X-Men vs Street Fighter/Ken: Difference between revisions

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= Introduction =
[[image:XvSFKen.png]]
[[image:XvSFKen.png]]


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== Normal Moves ==
== Normal Moves ==


{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
| Overhead Kick || {{#motion: f + Mk}}
| Overhead Kick || {{ {{f}} + Mk}}
|-
|-
| Upward Midkick (in air) || {{#motion: u + Mk}}
| Upward Midkick (in air) || {{ {{u}} + Mk}}
|-
|-
| Upward Roundhouse (in air) || {{#motion: u + Hk}}
| Upward Roundhouse (in air) || {{ {{u}} + Hk}}
|}
|}


== Special Moves ==
== Special Moves ==


{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
| Hadoken (also in air)|| {{#motion: qcf + P}}
| Hadoken (also in air)|| {{ {{qcf}} + P}}
|-
|-
| Shoryuken (also in air) || {{#motion: dp + P}}
| Shoryuken (also in air) || {{ {{dp}} + P}}
|-
|-
| Tatsumaki Senpuu Kyaku (also in air) || {{#motion: qcb + K}}
| Tatsumaki Senpuu Kyaku (also in air) || {{ {{qcb}} + K}}
|}
|}


== Super Moves ==
== Super Moves ==


{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" border-style: solid; border-collapse:collapse;" border="1"
|-
|-
| Shoryu-Reppa || {{#motion: qcf + P P}}
| Shoryu-Reppa || {{ {{qcf}} + P P}}
|-
|-
| Shinryu-Ken || {{#motion: qcf + K K}}
| Shinryu-Ken || {{ {{qcf}} + K K}}
|}
|}


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== Combos/Infinites ==
== Combos/Infinites ==
Beginner
Beginner<br>
1) C.LK , S.MK (2 hits) , S.HK
1) C.LK , S.MK (2 hits) , S.HK<br>
2) J.HP , C.LK , C.MK XX ShouRyuReppa
2) J.HP , C.LK , C.MK XX ShouRyuReppa<br>
3) J.HK , C.MK XX HK-TatsuMakiSenPuuKyaku
3) J.HK , C.MK XX HK-TatsuMakiSenPuuKyaku<br>
4) J.HP , HP-ShouRyuKen
4) J.HP , HP-ShouRyuKen<br>
5) J.MK , J.HK XX HP-ShouRyuKen
5) J.MK , J.HK XX HP-ShouRyuKen


Intermediate
 
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.MP ,
 
  SJ.UP.MK XX ShouRyuKen
Intermediate<br>
2) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP SJ SJ.LP
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.MP ,SJ.UP.MK XX ShouRyuKen<br>
  XX HK-Air TatsuMakiSenPuuKyaku
2) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP SJ SJ.LP XX HK-Air TatsuMakiSenPuuKyaku<br>
3) J.HK , C.LK XX HK-TatsuMakiSenPuuKyaku, HP-
3) J.HK , C.LK XX HK-TatsuMakiSenPuuKyaku, HP- ShouRyuKen (OTG)<br>
  ShouRyuKen (OTG)
4) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS)<br>
4) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX
5) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LP , C.LK XX MK-TatsuMakiSenPuuKyaku, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.HP
  ShinRyuKen (FS)
 
5) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LP
 
  , C.LK XX MK-TatsuMakiSenPuuKyaku, C.LK (OTG) , C.HP SJ
6) Have enemy in corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK , C.LK (OTG) , S.MK [2 hits] , S.HP , S.HK<br>
  SJ.LP , SJ.LK , SJ.MP , SJ.UP.HK (FS), SJ.UP.HK
  (FS) , C.LK (OTG) , C.HP
6) Have enemy in corner.  J.HK XX Air TatsuMakiSenPuuKyaku ,
  C.MK , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK ,
  C.LK (OTG) , S.MK [2 hits] , S.HP , S.HK
   **Note: Put a half a second delay in between the S.MK [2nd hit] and
   **Note: Put a half a second delay in between the S.MK [2nd hit] and
           the S.HP in the OTG juggle part.
           the S.HP in the OTG juggle part.


Expert
Expert<br>
1) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LK
1) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK (FS) , C.LK, C.MP , S.MK [2 hits] , S.HP , S.HK<br>
  , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw ,
  C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK (FS) , C.LK
  , C.MP , S.MK [2 hits] , S.HP , S.HK
   **Note: After the MP-Air Throw, you have to time the C.HP perfectly
   **Note: After the MP-Air Throw, you have to time the C.HP perfectly
           or it will miss the enemy and they will will fall to the floor.
           or it will miss the enemy and they will will fall to the floor.
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           delay in between the C.MP and the S.MK, and between the
           delay in between the C.MP and the S.MK, and between the
           S.MK and the S.HP
           S.MK and the S.HP
2) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LK
2) Get enemy near corner.  J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , S.LP , C.MP, J.MP XX HK-TatsuMakiSenPuuKyaku , J.UP.MK XX HK-TatsuMakiSenPuuKyaku , C.HP XX ShinRyuKen (FS), J.LP , J.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK<br>
  , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw ,
  S.LP , C.MP, J.MP XX HK-TatsuMakiSenPuuKyaku ,
  J.UP.MK XX HK-TatsuMakiSenPuuKyaku , C.HP XX ShinRyuKen
  (FS), J.LP , J.UP.HK , C.LK (OTG) , C.MP , S.MK
  [2 hits] , S.HP , S.HK
   **Note: After the C.MP, you have to jump with an IMMEDIATE J.MP
   **Note: After the C.MP, you have to jump with an IMMEDIATE J.MP
           and then wait a TINY second before canceling it into the HK
           and then wait a TINY second before canceling it into the HK
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{{Navbox-XMVSSF}}
[[Category:X-Men vs Street Fighter]]
[[Category:X-Men vs Street Fighter]]

Latest revision as of 02:42, 31 December 2020

XvSFKen.png

Ken trained in the art of Shotokan with Ryu ever since his boyhood. Ken now travels to internationl Street Fighter tournaments to prove his ability.

Moves List

Normal Moves

Overhead Kick {{ F.png + Mk}}
Upward Midkick (in air) {{ U.png + Mk}}
Upward Roundhouse (in air) {{ U.png + Hk}}

Special Moves

Hadoken (also in air) {{ Qcf.png + P}}
Shoryuken (also in air) {{ Dp.png + P}}
Tatsumaki Senpuu Kyaku (also in air) {{ Qcb.png + K}}

Super Moves

Shoryu-Reppa {{ Qcf.png + P P}}
Shinryu-Ken {{ Qcf.png + K K}}

The Basics

Advanced Strategy

Combos/Infinites

Beginner
1) C.LK , S.MK (2 hits) , S.HK
2) J.HP , C.LK , C.MK XX ShouRyuReppa
3) J.HK , C.MK XX HK-TatsuMakiSenPuuKyaku
4) J.HP , HP-ShouRyuKen
5) J.MK , J.HK XX HP-ShouRyuKen


Intermediate
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.MP ,SJ.UP.MK XX ShouRyuKen
2) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP SJ SJ.LP XX HK-Air TatsuMakiSenPuuKyaku
3) J.HK , C.LK XX HK-TatsuMakiSenPuuKyaku, HP- ShouRyuKen (OTG)
4) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS)
5) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LP , C.LK XX MK-TatsuMakiSenPuuKyaku, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.HP


6) Have enemy in corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK , C.LK (OTG) , S.MK [2 hits] , S.HP , S.HK

  **Note: Put a half a second delay in between the S.MK [2nd hit] and
          the S.HP in the OTG juggle part.

Expert
1) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK (FS) , C.LK, C.MP , S.MK [2 hits] , S.HP , S.HK

  **Note: After the MP-Air Throw, you have to time the C.HP perfectly
          or it will miss the enemy and they will will fall to the floor.
          To get the whole OTG juggle part to connect, you must put a small
          delay in between the C.MP and the S.MK, and between the
          S.MK and the S.HP

2) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , S.LP , C.MP, J.MP XX HK-TatsuMakiSenPuuKyaku , J.UP.MK XX HK-TatsuMakiSenPuuKyaku , C.HP XX ShinRyuKen (FS), J.LP , J.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK

  **Note: After the C.MP, you have to jump with an IMMEDIATE J.MP
          and then wait a TINY second before canceling it into the HK
          Hurricane Kick.  Make sure you are jumping straight up with the
          J.UP.MK and cancel that into the HK Hurricane Kick
          after a small, half a second delay.

Match-ups

Game Navigation

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