Customized version of Capcom’s Ken character, for MUGEN 1.0; featuring details and moves from a variety of his video game appearances. The gameplay system is “PotS style”, the gameplay system pioneered by Phantom of the Server, which features gameplay mixed from several different games, including CvS2, KOF, SFA3 and SFIII.
Includes four modes: normal mode, based on his moveset from CvS2 and SFIV; Violent mode, which based on the Violent Ken character from SVC Chaos; Master mode, which features all the moves from the previous two modes (albeit with a severely weakened defense); and SFIII mode, which is based on his moveset from SFIII..
Compatibility patches
This character features extensive interactivity with Ryu by Phantom.of.the.Server; the latest versions of that character will work seamlessly and require no extra modification. For posterity’s sake, however, the now-obsolete patch for the older version (the 2010 version, specifically) can be found here. Please note that the patch for Ryu is for 1.0 (and above) ONLY; it will crash WinMUGEN. Furthermore, Ken’s team supers, available only in simul mode, are only compatible with the old, patched 2010 version of PotS’s Ryu.
Finally, this character had a few other preexisting intros with various characters, but they may have been broken after the most recent update. The following are patches to apply to those characters to fix their intros to work with the updated version of Ken: Sean by Victorys, Robert by ChazzaNova, and Terry by CrazyKoopa.
During the throw, you and your opponent can mash buttons and/or directions to respectively increase or decrease the number of hits.
Jigoku Husha
IN AIR
OR
+
2P
(NEAR OPPONENT)
Unique Attacks
Inazuma Kakato Wari
+
MK
Overhead.
Ushiro Mawashi Geri
+
HK
Gakuhatsu
MP
HP
(NEAR OPPONENT)
Special Moves
HadokenEX
+
ShoryukenEX
+
Tatsumaki SenpukyakuEX
+
Airborne Tatsumaki SenpukyakuEX
IN AIR
+
The EX version, if canceled into, can hit falling opponents.
RyusenkyakuEX
+
Overhead.
Nata Otoshi Geri
+
LK
Inazuma Kakato Wari
(HOLD)
Overhead.
Kama Barai Geri
+
MK
Inazuma Kakato Wari
(HOLD)
Overhead.
Oosoto Mawashi Geri
+
HK
Inazuma Kakato Wari
(HOLD)
Overhead.
Fujin Sen GeriEX ONLY
+
2K
Causes wall bounce if both hits connect, which also resets the juggle counter. The juggle reset can only be done once per combo.
Zenpo Tenshin
+
Zento
+
Super Moves
ShoryureppaMAX
+
ShinryukenMAX
+
Rapidly mash buttons and/or directions to increase the number of hits.
Shippu JinraikyakuMAX
+
Sekinetsu ShinryukenLv.3
+
3P
SoryukenTEAM Lv.3
+
+
Can only be performed in Simul mode, with Ryu by PotS (the 2010 version only, or other compatible Ryu) as teammate. Ryu must be in either Normal or Master mode, and must also be on the opposite side of the opponent(s) as Ken for the attack to be allowed to be performed.
Normal Throws
Seoi Nage
OR
+
2P
(NEAR OPPONENT)
Jigoku Gurama
OR
+
2K
(NEAR OPPONENT)
Unique Attacks
Inazuma Kakato Wari
+
MK
Overhead.
Kurubushi Kick
HP
+
MK
(NEAR OPPONENT)
Special Moves
Hadoken
+
Shoryuken
+
Tatsumaki Senpukyaku
+
Uniquely capable of hitting falling opponents, as long as the juggle counter is low enough (this limit is raised as button strength increases).
Airborne Tatsumaki Senpukyaku
IN AIR
+
Uniquely capable of hitting falling opponents, as long as the juggle counter is low enough (this limit is raised as button strength increases).
Rasetsukyaku
+
Nata Otoshi Geri
+
LK
Inazuma Kakato Wari
(HOLD)
Overhead.
Kama Barai Geri
+
MK
Inazuma Kakato Wari
(HOLD)
Overhead.
Oosoto Mawashi Geri
+
HK
Inazuma Kakato Wari
(HOLD)
Overhead.
Super Moves
ShoryureppaMAX
+
ShinryukenMAX
+
Rapidly mash buttons and/or directions to increase the number of hits.
Shippu JinraikyakuMAX
+
The MAX version is Kuzuryureppa, and can be juggled afterward with any attack (so long as the final hits connect).
Shinbu MessatsuLv.3
+
2P
Shin Goku MessatsuTEAM Lv.3
+
+
Can only be performed in Simul mode, with Ryu by PotS (the 2010 version only, or other compatible Ryu) as teammate. Ryu must be in Evil mode, and must also be on the opposite side of the opponent(s) as Violent Ken for the attack to be allowed to be performed.
Normal Throws
Jigoku Gurama
OR
+
2P
(NEAR OPPONENT)
Tsukami Nage
OR
+
2K
(NEAR OPPONENT)
During the throw, you and your opponent can mash buttons and/or directions to respectively increase or decrease the number of hits.
Jigoku Husha
IN AIR
OR
+
2P
(NEAR OPPONENT)
Unique Attacks
Inazuma Kakato Wari
+
MK
Overhead.
Ushiro Mawashi Geri
+
HK
Gakuhatsu
MP
HP
(NEAR OPPONENT)
Kurubushi Kick
HP
+
MK
(NEAR OPPONENT)
Special Moves
Hadoken
+
Shoryuken
+
Tatsumaki Senpukyaku
+
Uniquely capable of hitting falling opponents, as long as the juggle counter is low enough (this limit is raised as button strength increases).
