.

LP LK MP MK
Standing O O X X
Crouching O O O O

Interuptables moves: the normal moves that can be interupted by a special move.

LP MP HP LK MK HK
Standing O O O O O X
Crouching O O O O O O

Typical combos:

Crouch LK, Crouch LK, Crouch MK, Stand HK.
Jumping neck kick MK, Heavy DP.
Crouch LK, Crouch LK, Light roll, Crouch MK, Heavy Whirlwind kick.
Not a real combo, but will often connect. Good dizzy power.

Complex comand moves

Common moves

Zero counter B DB D + p Fierce Dragon punch.
Taunt 1 Start / F + Start Ken puts his hand in his hair, and does a thumbs up sign.
Taunt 2 B + Start Ken smiles and gives a "come closer" sign to his oponent.

Simple moves

Axe kick F + MK An axe kick that hits twice. Overhead hit.
Spin kick HK A very safe roundhouse that has great range.

Special moves

Ground roll D DB B + p A roll that goes through fireballs (but is NOT invincible).
Fireball D DF F + p Projectile. Quite bad recovery time.
Dragon punch F D DF + p An almost invincible upward attack. Hits 1, 2 or 3 times.
Fierce does *massive* damage when all hits connect.
Whirlwind kick D DB B + k A series of spining kick. Goes over projectiles. Can be done in air.

Super combos

ShoRyuuReppa (D DF F)*2 + p Multiple Dragon punches. Great range, but bad against jumpers.
4, 6 or 8 hits.
ShinRyuuKen (D DF F)*2 + k A spining Dragon punch. 6, 10 or 14 hits.




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