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

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==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==
==Gameplay==
{{Content Box|content=
{{Content Box|content=
{{ProConTable
{{ProConTable
|pros=
|pros=
Line 18: Line 18:
* Supers require a bunch of setup to make worth using
* Supers require a bunch of setup to make worth using
* Very floaty character, prime target for anti-airs
* Very floaty character, prime target for anti-airs
}}
}}
}}
}}
}}
}}
==Moves List==
==Moves List==
===Normal Moves===
===Normal Moves===
{| class = wikitable style="text-align: center;"
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
! Move  
|| Startup  
|| Active  
|| Recovery  
|| Block Adv  
|| Damage <br> (Billions)  
|| Properties  
|| Notes


|-
|-
|'''<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.
|{{TvC-Colors|blue|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;">2A</span>''' <br>[[File:Ken 2A.webm|thumb]]|| 5 || 1 || 12 || - || 720 || - || A fairly normal looking crouching jab.
|{{TvC-Colors|blue|2A}} <br>[[File:Ken 2A.webm|thumb]]  
|| 5  
|| 1  
|| 12  
|| -  
|| 720  
|| -  
|| A fairly normal-looking crouching jab.
|-
|-
| '''<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>.
|{{TvC-Colors|yellow|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 {{TvC-Colors|blue|5A}}.
|-
|-
| '''<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.
|{{TvC-Colors|yellow|2B}} <br>[[File:Ken 2B.webm|thumb]]  
|| 7  
|| 1  
|| 19  
|| -  
|| 1280  
|| Low  
|| A crouching kick with extremely long reach for a crouching button, great for poking and blockstring setups.
|-
|-
| '''<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.  
|{{TvC-Colors|yellow|6B}} <br>[[File:Ken 6B.webm|thumb]]  
|| 21  
|| 5  
|| 17  
|| -  
|| 2480  
|| Overhead  
|| Ken does an overhead kick. The move is airborne, allowing follow-up combos.
|-
|-
| '''<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.
|{{TvC-Colors|red|5C}} <br>[[File:Ken 5C.webm|thumb]]  
|| 13  
|| 1  
|| 30  
|| -  
|| 2800  
|| -  
|| A backward spinning kick that launches airborne enemies.
|-
|-
| '''<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.
|{{TvC-Colors|red|2C}} <br>[[File:Ken 2C.webm|thumb]]  
|| 10  
|| 2 (11) 2  
|| 18  
|| -  
|| 2496  
|| Low  
|| Two hits, with the second hit knocking down.
|-
|-
| '''<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.
|{{TvC-Colors|red|3C}} <br>[[File:Ken 3C.webm|thumb]]  
|| 13  
|| 3  
|| 29  
|| -  
|| 2720  
|| Launcher  
|| A launcher with a normal hitbox, typically used for relaunch combos.
|-
|-
| '''<span style="color:#87CEEB;">j.A</span>''' <br>[[File:Ken jA.webm|thumb]] || 5 || 9 || 22 || - || 640 || Overhead || -
|{{TvC-Colors|blue|j.A}} <br>[[File:Ken jA.webm|thumb]]  
|| 5  
|| 9  
|| 22  
|| -  
|| 640  
|| Overhead  
|| A quick aerial jab.
|-
|-
| '''<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.
|{{TvC-Colors|yellow|j.B}} <br> [[File:Ken jB.webm|thumb]]  
|| 7  
|| 4  
|| 29  
|| -  
|| 1360  
|| Overhead  
|| A jumping kick with an upward angle, great for air-to-air conversions.
|-
|-
| '''<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.
|{{TvC-Colors|red|j.C}} <br> [[File:Ken jC.webm|thumb]]  
|| 13  
|| 4  
|| 25  
|| -  
|| 2560  
|| Overhead  
|| A flipping overhead axe kick.
|}
|}


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


|-
|-
| '''VAR starter''' || 13 || 4 || - || - || 3200 || - || Same animation as <span style="color:#FF6347;">j.C</span>
| '''VAR starter'''  
|| 13  
|| 4  
|| -  
|| -  
|| 3200  
|| -  
|| Same animation as {{TvC-Colors|red|j.C}}
|-
|-
| '''Crossover Counter''' || 21 || - || - || - || 2400 || - || -
| '''Crossover Counter'''  
|| 21  
|| -  
|| -  
|| -  
|| 2400  
|| -  
|| -  
|-
|-
| '''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.
| '''Assist <br> ({{TvC-Colors|green|Bird Run}})'''  
|| 53  
|| -  
|| -  
|| -  
|| 1024  
|| Projectile <br> no Autocorrect  
|| Ken uses {{TvC-Colors|green|Bird Run}} with a delayed speed, good for ground combos.
|-
|-
| '''Forward Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
| '''Forward Throw'''  
|| 1  
|| -  
|| -  
|| -  
|| 5200  
|| Throw  
|| A simple throw, useful as a reversal.
|-
|-
| '''Back Throw''' || 1 || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
| '''Back Throw'''  
|| 1  
|| -  
|| -  
|| -  
|| 5200  
|| Throw  
|| A simple throw, useful as a reversal.
|-
|-
| '''Air Forward Throw''' || 1 || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
| '''Air Forward Throw'''  
|| 1  
|| -  
|| -  
|| -  
|| 6000  
|| Throw  
|| A simple air throw, useful as a reversal.
|-
|-
| '''Air Back Throw''' || 1 || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
| '''Air Back Throw'''  
|| 1  
|| -  
|| -  
|| -  
|| 6000  
|| Throw  
|| A simple air throw, useful as a reversal.
|}
|}


