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| '''<span style="color:#FF6347;">j.C</span>''' <br>[[File:Tekk jC.webm|thumb]]<br>[[File:Tekk jC Unarmed.webm|thumb|'''''Unarmed''''']] || 17 || - || 52 || - || 4800 || Overhead/Hard Knockdown || The original Pizza Cutter; jump up and rule the sky. It's not invincible so projectiles and anti-airs can beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. | | '''<span style="color:#FF6347;">j.C</span>''' <br>[[File:Tekk jC.webm|thumb]]<br>[[File:Tekk jC Unarmed.webm|thumb|'''''Unarmed''''']] || 17 || - || 52 || - || 4800 || Overhead/Hard Knockdown || The original Pizza Cutter; jump up and rule the sky. It's not invincible so projectiles and anti-airs can beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. | ||
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| '''<span style="color:#FF6347;">j.2C</span>''' <br> [[File:Tvc tekk j2c.webm|thumb]] || - || - || - || - || 4800 || Overhead/Hard Knockdown || Not as good as Blade's j.2C, doesn't cancel into anything useful, you can do a wacky relaunch using baroque but it's generally not good. It's so not good | | '''<span style="color:#FF6347;">j.2C</span>''' <br> [[File:Tvc tekk j2c.webm|thumb]] || - || - || - || - || 4800 || Overhead/Hard Knockdown || Not as good as Blade's <span style="color:#FF6347;">j.2C</span>, doesn't cancel into anything useful, you can do a wacky relaunch using baroque but it's generally not good. It's so not good it took nearly a year to notice it was missing from this page | ||
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Revision as of 14:22, 30 August 2024
Introduction
Tekkaman is here with his SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.
Gameplay
Strengths | Weaknesses |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A |
8 | 2 | 37 | - | 1120 | - | Slow kick. It's aight. |
2A |
12 | 10 | 24 | - | 1840 | - | Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach. |
5B |
13 | 3 | 35 | - | 2560 | - | Swipes down with his lance. Controls the space in front of you. Unarmed this turns into a heavy left hook, but less damage. |
2B |
15 | 3 | 30 | - | 2880 | - | Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed. |
5C |
19 | 6 | 35 | - | - | (Lance) Soft Knockdown (Unarmed) Launcher |
Knock the opponent into the air. With proper timing, this links to 3C; unarmed it turns into an actual launcher. |
6C |
21 | 4 | 29 | - | 3276 | - | Works only while holding the lance. Tekka swipes at the opponent twice; if spaced correctly it's a burst bait. BBQ into j.C for another ground combo or throw the lance and lasso for a launch extension. |
2C |
19 | 2 | 33 | - | 4212 | Low/Hard Knockdown | Sweep. Hits twice, does half damage unarmed. |
j.A |
10 | 3 | 23 | - | 1120 | - | Tekka jumps and aims his lance downward. Really annoying air poke; without the lance he has no reach, so no point. Lance j.A is great. |
j.B |
12 | 4 | 24 | - | 2320 | Overhead | Swipes his lance about chest level. If timed correctly it can cross up. |
j.C |
17 | - | 52 | - | 4800 | Overhead/Hard Knockdown | The original Pizza Cutter; jump up and rule the sky. It's not invincible so projectiles and anti-airs can beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. |
j.2C |
- | - | - | - | 4800 | Overhead/Hard Knockdown | Not as good as Blade's j.2C, doesn't cancel into anything useful, you can do a wacky relaunch using baroque but it's generally not good. It's so not good it took nearly a year to notice it was missing from this page |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR Starter | 12 | - | - | - | 2320 | - | |
Crossover Counter | 12 | 2 | - | - | 2320 | - | |
Forward Throw | - | - | - | - | 5600 | Throw | |
Back Throw | - | - | - | - | 5600 | Throw | |
Air Forward Throw | - | - | - | - | 6400 | Throw | |
Air Back Throw | - | - | - | - | 6400 | Throw |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Tek Lancer [4]->6X |
- | 43 | - | - | 3220/4770/6768 | (Light) Hard Knockdown | Tekka throws his lance at the opponent. As long as it connects to the opponent it's safe; if it whiffs for any reason, Tekka can get punished hard.
|
Tek Win 214X |
17 | - | - | - | 1110 | (Air) Hard Knockdown | Tekkaman tosses out a whip. If it hits a grounded opponent, they are launched up for an easy combo. If they are airborne, they are mercilessly thrown down. This is one of the best anti-giant moves in the game, and with it as his assist he is a popular anti-giant teammate.
|
Galaxy Windmill [2]->8X |
20 | - | - | - | 6206/7208/9745 | - | Tekkaman twirls his lance like a windmill. Does crazy damage on the ground and respectable damage in the air, despite being easier to land in the air. Can link together Windmills in the air. Usable in air. |
Gatling Lancer Mash X |
12 | - | - | - | 3255/3551/3847 | - | Tekkaman stabs the air. Stalls while airborne and builds a tiny amount of meter. If Tekkaman bursts while in the corner or the enemy is airborne in corner while Gatling Lancer is active, it turns into an infinite. Usable in air. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Voltekka 236XX |
32+7 | - | - | - | 16696 (Ground) 17115 (Air) |
(Ground) Hard Knockdown (Air) Wall Bounce |
Tekkaman stabs the ground and fires out laser beams from his eyes. When unarmed, he saves 10 frames on startup. Good chip potential, good DHC, good Crossover. Last hit has slightly more vertical knockback compared to the rest of the super, which makes some DHCs possible.
In the air the super changes to Air Car. Before starting his super, his robot Pegas will appear. Pegas has his own hitbox and causes a wall bounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state; he can be juggled or hit OTG from this state. |
Super Spinning Tek Lancer 623XX |
43 | - | - | - | 23000 | OTG | Tekkaman throws his lance in the air and reflects his laser beam off of it. The lance has a hitbox on the way up, and laser beams cover the entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup. |
Space Knights Formation 214XX |
22+9 | - | - | - | 28255 | - | Tekkaman uses B Tek Win and hops on Pegas. The stab animation has a hitbox that can interrupt assists. After the grab he'll go into a special animation. Slight invincibility, but tiny hitbox. |