Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle

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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
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

TVC-623.png TVC-AT.png




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

TVC-421.png TVC-AT.png


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.

TVC-63214.png TVC-AT.png


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

TVC-236.png TVC-AT.png TVC-AT.png


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

TVC-623.png TVC-AT.png TVC-AT.png


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

TVC-214.png TVC-AT.png TVC-AT.png


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
TvC Ken Face.png

Ken the Eagle
TvC Ryu Face.png

Ryu
Twitch
Player Name Point Character Anchor Character Social Media
Rao
TvC Ken Face.png

Ken the Eagle
TvC Morrigan Face.png

Morrigan
Player Name Point Character Anchor Character Social Media
Aopossum
TvC Ken Face.png

Ken the Eagle
TvC Chun-Li Face.png

Chun-Li
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants