Skip to content
get a grasp of this when playing him long enough.
Capcom vs. SNK 2

get a grasp of this when playing him long enough.

Learn Ken Masters' full move list, including special and super specials, and break down his normal attacks for Capcom vs. SNK 2. Master his rushdown style.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn Ken Masters' full move list, including special and super specials, and break down his normal attacks for Capcom vs. SNK 2. Master his rushdown style.

Ken Masters is Ryu's rival and a formidable fighter in Capcom vs. SNK 2. He excels at rushing down opponents and retains some moves from Street Fighter III: 3rd Strike.

Movelist:

  • Specials: Hadoken (QCF + P), Shoryuken (DPF + P), Tatsumaki Senpukyaku (air) (QCB + K), Ryusankyaku (DPB + K), Nataptoshi Kick (HCF + LK), Kamabanal Kick (HCF + MK), Oosotomawashi Kick (HCF + SK), Inazuna Kakato Kick (Hold K during other HCF kicks), Zanpou Tenshin (QCB + P)
  • Super Specials: Shoryu Reppa (QCF, D, D-F + P), Shinryuken (QCF, D, D-F + K - Tap after connect), Shippu Jinraikyaku (QCBx2 + K - Level 3 & MAX only)

Normal Attacks Breakdown:

  • Standing: LP (Quick Jab - fast, good for chaining, low damage/range), MP (Straight Punch - slow recovery, more reach/damage than LP), SP (Powerful Hook Punch - less range, slower recovery than MP), LK (Shin Kick - similar to LP), MK (High Kick - face kick), F + MK (Axe Kick - good, but unsafe on block), SK (Low Spin Kick - short range, weak), F + SK (Force Mid Kick - good range, bad recovery)
  • Crouching: LP (Quick Jab - same as standing), MP (Normal Punch - same as standing), SP (Upper Punch - great anti-air, safe), LK (Foot Kick - same as standing LK), MK (Extended Foot Kick - reaches further than LK), SK (Leg Sweep - good for combos/corner, don't abuse)
  • Jumping: LP (Falling Fist - lasts entire jump, comboable), Jumping-Up MP (Quick Diagonal Punch - punches down, needs timing), MP (Quick Face Punch - not recommended), SP (Strong Diagonal Punch - slower but stronger than Jumping-Up MP, needs timing), Jumping-Up LK (Falling Heel - good for air-to-air), LK (Knee Punch - good against certain moves), Jumping-Up MK (Quick Heel Kick - fast, needs timing), MK (Karate Kick - good against air attacks), Jumping-Up SK (Spin Heel Kick - spins foot sideways), SK (Quick Karate Kick - fast version of MK, comboable)

Throws:

  • SP + <- or -> (Seoi Nage - throws opponent over back)
  • <- or -> + SK (Tomoe Nage - throws opponent over using foot, directional input first)

Special Move Notes:

  • Hadoken: Speed varies with P button. Good for stalling and keep-away. Strong vs. rush/anti-air/air attacks. Weak vs. air attacks and some projectiles/specials. Cancels with other projectiles.
  • Shoryuken: Height varies with P button. Risky if blocked. Good as a wakeup counter. SP version has flame effect. Strong vs. missed anti-airs, dash attacks, air attacks. Weak vs. projectiles and if missed.
  • Tatsumaki Senpukyaku: Great for rushdown and punishing missed anti-airs. Bad if ducked under or opponent is far. Strong vs. blocked attacks.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content