Move |
Inputs |
Notes
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A
B
2B
C
2C
A Bird Shoot
BBQ
A
C
sjc j.B
j.B
Eagle Rush
Bird Smash
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6B
(air) A Bird Shoot
A
C
3C
sjc j.B
j.B
Eagle Rush
Bird Smash
|
The bird shoot has to be done mid 6B to keep Ken airborne; if done incorrectly he'll fly full screen, which is safe I guess, but there's no followup.
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A
B
2B
C
C Bird Shoot
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6B
(air) A Bird Shoot
A
C
3C
j.B
j.B
7 j.B
j.B
B Bird Shoot
BBQ
j.B
jc j.B
j.B
C Bird Shoot
Bird Smash
|
If you cancel the 3C with a super jump, you get the height damage boost; however, if you link the 3C j.B with a normal jump, you retain the ability to use a partner, which you can use Random Flight for mixups. The jump back on the second set of j.B helps keep Ken positioned for Bird Shoot.
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A
A
B
2B
C
B Bird Shoot
j.A
j.B
3C
j.B
j.B
7 j.B
j.B
C Bird Shoot
Bird Smash
|
Works midscreen and corner, BUT the opponent must be Standing, so obviously this doesn't work on characters like Roll or Viewtiful Joe; it's a bit easier on Alex or the Tekkamen.
The other issue with this is that it requires perfect spacing; hit the 5C too far and Ken will whiff on Bird Shoot, too close and the j.A j.B will whiff, so this is somewhat impractical. If you can get the spacing down perfectly, it's...it's just great.
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