Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle

From SuperCombo Wiki

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