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Tatsunoko vs Capcom: Ultimate All Stars/Ken the Eagle

From SuperCombo Wiki


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!


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

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
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.
5 1 12 - 720 - A fairly normal looking crouching jab.
9 1 21 - 1280 - A spinning backfist, which ends up with a hitbox slightly larger/higher than the 5A.
7 1 19 - 1280 Low A crouching kick, similar to a ryu This move has an extremely long reach for a crouching button, starts up relatively quickly, and also connects into both hits of 2C even at max range, making it a great poking/blockstring tool for ken.
21 5 17 - 2480 Overhead Ken does an overhead kick. The opponent must block while standing. Because this move is technically airborne, cancelling it with correct timing will give you an aerial 623A, recovering quickly and allowing for follow up combos.
13 1 30 - 2800 - Ken does a backwards spinning kick that will launch the enemy if they are airborne. This move both has a high enough hitbox to set up relaunch loops, and it can be directly cancelled into 3C, allowing for one 'simple' relaunch. However this move isn't very good in combo strings as it can frequently be out of range after 2B, making some combo routes difficult for Ken.
10 2 (11) 2 18 - 2496 Low Two hits, the second hit knocks down. The second hit can also be special cancelled into bird shoot for a combo in various ways.
13 3 29 - 2720 Launcher A launcher with a fairly normal hitbox, but again his combo routing means you don't see it as often outside of relaunches.
5 9 22 - 640 Overhead -
7 4 29 - 1360 Overhead A jumping kick with an upward angle and tons of hit stun, making it great for air to air conversions.
13 4 25 - 2560 Overhead A flipping overhead axe kick, Ken's IAD normal.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
Properties Notes
VAR starter 13 4 - - 3200 - Same animation as j.C
Counter Tag 21 - - - 2400 - -
(Bird Run)
53 - - - 1024 Projectile
no Autocorrect
Ken the Eagle jumps out of the screen and uses A version of Bird Run. However, the Bird boomerang does not return (so it only hits once and in the front). This Assist good to use during ground combos (since the speed of A Bird Run is slightly delayed), giving you the ability to come up with some interesting ground combo possibilities.
Forward Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Back Throw 1 - - - 5200 Throw It's a throw, use it as a reversal.
Air Forward Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.
Air Back Throw 1 - - - 6000 Throw It's a throw, use it as a reversal.

Special Moves

Move Startup Active Recovery Block Adv Damage
Properties Notes
Bird Run
25/25/25 - 26/26/26 - 2048/2048/2048 Projectile Ken takes his Bird boomerang and throws it at his enemy...eventually, the Bird boomerang returns to Ken (both going towards the enemy and returning to Ken hit). Each version (both ground and air) travels in its own direction. A version will travel straight across the screen, B version will travel in a counter-clockwise direction, and the C version will travel in a clockwise direction. While you cannot combo into Bird Run, you can use them to counter your enemy's attacks or to play a "keep away" game (especially in the air, delay your fall). Each hit (going towards the enemy and coming back to Ken)
Bird Run(air)
25/25/25 - 35/35/35 - 2048/2048/2048 Projectile Basically the same as the ground version, but in the air.
Bird Shoot

14/14/13 11/16/16 40/11/11 - 2800/2800/2800 - A version will travel straight across the screen, B version will travel at a 45 degree incline angle, and the C version will travel straight up vertically in the air. All versions (both ground and air) does around 2,800 Billion Damage. The nice thing with Bird Shot is that you can combo into his Science Ninpo: Bird Smash super, usually guaranteeing a knock down (just practice the timing and the spacing). Bird Shot is fast enough to cause your opponent to play defensively (and block wrong in some cases), and can cause confusion (along with the right Assist, for example, Ryu's Assist). This special is also great to end air combos with because you can cancel Bird Shot right into Random Flight to play a "keep away" game, creating a frustrating and difficult task for your opponent to hunt you down to even get near you.
Bird Shoot (air)
14/14/13 13/14/15 12/12/12 - 2800/2800/2800 - -
Random Flight
19/19/19 0/0/0 17/16/16 - - - Each version (both ground and air) teleport Ken in different spots of the screen. A version will teleport him to the left side, B version will teleport Ken in the middle of the screen, and C version will teleport Ken to the right side of the screen. This is a wonderful special to use because it gives you the ability to play your "run away" or "keep away" game against your opponents. You can teleport up to two times per jump set (making it a total 4 times if you jump after the first set), meaning you cannot do unlimited teleports; once you do two Random Flights, you must land on the ground in order to reset Random Flight use (ground version you can only teleport two times before you have to touch the ground). Using his special during air combos or ground combos will create great mix-up/mind games. A lot of combo potential with Random Flight, experiment!
Random Flight (air)
19/19/19 0/0/0 17/17/17 - - - -
Eagle Rush
16/24/30 - 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

Move Startup Active Recovery Block Adv Damage
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
Science Ninpo: Bird Smash
1+8 - - - 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!
Science Ninpo: Air Bird Smash
1+4 - - - 9160 - -
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
Science Ninpo: air Phoenix
29+2 - 35 - 27895 - Useable on giants



Unblockable Setups


Game Navigation

Capcom Characters
Batsu Ichimonji
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Saki Omokane
Viewtiful Joe
Tatsunoko Characters
Joe the Condor
Jun the Swan
Ken the Eagle
Tekkaman Blade
Gold Lightan