Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle: Difference between revisions
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|'''5A'''<br>[[File:Ken 5A.webm|thumb]] || 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. | |'''<span style="color:#87CEEB;">5A</span>'''<br>[[File:Ken 5A.webm|thumb]] || 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. | ||
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| '''2A''' <br>[[File:Ken 2A.webm|thumb]]|| 5 || 1 || 12 || - || 720 || - || A fairly normal looking crouching jab. | | '''<span style="color:#87CEEB;">2A</span>''' <br>[[File:Ken 2A.webm|thumb]]|| 5 || 1 || 12 || - || 720 || - || A fairly normal looking crouching jab. | ||
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| '''5B''' <br>[[File:Ken 5B.webm|thumb]] || 9 || 1 || 21 || - || 1280 || - || A spinning backfist, which ends up with a hitbox slightly larger/higher than the 5A. | | '''<span style="color:#FFD700;">5B</span>''' <br>[[File:Ken 5B.webm|thumb]] || 9 || 1 || 21 || - || 1280 || - || A spinning backfist, which ends up with a hitbox slightly larger/higher than the <span style="color:#87CEEB;">5A</span>. | ||
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| '''2B''' <br>[[File:Ken 2B.webm|thumb]] || 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. | | '''<span style="color:#FFD700;">2B</span>''' <br>[[File:Ken 2B.webm|thumb]] || 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 <span style="color:#FF6347;">2C</span> even at max range, making it a great poking/blockstring tool for ken. | ||
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| '''6B''' <br>[[File:Ken 6B.webm|thumb]] || 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. | | '''<span style="color:#FFD700;">6B</span>''' <br>[[File:Ken 6B.webm|thumb]] || 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 <span style="color:#90EE90;">623A</span>, recovering quickly and allowing for follow-up combos. | ||
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| '''5C''' <br>[[File:Ken 5C.webm|thumb]] || 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. | | '''<span style="color:#FF6347;">5C</span>''' <br>[[File:Ken 5C.webm|thumb]] || 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 <span style="color:#FF6347;">3C</span>, allowing for one 'simple' relaunch. However, this move isn't very good in combo strings as it can frequently be out of range after <span style="color:#FFD700;">2B</span>, making some combo routes difficult for Ken. | ||
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| '''2C''' <br>[[File:Ken 2C.webm|thumb]]|| 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. | | '''<span style="color:#FF6347;">2C</span>''' <br>[[File:Ken 2C.webm|thumb]]|| 10 || 2 (11) 2 || 18 || - || 2496 || Low || Two hits, the second hit knocks down. The second hit can also be special cancelled into <span style="color:#90EE90;">bird shoot</span> for a combo in various ways. | ||
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| '''3C''' <br> [[File:Ken 3C.webm|thumb]]|| 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. | | '''<span style="color:#FF6347;">3C</span>''' <br> [[File:Ken 3C.webm|thumb]]|| 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. | ||
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| '''j.A''' <br>[[File:Ken jA.webm|thumb]] || 5 || 9 || 22 || - || 640 || Overhead || - | | '''<span style="color:#87CEEB;">j.A</span>''' <br>[[File:Ken jA.webm|thumb]] || 5 || 9 || 22 || - || 640 || Overhead || - | ||
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| '''j.B''' <br> [[File:Ken jB.webm|thumb]] || 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. | | '''<span style="color:#FFD700;">j.B</span>''' <br> [[File:Ken jB.webm|thumb]] || 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. | ||
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| '''j.C''' <br> [[File:Ken jC.webm|thumb]] || 13 || 4 || 25 || - || 2560 || Overhead || A flipping overhead axe kick, Ken's IAD normal. | | '''<span style="color:#FF6347;">j.C</span>''' <br> [[File:Ken jC.webm|thumb]] || 13 || 4 || 25 || - || 2560 || Overhead || A flipping overhead axe kick, Ken's IAD normal. | ||
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| '''VAR starter''' || 13 || 4 || - || - || 3200 || - || Same animation as j.C | | '''VAR starter''' || 13 || 4 || - || - || 3200 || - || Same animation as <span style="color:#FF6347;">j.C</span> | ||
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| '''Counter | | '''Crossover Counter''' || 21 || - || - || - || 2400 || - || - | ||
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| '''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. | | '''Assist <br> (<span style="color:#90EE90;">Bird Run</span>)''' || 53 || - || - || - || 1024 || Projectile <br> no Autocorrect || Ken the Eagle jumps out of the screen and uses <span style="color:#90EE90;">A version of Bird Run</span>. 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 <span style="color:#90EE90;">A Bird Run</span> is slightly delayed), giving you the ability to come up with some interesting ground combo possibilities. | ||
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| '''Forward Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal. | | '''Forward Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal. | ||
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| '''Bird Run''' <br> [4]6X <br> [[File:Ken bird run.webm|thumb]]|| 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) | | '''<span style="color:#90EE90;">Bird Run</span>''' <br> [4]6X <br> [[File:Ken bird run.webm|thumb]]|| 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. <span style="color:#87CEEB;">A version</span> will travel straight across the screen, <span style="color:#FFD700;">B version</span> will travel in a counter-clockwise direction, and the <span style="color:#FF6347;">C version</span> will travel in a clockwise direction. While you cannot combo into <span style="color:#90EE90;">Bird Run</span>, 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) | ||
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| '''Bird Run(air)''' <br> j.[4]6X|| 25/25/25 || - || 35/35/35 || - || 2048/2048/2048 || Projectile || Basically the same as the ground version, but in the air. | | '''<span style="color:#90EE90;">Bird Run(air)</span>''' <br> j.[4]6X|| 25/25/25 || - || 35/35/35 || - || 2048/2048/2048 || Projectile || Basically the same as the ground version, but in the air. | ||
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| '''Bird Shoot''' <br> 623X <br>[[File:Ken Bird Shoot A.webm|thumb|'''A''']] <br> [[File:Ken Bird Shoot B.webm|thumb|'''B''']] <br> [[File:Ken Bird Shoot C.webm|thumb|'''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 | | '''<span style="color:#90EE90;">Bird Shoot</span>''' <br> 623X <br>[[File:Ken Bird Shoot A.webm|thumb|'''<span style="color:#87CEEB;">A</span>''']] <br> [[File:Ken Bird Shoot B.webm|thumb|'''<span style="color:#FFD700;">B</span>''']] <br> [[File:Ken Bird Shoot C.webm|thumb|'''<span style="color:#FF6347;">C</span>''']] || 14/14/13 || 11/16/16 || 40/11/11 || - || 2800/2800/2800 || - || <span style="color:#87CEEB;">A version</span> will travel straight across the screen, <span style="color:#FFD700;">B version</span> will travel at a 45 degree incline angle, and the <span style="color:#FF6347;">C version</span> will travel straight up vertically in the air. All versions (both ground and air) does around 2,800 Billion Damage. The nice thing with <span style="color:#90EE90;">Bird Shot</span> is that you can combo into his <span style="color:#90EE90;">Science Ninpo: Bird Smash super</span>, usually guaranteeing a knockdown (just practice the timing and the spacing). <span style="color:#90EE90;">Bird Shot</span> 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 <span style="color:#90EE90;">Bird Shot</span> right into <span style="color:#90EE90;">Random Flight</span> to play a "keep away" game, creating a frustrating and difficult task for your opponent to hunt you down to even get near you. | ||
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| '''Bird Shoot (air)''' <br> j.623X|| 14/14/13 || 13/14/15 || 12/12/12 || - || 2800/2800/2800 || - || - | | '''<span style="color:#90EE90;">Bird Shoot (air)</span>''' <br> j.623X|| 14/14/13 || 13/14/15 || 12/12/12 || - || 2800/2800/2800 || - || - | ||
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| '''Random Flight''' <br> 421X <br>[[File:Ken random flight.webm|thumb]]|| 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! | | '''<span style="color:#90EE90;">Random Flight</span>''' <br> 421X <br>[[File:Ken random flight.webm|thumb]]|| 19/19/19 || 0/0/0 || 17/16/16 || - || - || - || Each version (both ground and air) teleport Ken in different spots of the screen. <span style="color:#87CEEB;">A version</span> will teleport him to the left side, <span style="color:#FFD700;">B version</span> will teleport Ken in the middle of the screen, and the <span style="color:#FF6347;">C version</span> 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 <span style="color:#90EE90;">Random Flights</span>, you must land on the ground in order to reset <span style="color:#90EE90;">Random Flight</span> 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 <span style="color:#90EE90;">Random Flight</span>, experiment! | ||
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| '''Random Flight (air)''' <br> j.421X|| 19/19/19 || 0/0/0 || 17/17/17 || - || - || - || - | | '''<span style="color:#90EE90;">Random Flight (air)</span>''' <br> j.421X|| 19/19/19 || 0/0/0 || 17/17/17 || - || - || - || - | ||
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| '''Eagle Rush''' <br> j.63214X <br>[[File:Ken Eagle Rush.webm|thumb]]|| 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 | | '''<span style="color:#90EE90;">Eagle Rush</span>''' <br> j.63214X <br>[[File:Ken Eagle Rush.webm|thumb]]|| 16/24/30 || - || 69/49/40 || 2130/2784/3401 || - || - || Each version does a different number of hits and has different output damage. The <span style="color:#87CEEB;">A version</span> does 3 hits, the <span style="color:#FFD700;">B version</span> does 4 hits, and the <span style="color:#FF6347;">C version</span> does 5 hits. This special is an alternative to <span style="color:#90EE90;">Bird Shot</span> in terms of canceling this special (in an air combo, using the <span style="color:#87CEEB;">A</span> or <span style="color:#FFD700;">B</span> version) into his <span style="color:#90EE90;">Science