Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(12 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{TVC Character Intro|char=Ken the Eagle|content=
==Introduction==
==Introduction==
His name was Ken Washio and he was bleeding to death, hopeless, with a bell in his hand. A lost knight without a standard. A soldier with a wounded heart. A science ninja without a team. A life without meaning. And so was born this weird figure of the dark!
His name was Ken Washio and he was bleeding to death, hopeless, with a bell in his hand. A lost knight without a standard. A soldier with a wounded heart. A science ninja without a team. A life without meaning. And so was born this weird figure of the dark!
==Gameplay==
{{Content Box|content=
{{ProConTable
|pros=
* Really strong air movement
* Decent projectile
* Acceptable assist
* Has a couple of supers worth using
* Very high normal jump, can reach top of normal screen
|cons=
* Normals are just okay
* Combos are relatively short
* Mixups are easy to spot and kind of unsafe
* Supers require a bunch of setup to make worth using
* Very floaty character, prime target for anti-airs
}}
}}
}}
==Moves List==
==Moves List==
===Normal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverviewHeader
| '''5A''' || 5 || 1 || 12 || - || 720 || - || A standing jab. The hitbox is fairly large/high and it's rapid fire cancellable, so it's good for confirming ground to air combos.
|header=Normal Moves
|-
|move=[[File:Ken 5A.webm|thumb|{{TvCInput|a}}]]
| '''2A''' || 5 || 1 || 12 || - || 720 || - || A fairly normal looking crouching jab.
|startup=5  
|-
|active=1  
| '''5B''' || 9 || 1 || 21 || - || 1280 || - || A spinning backfist, which ends up with a hitbox slightly larger/higher than the 5A.
|recovery=12  
|-
|blockadv=-  
| '''2B''' || 7 || 1 || 19 || - || 1280 || Low || A crouching kick, similar to a ryu cr.mk.  This move has an extremely long reach for a crouching button, starts up relatively quickly, and also connects into both hits of 2C even at max range, making it a great poking/blockstring tool for ken.
|damage=720  
|-
|properties=-  
| '''6B''' || 21 || 5 || 17 || - || 2480 || Overhead || Ken does an overhead kick. The opponent must block while standing. Because this move is technically airborne, cancelling it with correct timing will give you an aerial 623A, recovering quickly and allowing for follow up combos.  
|notes=A standing jab. The hitbox is fairly large/high and it's rapid-fire cancellable, so it's good for confirming ground-to-air combos.
|-
}}
| '''5C''' || 13 || 1 || 30 || - || 2800 || - || Ken does a backwards spinning kick that will launch the enemy if they are airborne. This move both has a high enough hitbox to set up relaunch loops, and it can be directly cancelled into 3C, allowing for one 'simple' relaunch.  However this move isn't very good in combo strings as it can frequently be out of range after 2B, making some combo routes difficult for Ken.
 
|-
{{TvCOverview
| '''2C''' || 10 || 2 (11) 2 || 18 || - || 2496 || Low || Two hits, the second hit knocks down. The second hit can also be special cancelled into bird shoot for a combo in various ways.
|move=[[File:Ken 2A.webm|thumb|{{TvCInput|2a}}b
|-
]]
| '''3C''' || 13 || 3 || 29 || - || 2720 || Launcher || A launcher with a fairly normal hitbox, but again his combo routing means you don't see it as often outside of relaunches.
|startup=5  
|-
|active=1  
| '''j.A''' || 5 || 9 || 22 || - || 640 || Overhead || -
|recovery=12  
|-
|blockadv=-  
| '''j.B''' || 7 || 4 || 29 || - || 1360 || Overhead || A jumping kick with an upward angle and tons of hit stun, making it great for air to air conversions.
|damage=720  
|-
|properties=-  
| '''j.C''' || 13 || 4 || 25 || - || 2560 || Overhead || A flipping overhead axe kick, Ken's IAD normal.
|notes=A fairly normal-looking crouching jab.
|}
}}
 
{{TvCOverview
|move=[[File:Ken 5B.webm|thumb|{{TvCInput|b}}]]
|startup=9  
|active=1  
|recovery=21  
|blockadv=-  
|damage=1280  
|properties=-  
|notes=A spinning backfist, which ends up with a hitbox slightly larger/higher than the {{TvC-Colors|blue|5A}}.
}}
 
