>=> >=> >=======> >==> >=> >=> >=> >=> >> >=> >=> >=> >=> >=> >=> >=> >=> >>=>> >=====> >=> >=>>=> >=> >=> >=> >=> > >=> >=> >=> >=> >=> >>=> >=> >=> >=======> >=> >=> STREET FIGHTER III 3RD STRIKE FAQ by Joseph Christopher version 2.0 Mar. 27, 2000 this faq is copyright 2000-2001 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Ken, among all the Shotos, and probably among every other streetfighter that ever lived, has the greatest number of fans. This, I think, is due to the fact that he has the coolest of moves at his disposal. Even his HK is, on my opinion, cooler-looking than any other. Ken is also the only streetfighter who lives an ideal life---one filled with wealth, fame, and a beautiful wife. I am not, however, one of Ken's avid fans. Ken will never be as good a fighter as Ryu (notice how everyone is after Ryu (not Ken) for his skills e.g. Sagat, Akuma, Sakura, Makoto, Bison, Oro, and even Ken himself!) I, in fact, have NEVER used Ken. I am only able to write this faq because there are so many Ken users who challenge me, trying in vain to prove that Ken is better than Ryu, that I have acquired enough knowledge on this "cool" fighter to help you out. Ok, I've been talking too much already. Ken has become a common favorite and these, perhaps, are the most common reasons: 1. Ken is FAST (that is, compared to the other Shotos) 2. Ken is well equiped with combos (and no, they aren't just composed of LPs and LKs) 3. Ken is stylish (using his moves makes people think you're a master arcade player 4. Ken is the most handsome??? (well, I know that's quite true but I'm not sure if it's a common reason) Why read this guide: I. Legend II. General Moves III. Normal Moves IV. Special Moves V. Supers VI. Combos VII. Vs. Computer VIII. Vs. Human IX. Ending X. Credits XI. Revision History XII. Final Words XIII. Last Note %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ __ ____ ___ ____ _ _ ____ (_ _) ( ) ( ___) / __)( ___)( \( )( _ \ _)(_ )(__ )__) ( (_-. )__) ) ( )(_) ) (____)() (____)(____) \___/(____)(_)\_)(____/ U - up D - down B - back F - forward + - at the same time P - any punch K - any kick L - low M - medium H - high / - or %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ___ ____ _ _ ____ ____ __ __ (_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( ) _)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__ (____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ dash - F,F / B,B (goes in direction you choose) super jump - D,U / D,UF / D,UB (goes in direction you choose) throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on direction) overhead - MP+MK taunt - HP+HK parry - tap F at the moment of impact of the opponent's attack (maybe done in mid-air) low parry - tap D at the moment of impact of the opponent's attack (no longer can it be done on high attacks) red parry - tap F at the moment of impact of the opponent's attack right after blocking a previous one. (both the current and previous attack must've been a combo for the red parry to be acknowledged) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ _ _ _____ ____ __ __ __ __ (_ _)(_ _)(_ _) ( \( )( _ )( _ \( \/ ) /__\ ( ) _)(_ _)(_ _)(_ ) ( )(_)( ) / ) ( /(__)\ )(__ (____)(____)(____)() (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ 1) LP - Ken's jabs, like any other shoto's, are one of the few that live up to the name; a simple, weak, but quick punch. a) standing - he throws a punch that's just as useful as any normal or small sized player's jab in the game. Used to confuse high-blocking opponents to continue blocking high when you decide to do a D+MK-> HK Tatsumaki. b) crouching - well, he just crouches and does basically the same attack as his standing LP. This time you use it to confuse opponents to block low when you decide to do an overhead. c) jumping - useless, actually. He just sticks his elbow out. Maybe you can use it to counter a Shoryuken type move but, doesn't a parry followed by any other, stronger, attack feel a lot better? 2) MP - these attacks do come out quick and but nothing they can do that HPs or Ks can do better so I'd rather not use them. I'd still be describing them though. a) standing - he delivers a palm strike that looks cool and comes out pretty quick but still I'd prefer a standing HP to this move b) close - Ken gives his opponent a punch to the midsection which, though does not inflict much damage at all, can be comboed into his standing HP and followed up with a special-> super for great, flashy effects c) crouching - a straight punch that basically has all the advantages and disadvantages of a crouching MK. One exception is the latter's range. It's quite longer than this move so you know which to use. d) jumping - a lot more useful than the jumping LP, but ironically will be used a lot less because while having the same execution time and range with the jumping HP, it does a lot less damage 3) HP - The most important of Ken's normal moves, these can be used in a variety of ways and even have a different effect if done up close. a) standing - his nearer arm does a hook punch. Really looks like Ken has packed much pain with this move. He even looks the other way to be able to twist and transfer his whole upperbody weight into the attacking arm.. b) close - much is changed when you do an HP up close. This time the opponent receives what looks like an elbow attack but is really a side uppercut. c) crouching - from a kneeling position, Ken sends forth a powerful uppercut (of course, not as powerful as the Shoryuken) that looks much like uppercuts in the Mortal Kombat series. This move used to rule during the previous SF games, even was a launcher for the ***vs*** games but now it's not the best anti-air and is only a good filling for combos d) jumping - this is why the HP is Ken's best normal move. You just punch downward, (diagonally forward, not straight down) and hit hard, giving you enough time to follow it up with ANY move---normal, special, or super! 4) LK - nothing his LKs can do that his LPs can't do better so I won't be including strategies on this but I'll describe them... a) standing - everybody's short, forward kick, very common, very useless b) crouching - Ken's folded front leg just turns side ways and stretches out while the whole base of the foot does not leave the ground c) jumping - even more useless than the jumping LP. Makes use of the knee. 5) MK - also comes in varities and has a different effect when done up close a) standing - you do a forward thrust kick of some sort that's very easy to detect, parry, block, counter, and all the other things you don't want to happen to any of your moves. b) forward - you simply take a step forward, and then kick---just like the in the standing MK---forward and very easy to detect, parry, block, counter, blah, blah, blah... c) crouching - same as his crouching LK except he uses the other leg and only the heel does not leave the ground. It's his basic combo filler. d) jumping - a lot more useful than the jumping LK, but ironically will be used a lot less because while having the same execution time and range with the jumping HK, it does a lot less damage. 6) HK - they may look like Ken's forte, but really I think he still does everything better with HPs a) standing - the only move that's entirely different from the other shotos, it makes Ken throw a spinning side kick to the opponent's hips. It's quite a low hit, but reaches further. b) forward - this should be a special move, but I'll include it here for completeness' sake. It's another overhead K that does not jump. It's slower but harder to detect so maybe you can use this but only in the first round when your opponent ain't familiar of your style yet. You may also cancel this move if you're feeling tricky, just hold the HK to do so. c) crouching - a sweep, what were you thinking? Apply this only when you think you're too far for a crouching MK to connect because if you aren't, proceed with a D+MK-> HK Tatsumaki d) jumping - a flying kick, surprise, surprise. Only to be used if you think you're too far to connect a jumping HP because it has less priority than the said move. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ___ ____ ____ ___ ____ __ __ (_ _)( \/ ) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ \ / \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____) \/ () (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ * EX version - done by pressing two P/K instead of one in every move - basically just increases in speed and number of hits 1) Hadouken - D,DF,F+P Beginners can evade it, Normal players can parry it, Better players will counter. In short, don't you EVER use it except in combos but even then, there are other, higher-hitting moves to replace it. 2) Shoryuken - F,D,DF+P What's a Shotokan w/o an uppercut? Always use the HP version cause its high priority does not make it much of a risk. 3) Tatsumaki Senpuu Kyaku - D,DB,B+K High in speed, priority, and number of hits. It may be easy to counter but it's still a good surprise move. Use it when your opponent is on the move and never when he's just standing there waiting for something to parry. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ __ __ ____ ____ ____ ___ ( \/ ) / __)( )( )( _ \( ___)( _ \/ __) \ / \__ \ )(__)( )___/ )__) ) /\__ \ \/ () (___/(______)(__) (____)(_)\_)(___/ 1) Shoryureppa - D,DF,F,D,DF,F+P (comes in two moderately long super bars) Three Shoryukens, the last one having more hits and more damage. Mostly used in combos 2) Shinryuken - D,DF,F,D,DF,F+K (comes in one long super bar) One Shoryuken that spins so fast it carries Ken a little higher in the air than usual. Tap the K buttons rapidly to increase the number of hits. 3) Shipuujinrai Kyaku - D,DF,F,D,DF,F+K (comes in three short super bars) This is THE coolest of moves! Most my challengers use this super cause it really makes them look more flashy. As I've mentioned above, his HK is cooler-looking than any other. Well, this super is practically made up of a bunch of HKs finished off by a rising Tatsumaki---imagine that! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _) / __)( _ )( \/ )( _ \( _ )/ __) \ / _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ (____)() \___)(_____)(_/\/\_)(____/(_____)(___/ (every HP Hadouken may be followed by any of his supers) (every HP Shoryuken may be followed by a Shoryureppa or a Shinryuken) Beginner 1) UF-> HK-> D+HK 2) UF-> HP-> D+HK 3) UF-> HK-> D+MK-> HP Hadouken 4) UF-> HP-> D+MK-> HP Hadouken 5) UF-> HK-> D+HP-> HP Hadouken 6) UF-> HP-> D+HP-> HP Hadouken Intermediate 1) UF-> HP-> D+HP-> HP Shoryuken 2) UF-> HK-> D+HP-> HP Shoryuken 3) UF-> HP-> B+HP-> HP Shoryuken 4) UF-> HK-> B+HP-> HP Shoryuken 5) UF-> HP-> D+HP-> HK Tatsumaki 6) UF-> HK-> D+HP-> HK Tatsumaki 7) UF-> HP-> B+HP-> HK Tatsumaki 8) UF-> HK-> B+HP-> HK Tatsumaki 9) UF-> HP-> D+LP-> D+LK-> HP Shoryuken 10) UF-> HK-> D+LP-> D+LK-> HP Shoryuken 11) UF-> HP-> D+LP-> D+LK-> HK Tatsumaki 12) UF-> HK-> D+LP-> D+LK-> HK Tatsumaki Expert 1) UF-> HP-> MP-> HP-> HP Shoryuken 2) UF-> HP-> MP-> HP-> HK Tatsumaki 3) UF-> HP-> D+LK-> D+LK-> D+LK-> HK Tatsumaki Improbable yet Possible 1) Fully charged with two Shoryureppas (18-hit) UF-> EX Tatsumaki(mid-air)-> EX Tatsumaki-> HP Shoryuken-> Shoryureppa * The HP Shoryuken must be cancelled into the Shoryureppa %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ _ _ ___ ( \/ )(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ \ / \__ \ \/ (____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) * These are NOT 100% applicable in all cases. There's always a chance, slim as it may be, that the computer did not follow what I say below. But it's safe to say that if you follow my guidelines, you'll always win. * Shinryuken is the most recommended super for the computer Akuma - if you block a combo of his that ended with a Hadouken, do a HP Shoryuken cause he'll jump and try to do another dive K combo - if he's in the corner and blocks your Hadouken, he'll jump. Do a Shinryuken if you will Alex - whenever he does a HP Back Fist, duck. He'll follow up with a Double Dive P which you should be ready to parry and counter - if he suddenly walks back for 3 sec, get ready to parry his charging elbow Chunli - she wouldn't be herself if she didn't jump at least 10 times per match. Have a handy HP Shoryuken at your disposal Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard to anticipate his moves. A good strategy would be to block his attacks and retaliate - note: don't block all day, especially if he's close cause he, like most computer opponents, can always throw you when you least expect it Elena - memorize her body language and you'll see her charging kick from a mile away - low blocking her D+LK will make her do an overhead kick and follow it with a sweep so counter as you see fit - she'll super jump for you if you're too far away so always have at least one reserve super bar for these occasions Gill - continue parrying his fireballs until he does something else - he rarely parries in mid-air so you know what to do - super jump and HK Tatsumaki to land behind him if he gets too close - don't get intimidated by his meteor shower; it can be parried - get intimidated by his ULTRA CHEAP angel of death super - have at least one super ready to counter his resurrection super Hugo - jab occasionally to make sure he doesn't grapple you - when he jumps, carefully time a sweep cause he never expects it Ibuki - if she jumps back, she'll throw a dagger so don't try to follow - if she jumps forward, meet her in the air and pummel her to the ground with a HP Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken - if he's near fully charged and you launch a Hadouken, he'll jump over it and propell himself with an EX Tatsumaki, landing behind you Makoto - don't risk slow moves even if you think their damage is worth the wait. She'll surely punish you with her speedy power P - don't HK repeatedly just to charge up your super meter. She'll see to it that you learn your lesson Necro - don't jump cause he has a whole lot of ways to counter - his mid-air