Ninpo: Bird Smash super</span>. With proper timing and spacing (in an air combo), you can get some very nice set-ups (if you cancel this special into his <span style="color:#90EE90;">Ninpo: Bird Smash super</span>). <span style="color:#FF6347;">C version Eagle Rush</span> will not combo in the air due to the animation delay of Ken actually building momentum to perform <span style="color:#FF6347;">C Eagle Rush</span>. It is possible to cancel <span style="color:#90EE90;">Eagle Rush</span> into <span style="color:#90EE90;">Random Flight</span>; however, you will have to wait until you either Baroque <span style="color:#90EE90;">Eagle Rush</span> or if you look for Ken doing the backflip animation after he completes his <span style="color:#90EE90;">Eagle Rush</span> to cancel into <span style="color:#90EE90;">Random Flight</span>. | ||
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| '''Gatchaman Attack: Lightning Strike''' <br> 236XX <br> [[File:Ken Gatchaman attack.webm|thumb]]|| 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''''' | | '''<span style="color:#90EE90;">Gatchaman Attack: Lightning Strike</span>''' <br> 236XX <br> [[File:Ken Gatchaman attack.webm|thumb]]|| 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''''' | ||
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| '''Science Ninpo: Bird Smash''' <br> 236XX <br>[[File:Ken Bird Smash.webm|thumb]]|| 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! | | '''<span style="color:#90EE90;">Science Ninpo: Bird Smash</span>''' <br> 236XX <br>[[File:Ken Bird Smash.webm|thumb]]|| 1+8 || - || - || - || 9160 || - || Ken's super version of <span style="color:#90EE90;">Bird Smash</span>. 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! | ||
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| '''Science Ninpo: Air Bird Smash''' <br> j.214XX|| 1+4 || - || - || - || 9160 || - || - | | '''<span style="color:#90EE90;">Science Ninpo: Air Bird Smash</span>''' <br> j.214XX|| 1+4 || - || - || - || 9160 || - || - | ||
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| '''Science Ninpo: Phoenix''' <br> 623XX <br>[[File:Ken Phoenix.webm|thumb]]|| 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''''' | | '''<span style="color:#90EE90;">Science Ninpo: Phoenix</span>''' <br> 623XX <br>[[File:Ken Phoenix.webm|thumb]]|| 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''''' | ||
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| '''Science Ninpo: air Phoenix''' <br> j.623XX|| 29+2 || - || 35 || - || 27895 || - || '''''Useable on giants''''' | | '''<span style="color:#90EE90;">Science Ninpo: air Phoenix</span>''' <br> j.623XX|| 29+2 || - || 35 || - || 27895 || - || '''''Useable on giants''''' | ||
|} | |} | ||
Revision as of 12:58, 30 August 2024
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 |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
2A |
5 | 1 | 12 | - | 720 | - | A fairly normal looking crouching jab. |
5B |
9 | 1 | 21 | - | 1280 | - | A spinning backfist, which ends up with a hitbox slightly larger/higher than the 5A. |
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. |
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. |
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. |
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. |
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. |
j.A |
5 | 9 | 22 | - | 640 | Overhead | - |
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. |
j.C |
13 | 4 | 25 | - | 2560 | Overhead | A flipping overhead axe kick, Ken's IAD normal. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 13 | 4 | - | - | 3200 | - | Same animation as j.C |
Crossover Counter | 21 | - | - | - | 2400 | - | - |
Assist (Bird Run) |
53 | - | - | - | 1024 | Projectile 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. |
Forward Throw | 1 | - | - | - | 5200 | Throw | It's a throw, use it 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
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Bird Run [4]6X |
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) |
Bird Run(air) j.[4]6X |
25/25/25 | - | 35/35/35 | - | 2048/2048/2048 | Projectile | Basically the same as the ground version, but in the air. |
Bird Shoot 623X |
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 knockdown (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. |
Bird Shoot (air) j.623X |
14/14/13 | 13/14/15 | 12/12/12 | - | 2800/2800/2800 | - | - |
Random Flight 421X |
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 the 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) j.421X |
19/19/19 | 0/0/0 | 17/17/17 | - | - | - | - |
Eagle Rush j.63214X |
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 backflip animation after he completes his Eagle Rush to cancel into Random Flight. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Gatchaman Attack: Lightning Strike 236XX |
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 |
Science Ninpo: Bird Smash 236XX |
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! |
Science Ninpo: Air Bird Smash j.214XX |
1+4 | - | - | - | 9160 | - | - |
Science Ninpo: Phoenix 623XX |
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 |
Science Ninpo: air Phoenix j.623XX |
29+2 | - | 35 | - | 27895 | - | Useable on giants |