Airborne Tatsumaki Senpukyaku
IN AIR
+
Claissc Airborne Tatsumaki Senpukyaku
IN AIR
+
Uniquely capable of hitting falling opponents, as long as the juggle counter is low enough (this limit is raised as button strength increases).
Ryusenkyaku
+
Overhead.
Rasetsukyaku
+
Nata Otoshi Geri
+
LK
Inazuma Kakato Wari
(HOLD)
Overhead.
Kama Barai Geri
+
MK
Inazuma Kakato Wari
(HOLD)
Overhead.
Oosoto Mawashi Geri
+
HK
Inazuma Kakato Wari
(HOLD)
Overhead.
Zenpo Tenshin
+
Zento
+
Super Moves
ShoryureppaMAX
+
ShinryukenMAX
+
Rapidly mash buttons and/or directions to increase the number of hits.
Shippu JinraikyakuMAX
+
KuzuryureppaMAX ONLY
+
2K
Can be juggled afterward with any attack (so long as the final hits connect).
Sekinetsu ShinryukenLv.3
+
3P
Shinbu MessatsuLv.3
+
2P
SoryukenTEAM Lv.3
+
+
Can only be performed in Simul mode, with Ryu by PotS (the 2010 version only, or other compatible Ryu) as teammate. Ryu must be in either Normal or Master mode, and must also be on the opposite side of the opponent(s) as Ken for the attack to be allowed to be performed.
Normal Throws
Seoi Nage
OR
+
2P
(NEAR OPPONENT)
Jigoku Gurama
OR
+
2K
(NEAR OPPONENT)
Unique Attacks
Inazuma Kakato Wari
+
MK
OR
MK
(HOLD)
Overhead.
Fumikomi Mae Geri
+
MK
Shiden Kakato Otoshi
+
HK
(HOLD TO FEINT)
Overhead.
Gakuhatsu
MP
HP
(NEAR OPPONENT)
Special Moves
HadokenEX
+
ShoryukenEX
+
Tatsumaki SenpukyakuEX
+
Airborne Tatsumaki SenpukyakuEX
IN AIR
+
The EX version, if canceled into, can hit falling opponents.
Super Moves
ShoryureppaMAX
+
ShinryukenMAX
+
Rapidly mash buttons and/or directions to increase the number of hits.
Shippu JinraikyakuMAX
+
Guren SenpukyakuLv.3
+
3K
SoryukenTEAM Lv.3
+
+
Can only be performed in Simul mode, with Ryu by PotS (the 2010 version only, or other compatible Ryu) as teammate. Ryu must be in either Normal or Master mode, and must also be on the opposite side of the opponent(s) as Ken for the attack to be allowed to be performed.
Icon Legend
/
/
Charge in the direction indicated.
MASH
Repeatedly mash the attack button indicated.
Indicates the next step in the command of the attack.
EX
EX Special possible; use two attack buttons to activate (costs 1/2 of a single super stock).
MAX
MAX Super possible; use two attack buttons to activate (costs 2 super stocks).
Lv.3
Level 3 Super (costs all 3 super stocks).
System Mechanics
Gameplay Notes
Some Normal attacks can be canceled into Special and Super moves.
Some Special moves can be canceled into Super moves.
Some Lv1 Super moves can be canceled into MAX Super moves.
Cancelling a Special, Super move or Custom Combo into a Super move resets the juggle points, but also reduces its damage.
System
Dash Forward / Run
Hold second input to run, release input quickly to dash.
Dash Backward
Super Jump
/
/
Jumping while running will also initiate a Super Jump.
Hop
(tap)
/ (tap)
/ (tap)
Super Hop
(tap)
/
(tap)
Hopping while running will also initiate a Super Hop.
Roll Forward
+
LP
+
LK
Invincible (except to throws) for nearly the entire duration, becoming vulnerable at the very end.
Roll Backward
+
LP
+
LK
Invincible (except to throws) for nearly the entire duration, becoming vulnerable at the very end.
Safe Fall
LP
+
LK
OR
2P
(WHILE FALLING)
Fully invincible. Cannot perform when hit by a move with hard knockdown.
Zero Counter
+
OR
(DURING STANDING OR CROUCHING GUARD)
Costs 1 super stock.
Dodge
LP
+
LK
Fully invincible (except to throws) for the entire duration.
Dodge Attack
OR
Parry (High)
(tap)
Input right before an opponent’s (non-low) attack connects to deflect the attack without taking any damage; the parrying player will also be able to act first after the parry ends.
Parry (Low)
(tap)
Input right before an opponent’s low attack connects to deflect the attack without taking any damage; the parrying player will also be able to act first after the parry ends.
Parry (Air)
IN AIR
(tap)
Input right before an opponent’s attack connects to deflect the attack without taking any damage; the parrying player will also be able to act first after the parry ends.
Power Charge
MP
+
MK
(HOLD)
Custom Combo
HP
+
HK
(AIR ALSO)
Costs 1 super stock. Removes all juggle limits and allows most Normal attacks and Special attacks to be cancelled out of, into themselves and other Normal/Special moves. Activation has a small amount of startup invincibility. The Custom Combo state lasts around 3 seconds; towards the end, the character will start flashing faster and brighter, at which point EX Special or Super moves may be used (which all cost the usual amount of meter they normally do). Doing so also immediately ends the Custom Combo state.