{{TvCOverview
|move=[[File:Ken 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=7  
|active=1  
|recovery=19  
|blockadv=-  
|damage=1280  
|properties=Low  
|notes=A crouching kick with extremely long reach for a crouching button, great for poking and blockstring setups.
}}
 
{{TvCOverview
|move=[[File:Ken 6B.webm|thumb|{{TvCInput|6b}}]]
|startup=21  
|active=5  
|recovery=17  
|blockadv=-  
|damage=2480  
|properties=Overhead  
|notes=Ken does an overhead kick. The move is airborne, allowing follow-up combos.
}}
 
{{TvCOverview
|move=[[File:Ken 5C.webm|thumb|{{TvCInput|c}}]]
|startup=13  
|active=1  
|recovery=30  
|blockadv=-  
|damage=2800  
|properties=-  
|notes=A backward spinning kick that launches airborne enemies.
}}
 
{{TvCOverview
|move=[[File:Ken 2C.webm|thumb|{{TvCInput|2c}}]]
|startup=10  
|active=2 (11) 2  
|recovery=18  
|blockadv=-  
|damage=2496  
|properties=Low  
|notes=Two hits, with the second hit knocking down.
}}
 
{{TvCOverview
|move=[[File:Ken 3C.webm|thumb|{{TvCInput|3c}}]]
|startup=13  
|active=3  
|recovery=29  
|blockadv=-  
|damage=2720  
|properties=Launcher  
|notes=A launcher with a normal hitbox, typically used for relaunch combos.
}}
 
{{TvCOverview
|move=[[File:Ken jA.webm|thumb|{{TvCInput|ja}}]]
|startup=5  
|active=9  
|recovery=22  
|blockadv=-  
|damage=640  
|properties=Overhead  
|notes=A quick aerial jab.
}}
 
{{TvCOverview
|move=[[File:Ken jB.webm|thumb|{{TvCInput|jb}}]]
|startup=7  
|active=4  
|recovery=29  
|blockadv=-  
|damage=1360  
|properties=Overhead  
|notes=A jumping kick with an upward angle, great for air-to-air conversions.
}}
 
{{TvCOverview
|move=[[File:Ken jC.webm|thumb|{{TvCInput|jc}}]]
|startup=13
|active=4
|recovery=25
|blockadv=-  
|damage=2560
|properties=Overhead
|notes=A flipping overhead axe kick.
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=13
|active=4
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=Same animation as {{TvC-Colors|red|j.C}}
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=21
|active=-
|recovery=-
|blockadv=-
|damage=2400
|properties=-
|notes=-
}}
 
{{TvCOverview
|move='''Assist <br> ({{TvC-Colors|green|Bird Run}})'''
|startup=53
|active=-
|recovery=-  
|blockadv=-
|damage=1024
|properties=Projectile <br> no Autocorrect
|notes=Ken uses {{TvC-Colors|green|Bird Run}} with a delayed speed, good for ground combos.
}}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move='''Forward Throw'''
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=A simple throw, useful as a reversal.
}}


|-
{{TvCOverview
| '''VAR starter''' || 13 || 4 || - || - || 3200 || - || Same animation as j.C
|move='''Back Throw'''
|-
|startup=1
| '''Counter Tag''' || 21 || - || - || - || 2400 || - || -
|active=-  
|-
|recovery=-  
| '''Assist <br> (Bird Run)''' || 53 || - || - || - || 1024 || Projectile <br> no Autocorrect || Ken the Eagle jumps out of the screen and uses A version of Bird Run. However, the Bird boomerang does not return (so it only hits once and in the front). This Assist good to use during ground combos (since the speed of A Bird Run is slightly delayed), giving you the ability to come up with some interesting ground combo possibilities.
|blockadv=-  
|-
|damage=5200  
| '''Forward Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
|properties=Throw  
|-
|notes=A simple throw, useful as a reversal.
| '''Back Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
}}
|-
| '''Air Forward Throw''' || 1 || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
|-
| '''Air Back Throw''' || 1 || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
|}