drill K is always followed by a sweep - he mixes his groud and air attacks but keep an eye on his feet and you'll know when to do a Shoryuken Oro - he'll always follow a straight fireball with an upward one - he rarely uses his uppercut now. That means you can always beat him via jump-in combos Q - he's crap. Don't know why he was chosen for a secret challenger. Not much strategy is needed for him. He can be obliterated even by simple jump-in combos Remy - concentrate on countering his attacks and low parrying his projectile - don't rush cause that's what he's waiting for - if you must jump, be sure you're ready to parry a 2 hit flash kick Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump and attack Sean - you're half-screen away and you throw a Hadouken, he'll always counter with a hopping heel K which you, in turn can counter with a parry-> super - two D+LK s will always be followed by a hopping heel k. Parry and super Twelve - don't lose hope if he's been countering all your jump-ins for half the round. he won't be countering the succeeding ones and thus victory for you - keep an eye out for his invisibility. It's when you give all you've got: He'll accept every last bit of it Urien - crouching for 3 or more seconds yields a dive knee - walking back for sec yields a charging shoulder - standing for 3 or more seconds yields a projectile Yang/Yun - they may have different abilities, but the strategies the computer has in mind when playing them are identical - whenever they're very far from you, they'll super jump and dive K. You'll parry and super %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ___ _ _ __ __ __ __ __ _ _ ( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( ) \ / _)(_ _)(_ _)(_ \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) ( \/ (____)(____)(____)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_) Well, there won't be any universal rules for fighting against humans cause no two humans think identically. There are, however, general rules that could apply to at most 80% of your encounters with human challengers 1) Shipuujinrai Kyaku is the most recommended super Not only will this move make you look cool, it's the easiest to connect with any other of Ken's moves. It's also quite easy to charge up and comes in three super bars so if you fail once, and the opponent gets confused on how to retaliate, simply do it again. 2) Mix-up your D+MK, Overhead P, and your throw If you get close to an opponent, try as randomly as possible to execute one of these attacks and follow it up with another randomly chosen move. Most of the time I just mix-up the crouching kick and the overhead punch and only use the throw when my opponents' getting the hang of it. 3) Try jumping straight up as the first round starts Normally, your challenger would throw a fireball which you should parry. If he jumps towards you, just do a HK. Sometimes he'll dash in. When this happens, repeatedly tap forward and LP+LK to anticipate either an attack or a throw. 4) Avoid corners It's not always true that a cornered fighter is at a disadvantage, but unfortunately, for Ken, it is. Ken's main thing is speed, which means he should be the attacker and not the parry and counter type. A good way to get a clean escape from a corner is to super jump forward and do an EX Tatsumaki. You'll be propelled higher up and thus get rid of any anti air attacks your opponent has in mind. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ ____ _ _ ___ (_ _)( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) _)(_ ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (____)(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ * Ken's sub-boss is Urien and this is what they have to say: Ken : You're not quite what I expected... But you sure do have the face of a fighter! Urien: Behave yourself! I am destined to become the emperor of the new age... You should thank me for using you as my entertainment! Ken : Keep talking like that, and I'll do more than just entertain you! * Ken's ending: Ken, once again, becomes a champion of another martial arts tournament. He is congratulated by Sean, saying, "I wish I also had a trophy of my own." Ken offered Sean his trophy but Sean said that's not what he meant. He also wanted to be a champion. Ken consoled him by saying, "Don't worry, next time you'll make it through the elimination round" (!) and then annoys him by saying, "Then again, you'll never be champ cause I'll beat you! Haha!" %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ ____ ____ ____ ____ ___ ( \/ ) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)() \___)(_)\_)(____)(____/ (____) (__) (___/ Jeff Maxwell for sharing his opinions on the predictabilities of different computer opponents and... for constantly giving me a taste of brand new kung-fu shoes (but that's nothing compared to the taste of feet that have walked the globe! hehe) Kao Megura (kmegura@hotmail.com) for a little reference on the names of Ken's moves Red Phoenix (red_phoenix_1@hotmail.com) for the awesome ASCII art Mr. Guy (nutcase@insanity.4mg.com) for a few combos Mech Gouki (MechGouki8@aol.com) for Ken's sub-boss conversation Nathan Arnold (natholomew@hotmail.com) for more combos (Improbable yet Possible) Eric Chou (scuddman@earthlink.net) for corrections on my normal moves Vin L. (alphastorm76@hotmail.com) for a good number of additional combos: 1. c short, c jab, c short or s short, into shippu 2. if opponent high jumps you, jab dp, jab dp 3. j fierce, s strong, s fierce fireball/ fierce dp/ strong dp, shippu/ shinryuken 4. j fierce, s strong, s fierce ex hurricane kick, shippu 5. j forward crossup, s strong, s fierce, jab dp/ ex hurricane kick. 6. throw opponent into corner with kick then shippu, only hugo(maybe alex) will get hit by the whole supper. Kennedy Tang (davidbeckham_1234@hotmail.com) for a good number of additional strategies: (edited just a little bit) " There is another tactic for Ken against human and computer players. When you make your opponent fall to the ground, quickly jump to their back with a medium kick. Mostly they'll get tricked by this. If successful, combo it with a medium punch plus a high punch. Better still if you got a super(Shoryureppa or Shipuujinrai Kyaku), follow up by doing a hadouken and cancel it (either Shoryureppa or Shipuujinrai Kyaku). This combo looks more stylish if u use Shipuujinrai Kyaku. It is much better and likely to cause a stun on the opponent sometimes. If the opponent is on the ground, try doing this overhead on human opponents. (this move will sometimes work on computers) Go forward close to the ir fallen body and then backward medium kick. But don't use these moves on guys who are so good in parrying. If people use too many overheads on you try parrying it. This will teach them a lesson. Sometimes try do think what the person is doing,know his weak parts and make him fed up. This whole process is a mind game. Parrying and attacking good is essential. " Gamefaqs.com for paying attention to this faq Capcom and all its affiliates for creating such a great game %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v2.0 - added the red parry v1.9 - switched comments on F+MK and F+HK v1.8 - added comments on the Shippujinrai Kyaku v1.7 - added combos v1.6 - improved ASCII art v1.5 - added a few things I forgot v1.4 - added sub-boss conversation v1.3 - added normal moves section v1.2 - improved ASCII art v1.1 - none really, just asking for more combos %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Ken I left out or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Ever heard of the rumor bout a glitch that enables Ken to go through a turtler with his Shippujinrai Kyaku? It happened to me once, but at that time I took it as a failure on my part to parry its first hit, as that was what I really aimed to do. But now an emailer has confirmed this, and though I still can't believe any of this, it's only fair to include it in my faq... Nnamdi Uche (sirvantes@hotmail.com) writes: "Ken's Shippu Jinrai Kyaku is his best super because can be done after a BLOCKED fireball from anyone except for Remy..or Gill? I'm sure of this. I done it several times. Heck, if they're close enough with Akuma or Ken and hit you with a fireball, you can still hit them before they recover. This is no bullshit, you can test it for yourself. You have to be super fast though..." %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ __ __ ___ ____ _ _ _____ ____ ____ ( \/ )(_ _)(_ _)(_ _) ( ) /__\ / __)(_ _) ( \( )( _ )(_ _)( ___) ) ( _)(_ _)(_ _)(_ )(__ /(__)\ \__ \ )( ) ( )(_)( )( )__) (_/\_)(____)(____)(____)() (____)(__)(__)(___/ (__) (_)\_)(_____) (__) (____) Let's be fair, alright? I don't give any harsh comments on kung-fu masters, boxers, and professional wrestlers. It's not that I can't think of any, it's just that I know there'll always be people who'll be offended so I stick to giving praise to my favorite characters. (Ok, I said Q is crap but I only meant the computer-controlled Q) So, why don't you do the same? Don't emphasize and curse on what you think is the lameness of another character cause someday you might eat your own words when someone (like me) challenges and beats the crap out of YOU using the "lamest" shoto, and without being cheap. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. 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