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Marvel vs Capcom 2/Ken

From SuperCombo Wiki
< Marvel vs Capcom 2(Redirected from Ken (MvC2))
Marvel vs Capcom 2Mvc2 logo.gif
Marvel vs Capcom 2#IntroductionMarvel vs Capcom 2#CharactersMarvel vs Capcom 2/Game MechanicsMarvel vs Capcom 2/TiersMarvel vs Capcom 2/StrategyMarvel vs Capcom 2/MiscellaneousMvC2HeaderButtons.png

Introduction

MvC2ken.png

He's got blonde hair and thus is clearly nothing like Ryu.

Midtier. His dragon punch and glitched hurrican kick make him playable.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-ken.png

Moves List

Normal Moves

Command normals

Mae Geri (aironly): u + mk

Senpuu Kyaku (aironly): u + hk

Inazuma Kakato Wari (overhead): f + hk

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadouken
Qcf.png + p
Airok.png
Shoryuken
Dp.png + p
Airok.png invincible
Dodge Roll
Qcb.png + p
N/A
Tatsumaki Senpu Kyaku
Qcb.png + k
Airok.png Air version is glitched and does crazy damage.

Super Moves

Name
Command
Damage
Special Properties (glossary)
Shoryu Reppa
Qcf.png + Lp.png + hp
Shinryuken
Qcf.png + Lk.png + hk
Mash.png Mash all four attack buttons for more damage.
Shippu Jinrai Kyaku
Qcb.png + Lk.png + hk
Mash.png Mash the kick buttons for more damage.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.pngHp.png Shoryuken
Shinryuken
Hp.png Shoryuken
invincible Generally the preferred assist.
Beta.pngHp.png Hadouken
Shoryu Reppa
Hp.png Hadouken
Don't pick this.
Gamma.pngHk.png Tatsumaki
Shoryu Reppa
Hk.png Tatsumaki
Great to combo off of, but requires a little timing.

The Basics

Beginner Overview

Combos

-Jump HK \/ d.c.LK > c.HP /\ qcb + HK

-Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK

-Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK

-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK

-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK

-Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f + HP

-Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP

-Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP

-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP

-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP

-Corner Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP > HK

-Corner Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK

Strategies

The "Dodge Roll" can prove quite useful. This move can be used to roll behind your opponent and launch a surprise attack.

Advanced Strategy

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