===Special Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move='''Air Forward Throw'''
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=A simple air throw, useful as a reversal.
}}


|-
{{TvCOverview
| '''Bird Run''' <br> [4]6A/B/C || 25/25/25 || - || 26/26/26 || - || 2048/2048/2048 || Projectile || Ken takes his Bird boomerang and throws it at his enemy...eventually, the Bird boomerang returns to Ken (both going towards the enemy and returning to Ken hit). Each version (both ground and air) travels in its own direction. A version will travel straight across the screen, B version will travel in a counter-clockwise direction, and the C version will travel in a clockwise direction. While you cannot combo into Bird Run, you can use them to counter your enemy's attacks or to play a "keep away" game (especially in the air, delay your fall). Each hit (going towards the enemy and coming back to Ken)
|move='''Air Back Throw'''
|-
|startup=1
| '''Bird Run(air)''' <br> j.[4]6A/B/C || 25/25/25 || - || 35/35/35 || - || 2048/2048/2048 || Projectile || Basically the same as the ground version, but in the air.
|active=-  
|-
|recovery=-  
| '''Bird Shoot''' <br> 623A/B/C || 14/14/13 || 11/16/16 || 40/11/11 || - || 2800/2800/2800 || - || A version will travel straight across the screen, B version will travel at a 45 degree incline angle, and the C version will travel straight up vertically in the air. All versions (both ground and air) does around 2,800 Billion Damage. The nice thing with Bird Shot is that you can combo into his Science Ninpo: Bird Smash super, usually guaranteeing a knock down (just practice the timing and the spacing). Bird Shot is fast enough to cause your opponent to play defensively (and block wrong in some cases), and can cause confusion (along with the right Assist, for example, Ryu's Assist). This special is also great to end air combos with because you can cancel Bird Shot right into Random Flight to play a "keep away" game, creating a frustrating and difficult task for your opponent to hunt you down to even get near you.
|blockadv=-  
|-
|damage=6000
| '''Bird Shoot (air)''' <br> j.623A/B/C || 14/14/13 || 13/14/15 || 12/12/12 || - || 2800/2800/2800 || - || -
|properties=Throw
|-
|notes=A simple air throw, useful as a reversal.
| '''Random Flight''' <br> 421A/B/C || 19/19/19 || 0/0/0 || 17/16/16 || - || - || - || Each version (both ground and air) teleport Ken in different spots of the screen. A version will teleport him to the left side, B version will teleport Ken in the middle of the screen, and C version will teleport Ken to the right side of the screen. This is a wonderful special to use because it gives you the ability to play your "run away" or "keep away" game against your opponents. You can teleport up to two times per jump set (making it a total 4 times if you jump after the first set), meaning you cannot do unlimited teleports; once you do two Random Flights, you must land on the ground in order to reset Random Flight use (ground version you can only teleport two times before you have to touch the ground). Using his special during air combos or ground combos will create great mix-up/mind games. A lot of combo potential with Random Flight, experiment!
}}
|-
| '''Random Flight (air)''' <br> j.421A/B/C || 19/19/19 || 0/0/0 || 17/17/17 || - || - || - || -
|-
| '''Eagle Rush''' <br> 63214A/B/C || 16/24/30 || - || 69/49/40 || 2130/2784/3401 || - || - || Each version does a different number of hits and has different output damage. The A version does 3 hits, the B version does 4 hits, and the C version does 5 hits. This special is an alternative to Bird Shot in terms of canceling this special (in an air combo, using the A or B version) into his Science Ninpo: Bird Smash super. With proper timing and spacing (in an air combo), you can get some very nice set-ups (if you cancel this special into his Ninpo: Bird Smash super). C version Eagle Rush will not combo in the air due to the animation delay of Ken actually building momentum to perform C Eagle Rush. It is possible to cancel Eagle Rush into Random Flight; however, you will have to wait until you either Baroque Eagle Rush or if you look for Ken doing the back flip animation after he completes his Eagle Rush to cancel into Random Flight.
|}


