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

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


|-
{{TvCOverviewHeader
|{{TvC-Colors|blue|5A}}<br>[[File:Ken 5A.webm|thumb]]  
|header=Normal Moves
|| 5  
|move={{TvC-Colors|blue|5A}}<br>[[File:Ken 5A.webm|thumb]]  
|| 1  
|startup=5  
|| 12  
|active=1  
|| -  
|recovery=12  
|| 720  
|blockadv=-  
|| -  
|damage=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.
|properties=-  
|-
|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.
|{{TvC-Colors|blue|2A}} <br>[[File:Ken 2A.webm|thumb]]
}}
|| 5
|| 1
|| 12
|| -
|| 720
|| -
|| A fairly normal-looking crouching jab.
|-
|{{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}}.
|-
|{{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.
|-
|{{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.
|-
|{{TvC-Colors|red|5C}} <br>[[File:Ken 5C.webm|thumb]]
|| 13
|| 1
|| 30
|| -
|| 2800
|| -
|| A backward spinning kick that launches airborne enemies.
|-
|{{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.
|-
|{{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.
|-
|{{TvC-Colors|blue|j.A}} <br>[[File:Ken jA.webm|thumb]]
|| 5
|| 9
|| 22
|| -
|| 640
|| Overhead
|| A quick aerial jab.
|-
|{{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.
|-
|{{TvC-Colors|red|j.C}} <br> [[File:Ken jC.webm|thumb]]
|| 13
|| 4
|| 25
|| -
|| 2560
|| Overhead
|| A flipping overhead axe kick.
|}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|blue|2A}} <br>[[File:Ken 2A.webm|thumb]]
! Move
|startup=5
|| Startup
|active=1
|| Active
|recovery=12
|| Recovery
|blockadv=-
|| Block Adv
|damage=720
|| Damage <br> (Billions)
|properties=-
|| Properties
|notes=A fairly normal-looking crouching jab.
|| Notes
}}


|-
{{TvCOverview
| '''VAR starter'''
|move={{TvC-Colors|yellow|5B}} <br>[[File:Ken 5B.webm|thumb]]
|| 13
|startup=9
|| 4
|active=1  
|| -
|recovery=21
|| -
|blockadv=-  
|| 3200
|damage=1280
|| -
|properties=-  
|| Same animation as {{TvC-Colors|red|j.C}}
|notes=A spinning backfist, which ends up with a hitbox slightly larger/higher than the {{TvC-Colors|blue|5A}}.
|-
}}
| '''Crossover Counter'''
|| 21
|| -
|| -
|| -
|| 2400
|| -
|| -
|-
| '''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
|| 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===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|yellow|2B}} <br>[[File:Ken 2B.webm|thumb]]
! Move
|startup=7
|| Startup
|active=1
|| Active
|recovery=19
|| Recovery
|blockadv=-
|| Block Adv
|damage=1280
|| Damage <br> (Billions)
|properties=Low
|| Properties
|notes=A crouching kick with extremely long reach for a crouching button, great for poking and blockstring setups.
|| Notes
}}


|-
{{TvCOverview
|{{TvC-Colors|green|Bird Run}} <br> [4]6X <br>[[File:Ken bird run.webm|thumb]]
|move={{TvC-Colors|yellow|6B}} <br>[[File:Ken 6B.webm|thumb]]  
|| 25
|startup=21
|| -
|active=5
|| 26
|recovery=17  
|| -
|blockadv=-  
|| 2048
|damage=2480
|| Projectile
|properties=Overhead
|| 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.
|notes=Ken does an overhead kick. The move is airborne, allowing follow-up combos.
|-
}}
|{{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.
|-
|{{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===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|red|5C}} <br>[[File:Ken 5C.webm|thumb]]
! Move
|startup=13
|| Startup
|active=1
|| Active
|recovery=30
|| Recovery
|blockadv=-
|| Block Adv
|damage=2800
|| Damage <br> (Billions)  
|properties=-
|| Properties
|notes=A backward spinning kick that launches airborne enemies.
|| Notes
}}
 
{{TvCOverview
|move={{TvC-Colors|red|2C}} <br>[[File:Ken 2C.webm|thumb]]
|startup=10
|active=2 (11) 2
|recovery=18
|blockadv=-
|damage=2496
|properties=Low
|notes=Two hits, with the second hit knocking down.
}}
 
{{TvCOverview
|move={{TvC-Colors|red|3C}} <br>[[File:Ken 3C.webm|thumb]]
|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={{TvC-Colors|blue|j.A}} <br>[[File:Ken jA.webm|thumb]]
|startup=5
|active=9
|recovery=22
|blockadv=-
|damage=640
|properties=Overhead
|notes=A quick aerial jab.
}}
 
{{TvCOverview
|move={{TvC-Colors|yellow|j.B}} <br> [[File:Ken jB.webm|thumb]]
|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={{TvC-Colors|red|j.C}} <br> [[File:Ken jC.webm|thumb]]
|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.
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=A simple throw, useful as a reversal.
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=A simple throw, useful as a reversal.
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=A simple air throw, useful as a reversal.
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=1
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=A simple air throw, useful as a reversal.
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move={{TvC-Colors|green|Bird Run}} <br> {{TvC-Colors|green|[4]6X}} <br>[[File:Ken bird run.webm|thumb]]
|startup=25
|active=-
|recovery=26
|blockadv=-
|damage=2048
|properties=Projectile
|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> {{TvC-Colors|green|623X}} <br>[[File:Ken Bird Shoot A.webm|thumb|{{TvC-Colors|blue|A}}]]<br>[[File:Ken Bird Shoot B.webm|thumb|{{TvC-Colors|yellow|B}}]]<br>[[File:Ken Bird Shoot C.webm|thumb|{{TvC-Colors|red|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> {{TvC-Colors|green|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.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move='''Gatchaman Attack: Lightning Strike''' <br> {{TvC-Colors|green|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> {{TvC-Colors|green|236XX}} <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> {{TvC-Colors|green|623XX}} <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'''''.
}}


|-
| {{TvC-Colors|green|Gatchaman Attack: Lightning Strike}} <br> 236XX <br>[[File:Ken Gatchaman attack.webm|thumb]]
|| 7+9
|| 3
|| 40
|| -
|| 12163
|| -
|| A combo finisher that launches the enemy and follows up with Bird Shots.
|-
| {{TvC-Colors|green|Science Ninpo: Bird Smash}} <br> 236XX <br>[[File:Ken Bird Smash.webm|thumb]]
|| 1+8
|| -
|| -
|| -
|| 9160
|| -
|| A super version of {{TvC-Colors|green|Bird Smash}}. Good for ground and air combos.
|}


==Strategy==
==Strategy==

Revision as of 11:50, 3 October 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

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2A
5 1 12 - 720 - A fairly normal-looking crouching jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5B
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
2B
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
6B
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
5C
13 1 30 - 2800 - A backward spinning kick that launches airborne enemies.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2C
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
3C
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
j.A
5 9 22 - 640 Overhead A quick aerial jab.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.B
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
j.C
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
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Bird Shoot
623X


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
421X
19 0 17 - - - Teleports Ken to different areas of the screen. Useful for evading and playing keep-away.


Super Moves

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Science Ninpo: Bird Smash
236XX
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
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.


Strategy

Combos

Unblockable Setups

Match-ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants