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
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. |