===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverviewHeader
| '''Gatchaman Attack: Lightning Strike''' <br> 236A+B || 7+9 || 3 || 40 || - || 12163 || - || Ken kicks his enemy in the air (with his Launcher), following it up with a series of Bird Shots (and ending the super with two Bird Shots coming at the enemy at once). This super is good to ground combo into.
|header=Special Moves
|-
|move= <br>[[File:Ken bird run.webm|thumb|Bird Run {{TvCInput|46X}}]]
| '''Science Ninpo: Bird Smash''' <br> 236A+B || 1+8 || - || - || - || 9160 || - || Ken's super version of Bird Smash. This super is great to use both in ground and air combos, because if all the hits get in, your opponent will fly across the screen. The damage output and number of hits varies due to spacing and timing. This gives you the ability to start (or continue) your "keep away" game. Using this super during an air combo (depending on where Ken is on the screen) can turn into very interesting Team Hyper Combos. Experiment!
|startup=25
|-
|active=-
| '''Science Ninpo: Air Bird Smash''' <br> j.214A+B || 1+4 || - || - || - || 9160 || - || -
|recovery=26
|-
|blockadv=-
| '''Science Ninpo: Phoenix''' <br> 623A+B || 29+2 || - || 35 || - || 27895 || - || Ken jumps to the corner of the wall (regardless if he is on the ground or in the air). Ken then does a flying kick at his enemy. If this hits, Ken turns into a Phoenix, causing his opponent to burn. While this super does a lot of damage (almost 28,000 Billion Damage), his level 3 super is very difficult to connect in a ground or air combo. Under certain circumstances (proper Assist, Team Hyper Combo, or Cross-Over Combination) can you combo into his level 3 super. This super is better to use when you can punish your enemy's mistake (such as missing or "whiffing" a move, not blocking, etc.).
|damage=2048
|-
|properties=Projectile
| '''Science Ninpo: air Phoenix''' <br> j.623A+B || 29+2 || - || 35 || - || 27895 || - || -
|notes=Ken throws a Bird boomerang. {{TvC-Colors|blue|A version}} travels straight, {{TvC-Colors|yellow|B version}} curves counter-clockwise, and {{TvC-Colors|red|C version}} curves clockwise.
|}
}}
 
{{TvCOverview
|move={{TvC-Colors|green|Bird Shoot}} <br> {{TvCInput|623x}}<br>[[File:Ken Bird Shoot A.webm|thumb|{{TvCInput|a}}]]<br>[[File:Ken Bird Shoot B.webm|thumb|{{TvCInput|b}}]]<br>[[File:Ken Bird Shoot C.webm|thumb|{{TvCInput|c}}]]
|startup=14
|active=11/16/16
|recovery=40/11/11
|blockadv=-
|damage=2800
|properties=-
|notes=Each version travels at different angles, useful for zoning.
}}
 
{{TvCOverview
|move={{TvC-Colors|green|Random Flight}} <br> {{TvCInput|421X}} <br>[[File:Ken random flight.webm|thumb]]
|startup=19
|active=0
|recovery=17
|blockadv=-
|damage=-
|properties=-
|notes=Teleports Ken to different areas of the screen. Useful for evading and playing keep-away.
}}
{{TvCOverview
|move={{TvC-Colors|green|Eagle Rush}} <br> j.{{TvCInput|63214x}}<br>[[File:Ken Eagle Rush.webm|thumb]]
|startup=16/24/30
|active=0
|recovery=69/49/40
|blockadv=-
|damage=- 2130/2784/3401
|properties=-
|notes=Each version does a different number of hits and has different output damage. The A version does 3 hits, the B version does 4 hits, and the C version does 5 hits. This special is an alternative to Bird Shot in terms of canceling this special (in an air combo, using the A or B version) into his Science Ninpo: Bird Smash super. With proper timing and spacing (in an air combo), you can get some very nice set-ups (if you cancel this special into his Ninpo: Bird Smash super). C version Eagle Rush will not combo in the air due to the animation delay of Ken actually building momentum to perform C Eagle Rush. It is possible to cancel Eagle Rush into Random Flight; however, you will have to wait until you either Baroque Eagle Rush or if you look for Ken doing the back flip animation after he completes his Eagle Rush to cancel into Random Flight.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move='''Gatchaman Attack: Lightning Strike''' <br> {{TvCInput|236xx}}<br> [[File:Ken Gatchaman attack.webm|thumb]]
|startup=7+9
|active=3
|recovery=40
|blockadv=-
|damage=12163
|properties=-
|notes=Ken kicks his enemy in the air (with his Launcher), following it up with a series of Bird Shots (and ending the super with two Bird Shots coming at the enemy at once). This super is good to ground combo into. '''''Useable on giants'''''.
}}
 
{{TvCOverview
|move='''Science Ninpo: Bird Smash''' <br> {{TvCInput|623xx}} <br>[[File:Ken Bird Smash.webm|thumb]]
|startup=1+8 /(air) 1+4
|active=-  
|recovery=-  
|blockadv=-  
|damage=9160  
|properties=-  
|notes=Ken's super version of Bird Smash. This super is great to use both in ground and air combos, because if all the hits get in, your opponent will fly across the screen. The damage output and number of hits varies due to spacing and timing. This gives you the ability to start (or continue) your "keep away" game. Using this super during an air combo (depending on where Ken is on the screen) can turn into very interesting Team Hyper Combos. Experiment!
}}
 
{{TvCOverview
|move='''Science Ninpo: Phoenix''' <br> {{TvCInput|214xx}} <br>[[File:Ken Phoenix.webm|thumb]]
|startup=29+2
|active=-  
|recovery=35  
|blockadv=-  
|damage=27895  
|properties=-  
|notes=Ken jumps to the corner of the wall (regardless if he is on the ground or in the air). Ken then does a flying kick at his enemy. If this hits, Ken turns into a Phoenix, causing his opponent to burn. While this super does a lot of damage (almost 28,000 Billion Damage), his level 3 super is very difficult to connect in a ground or air combo. Under certain circumstances (proper Assist, Team Hyper Combo, or Cross-Over Combination) can you combo into his level 3 super. This super is better to use when you can punish your enemy's mistake (such as missing or "whiffing" a move, not blocking, etc.). '''''Useable on giants'''''.
}}
 


==Strategy==
==Strategy==
==Combos==
==Combos==
==Unblockable Setups==
==Unblockable Setups==
==Match-ups==
==Match-ups==
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = High Plains Grifter
| point = Ken the Eagle
| anchor = Ryu
| pointportrait = TvC_Ken_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.twitch.tv/highplains_grifter Twitch]
}}
{{TvC-Players
| name = Rao
| point = Ken the Eagle
| anchor = Morrigan
| pointportrait = TvC_Ken_Face.png
| anchorportrait = TvC_Morrigan_Face.png
| social =
}}
{{TvC-Players
| name = Aopossum
| point = Ken the Eagle
| anchor = Chun-Li
| pointportrait = TvC_Ken_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@aopossumz/videos Youtube]


}}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 20:41, 18 March 2025

Introduction

His name was Ken Washio and he was bleeding to death, hopeless, with a bell in his hand. A lost knight without a standard. A soldier with a wounded heart. A science ninja without a team. A life without meaning. And so was born this weird figure of the dark!

Gameplay

Strengths Weaknesses
  • Really strong air movement
  • Decent projectile
  • Acceptable assist
  • Has a couple of supers worth using
  • Very high normal jump, can reach top of normal screen
  • Normals are just okay
  • Combos are relatively short
  • Mixups are easy to spot and kind of unsafe
  • Supers require a bunch of setup to make worth using
  • Very floaty character, prime target for anti-airs
TVC Ken the Eagle Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 1 12 - 720 - A standing jab. The hitbox is fairly large/high and it's rapid-fire cancellable, so it's good for confirming ground-to-air combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 1 12 - 720 - A fairly normal-looking crouching jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 1 21 - 1280 - A spinning backfist, which ends up with a hitbox slightly larger/higher than the 5A.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 1 19 - 1280 Low A crouching kick with extremely long reach for a crouching button, great for poking and blockstring setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
21 5 17 - 2480 Overhead Ken does an overhead kick. The move is airborne, allowing follow-up combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 1 30 - 2800 - A backward spinning kick that launches airborne enemies.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 2 (11) 2 18 - 2496 Low Two hits, with the second hit knocking down.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 3 29 - 2720 Launcher A launcher with a normal hitbox, typically used for relaunch combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 9 22 - 640 Overhead A quick aerial jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
7 4 29 - 1360 Overhead A jumping kick with an upward angle, great for air-to-air conversions.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 4 25 - 2560 Overhead A flipping overhead axe kick.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 13 4 - - 3200 - Same animation as j.C
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 21 - - - 2400 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist
(Bird Run)
53 - - - 1024 Projectile
no Autocorrect
Ken uses Bird Run with a delayed speed, good for ground combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw 1 - - - 5200 Throw A simple throw, useful as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw 1 - - - 5200 Throw A simple throw, useful as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw 1 - - - 6000 Throw A simple air throw, useful as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw 1 - - - 6000 Throw A simple air throw, useful as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