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


|-
|-
| '''<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)
|{{TvC-Colors|green|Bird Run}} <br> [4]6X <br>[[File:Ken bird run.webm|thumb]]
|-
|| 25  
| '''<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.
|| -  
|-
|| 26  
| '''<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.
|| -  
|-
|| 2048  
| '''<span style="color:#90EE90;">Bird Shoot (air)</span>''' <br> j.623X|| 14/14/13 || 13/14/15 || 12/12/12 || - || 2800/2800/2800 || - || -
|| Projectile  
|-
|| 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.
| '''<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!
|-
|-
| '''<span style="color:#90EE90;">Random Flight (air)</span>''' <br> j.421X|| 19/19/19 || 0/0/0 || 17/17/17 || - || - || - || -
|{{TvC-Colors|green|Bird Shoot}} <br> 623X <br>[[File:Ken Bird Shoot A.webm|thumb]]<br>[[File:Ken Bird Shoot B.webm|thumb]]<br>[[File:Ken Bird Shoot C.webm|thumb]]
|| 14
|| 11/16/16
|| 40/11/11
|| -  
|| 2800
|| -  
|| Each version travels at different angles, useful for zoning.
|-
|-
| '''<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>.
|{{TvC-Colors|green|Random Flight}} <br> 421X <br>[[File:Ken random flight.webm|thumb]]
|| 19
|| 0
|| 17
|| -
|| -  
|| -  
|| Teleports Ken to different areas of the screen. Useful for evading and playing keep-away.
|}
|}


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


|-
|-
| '''<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'''''
| {{TvC-Colors|green|Gatchaman Attack: Lightning Strike}} <br> 236XX <br>[[File:Ken Gatchaman attack.webm|thumb]]
|-
|| 7+9  
| '''<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!
|| 3  
|-
|| 40  
| '''<span style="color:#90EE90;">Science Ninpo: Air Bird Smash</span>''' <br> j.214XX|| 1+4 || - || - || - || 9160 || - || -
|| -  
|| 12163  
|| -  
|| A combo finisher that launches the enemy and follows up with Bird Shots.
|-
|-
| '''<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'''''
| {{TvC-Colors|green|Science Ninpo: Bird Smash}} <br> 236XX <br>[[File:Ken Bird Smash.webm|thumb]]
|-
|| 1+8
| '''<span style="color:#90EE90;">Science Ninpo: air Phoenix</span>''' <br> j.623XX|| 29+2 || - || 35 || - || 27895 || - || '''''Useable on giants'''''
|| -  
|| -
|| -  
|| 9160
|| -  
|| A super version of {{TvC-Colors|green|Bird Smash}}. Good for ground and air combos.
|}
|}


==Strategy==
==Strategy==
==Combos==
==Combos==
==Unblockable Setups==
==Unblockable Setups==
==Match-ups==
==Match-ups==


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

Revision as of 21:15, 11 September 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
  • 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

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 with extremely long reach for a crouching button, great for poking and blockstring setups.
6B
21 5 17 - 2480 Overhead Ken does an overhead kick. The move is airborne, allowing follow-up combos.
5C
13 1 30 - 2800 - A backward spinning kick that launches airborne enemies.
2C
10 2 (11) 2 18 - 2496 Low Two hits, with the second hit knocking down.
3C
13 3 29 - 2720 Launcher A launcher with a normal hitbox, typically used for relaunch combos.
j.A
5 9 22 - 640 Overhead A quick aerial jab.
j.B
7 4 29 - 1360 Overhead A jumping kick with an upward angle, great for air-to-air conversions.
j.C
13 4 25 - 2560 Overhead A flipping overhead axe kick.

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 uses Bird Run with a delayed speed, good for ground combos.
Forward Throw 1 - - - 5200 Throw A simple throw, useful as a reversal.
Back Throw 1 - - - 5200 Throw A simple throw, useful as a reversal.
Air Forward Throw 1 - - - 6000 Throw A simple air throw, useful as a reversal.
Air Back Throw 1 - - - 6000 Throw A simple air throw, useful as a reversal.

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Bird Run
[4]6X
25 - 26 - 2048 Projectile Ken throws a Bird boomerang. A version travels straight, B version curves counter-clockwise, and C version curves clockwise.
Bird Shoot
623X


14 11/16/16 40/11/11 - 2800 - Each version travels at different angles, useful for zoning.
Random Flight
421X
19 0 17 - - - Teleports Ken to different areas of the screen. Useful for evading and playing keep-away.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Gatchaman Attack: Lightning Strike
236XX
7+9 3 40 - 12163 - A combo finisher that launches the enemy and follows up with Bird Shots.
Science Ninpo: Bird Smash
236XX
1+8 - - - 9160 - A super version of Bird Smash. Good for ground and air combos.

Strategy

Combos

Unblockable Setups

Match-ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants