Strategy Guide








K Mujinkyaku (Infinite Kick)
P Hosho (Eruption Blow)
P Yashuukaeshi (Devil Return) upper counter
K Yashuukaeshi (Devil Return) lower counter
K Rejinha
P, (P) Double Elbow

K Unknown (throw)

P, P, P Kourenken (Red Lotus Fist)

After the first or second P:

P or P or P, P or P

or K or K or K or K or K



P Kozuru Shinpikaipei (Kozu style God Door Open)
K Kozuru Kououken (Kozu style Majestic King Fist)


Here's a new combo I discovered recently... hard as hell and not very practical, but I thought it looked cool. Overhead hop punch [Rejinha] when they're in the corner (d,df,f,uf+Kick, or u+K during a Kourenken), juggle Low Jab [LP] into Level 1/2/3 Kick Super [Kozuru Kououken]. Timing of the Jab [LP] is critical.

---Lord BBH [via alt.games.sf2]---            

Karin has became my new favorite character on this game. Her high-low game is so dangerous. One extremely good combo I've done with her is: jumping fierce [HP] followed by a level 2 God Door Open (the punching super). The level 2 knocks them up into the air so you can juggle them some more with a jab [LP] buffered into an Infinite Kick which knocks them up high enough to connect with a level 1 Majestic King Fist. This is an extremely quick comeback combo, as it easily erases 60% of your opponent's life.

---Travis---            

Jump in with roundhouse [HK],standing jab [LP], jab [LP], short [LK], two in one into her rekka ken [Kourenken] (with punch, punch, roundhouse [HK]), while your opponent is in the air do a level 3 super [Kozuru Kououken] (K), as they're falling juggle with standing fierce [HP] or whatever else works... Does approximately 40-50% damage.

---Tee---            

Here some good combos that i have discovered for my fav char:

low short [LK] into P, P, K [Kourenken/Red Lotus Fist]. The upward kick at the end is pretty safe to do if blocked.
Standing forward [MK] is a good poke, crouching forward [MK] is decent (it was bufferable in the test version but not in the final... ARGH!@)

Standing strong [MP], crouching forward [MK].... Standing strong [MP], crouching roundhouse [HK]... Maybe crouching strong [MP] into a special or super.

My bread-and-butter Karin combo is jumping attack, crouching short [LK] (x2), LP, P, K [Kourenken], crouching fierce [HP] interrupt into kick super [Kozuru Kououken].

---Lord D---            

I saw someone do this: jumping forward [MK], low short [LK], roundhouse [HK] Mujinkyaku/Infinite Kick, followed by her diagonal super. You can also use her rushing super but it doesn't provide as many hits.

Also try jumping Forward/Roundhouse [MK/HK], crouching fierce [HP], P, P, K [Kourenken - hop kick version], crouching fierce [HP], interrupt into kick super [Kozuru Kououken]. They can air recover and make the crouching fierce whiff, but if you skip it and go directly into the Kozuru Kououken you'll hit them anyway. This combo looks especially good with a level 3 super.

Finally, you can do a jumping attack, crouching short/fierce [LK/HP], level 2 punch super [Kozuru Shinpikaipei], juggle with crouching fierce [HP] into a level 1 kick super [Kozuru Kououken]. Yup, two supers in one combo. If they air recover you might miss your crouching fierce [HP]. If they air recover and you went directly into your kick super, you'll hit them. However, If they DON'T air recover and you did the kick super immediately, you'll miss. Anyway, it's a bit of a guessing game as to whether or not you will connect with the second super... But damn it looks good.

---Lord BBH---            

Generally, tap-dance around and try to get them to jump at you for a free juggle combo off the ducking fierce [HP (If they jumped in from far enough that you think that your punch will miss, do a reversal instead - same effect). If they don't jump and just sit there and turtle, what I usually do is just keep on taking off block damage by doing rekka-kens [Kourenken] ending with the hop-kick. If you knock someone down, walk over to them (in sweep range) and as they're getting up, do the low-reversal-counter [Yashuukaeshi lower counter]. 9 times out of 10, the scrubs will try to sweep you back, and you know what happens then. Lame tactic that actually works!

---Ace [via alt.games.sf2]---            

A-ism is the best. X-ism only gets the Level 3 punch super [Kozuru Shinpikaipei], and she's a lot better when she has access to level 1 and ESPECIALLY the level 2 supers too. Plus there's her incredible anti-air Kick super [Kozuru Kououken].... do Crouching Fierce [HP] and buffer into that super when they jump for big damage. I'm usually using her Standing Strong [MP], Standing Forward [MK], and Crouching Forward [MK] as pokes from far range, with an occasional Crouching Roundhouse [HK] thrown in for good measure. Once close, just do Crouching Short [LK] or Crouching Strong [MP] (both must be blocked low) and start cancelling into her Rekka-Kens [Kourenken]. Finish the move with her sweep if they've been blocking high, finish with the hop kick if they blocked the whole thing in the middle of the screen, or finish with her hopping overhead punch if they blocked in the corner. Keep in mind that Karin's Level 1 punch super [Kozuru Shinpikaipei] has massive invincibility for a level 1, and her Level 2 is very safe if blocked. Heck, with three bars, do a Level 2, and if they block and try to retaliate, counter with Level 1. You'll always get most, if not all, of the hits no matter what the distance is. Every now and then, throw in a Jumping Short [LP] into 360+K tick. Her 360+K has decent range (more than Honda's Ohicho anyway) and if you've been playing aggressively they might expect you to do some other ground attack. I've been throwing like mad with her lately, and I love it.

---Lord BBH [via alt.games.sf2]---            

Karin isn't exactly Fei-Longish, but pretty darn close. You can't be reckless with her rushing punches [Kourenken], they leave her open if done from close up. Mixing up your followups to the Kourenken is essential.

---rpm [via alt.games.sf2]---            












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