From: drkhoe@nmt.edu (ONID)
Subject: Re: Ken/Ryu stuff
Summary: Ken / Ryu mastery
Organization: New Mexico Tech
Date: Thu, 5 Nov 1992 22:03:00 GMT

		The Basics to Ken / Ryu Mastery
		===============================

Summary of differences:
1. Ken is faster overall
2. Ken throws Dragon Punches faster (DP).
3. Ken's DP's have a much wider arc then Ryu's. (hence the TRIPLE DP)
4. Ken's Hurricane Kick (HK) is faster but takes off less energy then Ryu's.
5. Ryu takes off more energy overall.
6. Ryu's HK is more powerful and knocks opponents over.
7. Ryu throws fireballs faster (recovery and projecting).

Some tips on using the Hurricane Kick:

KEN:
Short HK into jab dragon punch gets a lot of opponents.
When playing players that are not masters, try this:
When you knock them down, walk right up to them and do a roundhouse 
hurricane kick... this will catch them in the HK and stun them... 
(Yes, another anomaly of the HK for Ken is it traps you in it because of
the speed)

Ken's DP's are much faster and have much wider arcs then Ryu's... a
common technique used by masters to throw opponents off is to throw
multiple short DP's and then when within range of the Fierce DP, they
let one fly, and KAPOW, HIT...
Example: when fighting Blanka, begin by throwing jab DP's and when Blanka
attemps to jump at you, fierce dragon punch him.

Another technique used by advanced Ken players is the triple DP...
Example: when another Ken or Ryu player throws a dragon punch and misses
you, walk right up to them, a split second AFTER they land, execute the
triple DP (fierce, DP).
When playing computer Guile:
throw jab DP, Guile will execute a flash kick, walk up to him and a split
second AFTER he lands, execute the triple DP.

Ryu: Ryu is very powerful (his hits do more damage then Ken's).

Ryu's HK is much slower than Ken's but knocks the opponent down.
A common tick against computer Honda: repeated hurricane kicks will kill
him once you knock him down.

Ryu's HK also, when timed correctly can go OVER a fireball...
This is accomplished by timing till the fireball is within about 1 cm  or more
of you and then executing the HK...

Ryu's DP arc is a narrow arc, therefore it is not wise to throw DP's
all over the place with Ryu as a master with Ken will most certainly
TRIPLE you if you miss...

A good substitute for the TRIPLE DP with Ryu is the Fierce/Jab dragon punch...
this is like a triple except it is done with one fierce punch followed by
a jab DP immediately.

Ryu throws fireballs much faster then Ken... to take advantage of this...
throw fireballs when at a nominal range and then close in...
When playing Zangief, throw slow fireballs and then follow with a fierce.

COMBOS:
All Ken/Ryu combos are similiar, except for combos involving triple DP's and
Hurricane Kicks...

Some common ones include:

Jumping Fierce, Fierce uppercut (not DP), and Strong fireball (immediate stun).
Jumping Fierce, Strong footsweep, Fierce fireball (immediate stun).
Jumping Roundhouse, Roundhouse footsweep, Fierce fireball. 

Dragon punches can be substituted for fireballs...

To execute combos in "automatic fashion":

First move is done as normal:
Second and Third is an emanation of one move: when going into a fireball
motion, tap the second move button and then complete the fireball motion
and then hit the appropriate attack button.

Ken / Ryu's throw priority are the same.

Fireball techniques:
When you trap an opponent in a corner, a good (but sometimes cheap) 
technique is to move within 4-3 inches (maybe a little closer) after
you knock your opponent into the corner, wait a split second BEFORE he/she
gets up, throw a slow fireball followed immediately by a fierce fireball,
repeat this. (you want the slow fireball to hit your opponent right as
he/she stands up so they will have no choice but to defend).  Unless
you are playing a Ken master which will fierce DP out of it or throw
a jab DP and then follow up immediately with a fierce one to knock you on
your butt.

Ken is a highly offensive character while Ryu is more Defensive...

Hope this helps...

-The Doc

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