Special Moves
Hadouken*- QCF+P
Shoryuken*- DP+K
Tatsumakisempukyaku*- QCB+K
Note:On the ground, his Hurricane Kick will go upwards and he will do his normal one in the air (same as Ryu's)
Hyper Combos
Shoryu Reppa- QCF+PP
Shinryuken- QCF+KK
Shippu Jinrai Kyaku- QCB+KK
Combos
Ground Magic:Stronger
Air Magic:Stronger
Super Jump Magic:Zigzag
Air Launchers:C.FP
AC Finishers:Fierce,Roundhouse,
Hadouken, Shouryuken, Tatsumaki
Sempukyaku
1)S.Jab, S.Strong, S.Fierce XX Hadouken or Shouryuu Reppa
2)J.Roundhouse \/ D.S.Jab, S.Forward XX Shouryuken
I recommend you to do this one in the corner so that you can make the dragon punch connect easily.
3)J.Short, J.Forward \/ D.C.Short, C.Forward XX Shouryuu Reppa
This is Ken's easiest ground combo! Just perform the jump- in plus the two hits on the ground and simply cancel into the super!
4)J.Short,J.Strong \/ D.S.Jab,C.Fierce /\ SJ.Jab,SJ.Short,SJ.Strong, SJ.Forward XX AC Finisher
This is Ken's second basic air combo. The reason is because the setup for this combo is so easy, that even a beginner can pull it off. The jump-in hits are also easy to connect with!
5)J.Short, J.Strong, J.Roundhouse \/ D.S.Jab, S.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward XX AC Finisher
This combo will only work on large characters such as Black Heart and Hulk, so do not even plan to try it on small characters because it won't connect.
6)In the corner:J.Short,J.Strong,J.Roundhouse \/ D.S.Short,S.Strong,S.Fierce XX Fierce Hadouken XX Shippu Jinrai Kyaku XX Shouryu Reppa XX Shinryuken, C.Short (OTG) S.Roundhouse
This combo is somewhat difficult to pull off at first, because you have to be quick with the cancelling. So what I do to solve this problem is hit the opponent with a standing fierce while standing close to them and quickly cancel into the fierce hadouken and then the three supers. You should also have 3 levels of super meter available before pulling this one off. The otg hits are the last easy parts.Let each super hit at least 5-6 times before cancelling. Wheeew! That was a long explanation.
7)In the corner: D.S.Jab, S.Strong, S.Fierce XX Shouryu Reppa XX Team Super
Perform the three hits and cancell quickly intot the super and then the Team Super. Don't forget that you willneed 3 levels of super in order to cancel a super into a Team Super.
8)Against Omega Red in the corner: J.Short, J.Strong \/ D.S.Jab, S.Strong, S.Fierce XX Fierce Hadouken XX Shippu Jinrai Kyaku, super ends and Ken land before Omega Red, C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward XX Fierce Shoryuken
Ok, this is the newest most advanced Ken combo I've found so far!! Its is pretty easy though. All you have to do is the 2 hit jump in (J.Short, J.Strong), land, S.Jab, S.Strong, S.Fierce and immediately cancel into a Fierce Hadouken and hyper cancel that into the Shippu Jinrai Kyaku super. If you did it right, then the SJK super should connect while Omega is still in his stun animation from the previous attack which was the fierce hadouken. Now during the super, start holding down on the pad/joystick so that you can make Ken land before Omega Red does. Doing this will allow you to otg Omega with a C.Short into a C.Fierce launcher and then go for the air combo!! Also, you DO have to hold up on the pad/joystick so that Ken will do his SJ.UP.Forward kick so that it will connect and then cancel into the fierce Shoryuken!! This combo does a total of 28 hits, so its Ken's biggest combo ever and only availabe for the PSX version!! In the arcade/saturn version, you will have to just cancel the S.Fierce into the SJK super, so you will only have 27 hits, but no big deal!!