Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle: Difference between revisions
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|header=Special Moves | |header=Special Moves | ||
|move= | |move= <br>[[File:Ken bird run.webm|thumb|Bird Run {{TvCInput|46X}}]] | ||
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|move={{TvC-Colors|green|Bird Shoot}} <br> {{ | |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}}]] | ||
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|move={{TvC-Colors|green|Random Flight}} <br> {{ | |move={{TvC-Colors|green|Random Flight}} <br> {{TvCInput|421X}} <br>[[File:Ken random flight.webm|thumb]] | ||
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}} | }} | ||
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|move={{TvC-Colors|green|Eagle Rush}} <br> j. | |move={{TvC-Colors|green|Eagle Rush}} <br> j.{{TvCInput|63214x}}<br>[[File:Ken Eagle Rush.webm|thumb]] | ||
|startup=16/24/30 | |startup=16/24/30 | ||
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|header=Super Moves | |header=Super Moves | ||
|move='''Gatchaman Attack: Lightning Strike''' <br> {{ | |move='''Gatchaman Attack: Lightning Strike''' <br> {{TvCInput|236xx}}<br> [[File:Ken Gatchaman attack.webm|thumb]] | ||
|startup=7+9 | |startup=7+9 | ||
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|move='''Science Ninpo: Bird Smash''' <br> {{ | |move='''Science Ninpo: Bird Smash''' <br> {{TvCInput|623xx}} <br>[[File:Ken Bird Smash.webm|thumb]] | ||
|startup=1+8 /(air) 1+4 | |startup=1+8 /(air) 1+4 | ||
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|move='''Science Ninpo: Phoenix''' <br> {{ | |move='''Science Ninpo: Phoenix''' <br> {{TvCInput|214xx}} <br>[[File:Ken Phoenix.webm|thumb]] | ||
|startup=29+2 | |startup=29+2 | ||
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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 |
---|---|
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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 |
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 |
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. |
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 |
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 |
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 |
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 | ![]() Ken the Eagle |
![]() Ryu |
Twitch |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Rao | ![]() Ken the Eagle |
![]() Morrigan |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Aopossum | ![]() Ken the Eagle |
![]() Chun-Li |
Youtube |