Date: Mon, 15 Jun 1998 15:16:54 -0400 From: "Steve Leifer"             Street Fighter Alpha Ken FAQ             by Mr. Cool   This FAQ will be all about Ken. I will talk about his moves, super moves, and combos, as well as the basics. If you want strategies with Ken or an FAQ on somebody else, go somewhere else. Also, this FAQ is for the Playstation and Sega Saturn. Now, here are the abbreviations and terms I will use.   F=Forward B=Back D=Down U=Up (note: If I use two of those letter together, it means to press the diagonal direction that comes in between both of the directions that each letter represents) JP=Jab Punch SP=Strong Punch FP=Fierce Punch SK=Short Kick FK=Forward Kick RK=Roundhouse Kick P=Any punch K=Any kick QCF=Quarter Circle Forward QCB=Quarter Circle Back DP=Dragon Punch Motion (F, D, DF)   Here are the basics:   Blocking: Simply hold B when an opponent attacks. You can crouch block by holding DB under the same condition. Blocking will lessen damage taken by an attack, but that is all it does---lessen. You will still take damage, but not as much as if you had not blocked at all. In the air, hold B to air block. You can air block projectles and air-based moves. You cannot air block ground-based moves. You cannot block supers, either, except for Charlie's.   Rolling: If you are knocked down, do a half-circle motion towards your opponent and a punch button (I am not sure about kicks) to roll towards or past your opponent.   Special Moves: These moves require special commands to execute them.   Super Moves: These can only be done when you have at least one level in your super bar. Pressing one punch or kick will do the Level One version of the super. Pressing two will do a Level Two version, but you can only do Level Two supers if you have at least two levels in your super bar. Pressing three will do a Level Three super, but you super bar must be up to Level Three, the highest the bar can go. The higher the level, the more hits and damage it does.   Countering Throws: To Counter a throw, press F+FP right as you are being thrown.   Alpha Counters: To do an Alpha counter, block an attack, then, before the blocking animation stops, press B, DB, D and a punch or kick. The type of attack button that does it is determined by the character you are playing. In Ken's case, it is punch. This takes one level off of your super bar, so it must be charged to at least level one.   Here are Ken's special moves:   Fireball: QCF+P. Ken will throw a ball of energy at his opponent. If the other person jumps over it, Ken is vulnerable to a jump attack.   Hurricane Kick: QCB+K. Ken will rise into the air, then twirl one leg around while the other is pointing down. While he does this, he floats toward the opponent. Ken is vulnerable to a projectle while he does this.   Dragon Punch: DP+P. Ken will rise into the air, fist extended in an uppercut-like motion. This can be air blocked only at the peak of the rise. Ken is invincible while coming up (I think) but not while coming down.   Roll: QCB+P. Ken will roll across the ground without having to be knocked down first.   Supers:   Rising Dragon Wave: QCF,QCF+P, two punches, or three punches. Ken will do two low Dragon Punches followed by a super-high Dragon Punch. Ken is vulnerable while coming down from the final Dragon Punch.   Vertical Dragon Wave: QCF, QCF+K, two kicks, or three kicks. Ken will do a single, super-high, very powerful dragon punch, but is vulnerable while coming down.   Combos:   1. Hit your opponent with a deep jumping SK, then do a crouhing JP. After that connects, do a crouching FP, and two-in-one into a Fireball.   2. Cross your opponent up with a jumping FK, do a crouching JP, do a crouching FK and two-in-one into a Rising Dragon Wave.   3. Cross your opponent up with a jumping FK, do a standing JP, do a standing SK, link that into a standing FK, and two-in-one into a Fireball.   4. Hit your opponent with a deep jumping FP, do a crouching SP, and two-in-one into a Dragon Punch.   5. Hit your opponent with a deep jumping RK, do a crouching FK, and two-in-one into a Fireball.   6. Do a standing JP, then a standing SP, and finally a crouching RK.   7. Do a crouching JP, then a crouching SK, and finally a crouching RK.   8. Do a crouching JP, then a crouching SK, then a crouching FK, and finally a crouching RK.   9. Do a crouching JP, then a crouching SK, and finally a standing FK.                   THE END