25 - 26 - 2048 Projectile Ken throws a Bird boomerang. A version travels straight, B version curves counter-clockwise, and C version curves clockwise.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Bird Shoot

TVC-623.png TVC-AT.png




14 11/16/16 40/11/11 - 2800 - Each version travels at different angles, useful for zoning.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Random Flight

TVC-421.png TVC-AT.png


19 0 17 - - - Teleports Ken to different areas of the screen. Useful for evading and playing keep-away.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Eagle Rush
j.

TVC-63214.png TVC-AT.png


16/24/30 0 69/49/40 - - 2130/2784/3401 - Each version does a different number of hits and has different output damage. The A version does 3 hits, the B version does 4 hits, and the C version does 5 hits. This special is an alternative to Bird Shot in terms of canceling this special (in an air combo, using the A or B version) into his Science Ninpo: Bird Smash super. With proper timing and spacing (in an air combo), you can get some very nice set-ups (if you cancel this special into his Ninpo: Bird Smash super). C version Eagle Rush will not combo in the air due to the animation delay of Ken actually building momentum to perform C Eagle Rush. It is possible to cancel Eagle Rush into Random Flight; however, you will have to wait until you either Baroque Eagle Rush or if you look for Ken doing the back flip animation after he completes his Eagle Rush to cancel into Random Flight.


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Gatchaman Attack: Lightning Strike

TVC-236.png TVC-AT.png TVC-AT.png


7+9 3 40 - 12163 - Ken kicks his enemy in the air (with his Launcher), following it up with a series of Bird Shots (and ending the super with two Bird Shots coming at the enemy at once). This super is good to ground combo into. Useable on giants.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Science Ninpo: Bird Smash

TVC-623.png TVC-AT.png TVC-AT.png


1+8 /(air) 1+4 - - - 9160 - Ken's super version of Bird Smash. This super is great to use both in ground and air combos, because if all the hits get in, your opponent will fly across the screen. The damage output and number of hits varies due to spacing and timing. This gives you the ability to start (or continue) your "keep away" game. Using this super during an air combo (depending on where Ken is on the screen) can turn into very interesting Team Hyper Combos. Experiment!
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Science Ninpo: Phoenix

TVC-214.png TVC-AT.png TVC-AT.png


29+2 - 35 - 27895 - Ken jumps to the corner of the wall (regardless if he is on the ground or in the air). Ken then does a flying kick at his enemy. If this hits, Ken turns into a Phoenix, causing his opponent to burn. While this super does a lot of damage (almost 28,000 Billion Damage), his level 3 super is very difficult to connect in a ground or air combo. Under certain circumstances (proper Assist, Team Hyper Combo, or Cross-Over Combination) can you combo into his level 3 super. This super is better to use when you can punish your enemy's mistake (such as missing or "whiffing" a move, not blocking, etc.). Useable on giants.


Strategy

Combos

Unblockable Setups

Match-ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
High Plains Grifter
TvC Ken Face.png

Ken the Eagle
TvC Ryu Face.png

Ryu
Twitch
Player Name Point Character Anchor Character Social Media
Rao
TvC Ken Face.png

Ken the Eagle
TvC Morrigan Face.png

Morrigan
Player Name Point Character Anchor Character Social Media
Aopossum
TvC Ken Face.png

Ken the Eagle
TvC Chun-Li Face.png

Chun-Li
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants