Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Normal Moves
!! Startup
|move={{TvC-Colors|blue|5A}}<br>[[File:Tekk 5A.webm|thumb]]  
!! Active
|startup=8
!! Recovery
|active=2  
!! Block Adv
|recovery=37
!! Damage <br> (Billions)
|blockadv=-  
!! Properties
|damage=1120
!! Notes
|properties=-  
|-
|notes=Slow kick. It's aight.
| [[File:Tekk 5A.webm|thumb|{{TvC-Colors|blue|5A}}]]
}}
|| 8
|| 2
|| 37
|| -
|| 1120
|| -
|| Slow kick. It's aight.
|-
| [[File:Tekk 2A.webm|thumb|{{TvC-Colors|blue|2A}}]] <br> [[File:Tekk 2A Unarmed.webm|thumb|''Unarmed'']]  
|| 12
|| 10
|| 24
|| -
|| 1840
|| -
|| Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach.
|-
| [[File:Tekk 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]] <br> [[File:Tekk 5B unarmed.webm|thumb|''Unarmed'']]
|| 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.
|-
| [[File:Tekk 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]]
|| 15
|| 3
|| 30
|| -
|| 2880
|| -
|| Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed.
|-
| [[File:Tekk 5C.webm|thumb|{{TvC-Colors|red|5C}}]] <br> [[File:Tekk 5C Unarmed.webm|thumb|''Unarmed'']]
|| 19
|| 6
|| 35
|| -
|| -
|| (Lance) Soft Knockdown <br> (Unarmed) Launcher
|| Knock the opponent into the air. With proper timing, this links to {{TvC-Colors|red|3C}}; unarmed it turns into an actual launcher.
|-
| [[File:Tekk 6C.webm|thumb|{{TvC-Colors|red|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.
|-
| [[File:Tekk 2C.webm|thumb|{{TvC-Colors|red|2C}}]] <br> [[File:Tekk 2C unarmed.webm|thumb]]
|| 19
|| 2  
|| 33
|| -  
|| 4212
|| Low/Hard Knockdown
|| Sweep. Hits twice, does half damage unarmed.
|-
| [[File:Tekk jA.webm|thumb|{{TvC-Colors|blue|j.A}}]] <br> [[File:Tekk jA unarmed.webm|thumb|''Unarmed'']]
|| 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.
|-
| [[File:Tekk jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]
|| 12
|| 4
|| 24
|| -
|| 2320
|| Overhead
|| Swipes his lance about chest level. If timed correctly it can cross up.
|-
| [[File:Tekk jC.webm|thumb|{{TvC-Colors|red|j.C}}]] <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.
|-
| [[File:Tvc tekk j2c.webm|thumb|{{TvC-Colors|red|j.2C}}]]
|| -
|| -
|| -
|| -
|| 4800
|| Overhead/Hard Knockdown
|| Not as good as Blade's {{TvC-Colors|red|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===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|blue|2A}} <br>[[File:Tekk 2A.webm|thumb]] <br> [[File:Tekk 2A Unarmed.webm|thumb|''Unarmed'']]
! Move
|startup=12
!! Startup
|active=10
!! Active
|recovery=24
!! Recovery
|blockadv=-
!! Block Adv
|damage=1840
!! Damage <br> (Billions)
|properties=-
!! Properties
|notes=Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach.
!! Notes
}}
|-
 
| '''VAR Starter'''  
{{TvCOverview
|| 12
|move={{TvC-Colors|yellow|5B}} <br> [[File:Tekk 5B.webm|thumb]] <br> [[File:Tekk 5B unarmed.webm|thumb|''Unarmed'']]
|| -  
|startup=13
|| -  
|active=3
|| -  
|recovery=35
|| 2320
|blockadv=-  
|| -  
|damage=2560
||  
|properties=-
|-
|notes=Swipes down with his lance. Controls the space in front of you. Unarmed this turns into a heavy left hook, but less damage.
| '''Crossover Counter'''  
}}
|| 12
 
|| 2
{{TvCOverview
|| -  
|move={{TvC-Colors|yellow|2B}} <br> [[File:Tekk 2B.webm|thumb]]
|| -  
|startup=15
|| 2320
|active=3
|| -  
|recovery=30
||  
|blockadv=-
|-
|damage=2880
| '''Forward Throw'''  
|properties=-
|| -  
|notes=Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed.
|| -  
}}
|| -  
 
|| -  
{{TvCOverview
|| 5600
|move={{TvC-Colors|red|5C}} <br> [[File:Tekk 5C.webm|thumb]] <br> [[File:Tekk 5C Unarmed.webm|thumb|''Unarmed'']]
|| Throw
|startup=19
||  
|active=6
|-
|recovery=35
| '''Back Throw'''  
|blockadv=-  
|| -  
|damage=-
|| -  
|properties=(Lance) Soft Knockdown <br> (Unarmed) Launcher
|| -  
|notes=Knock the opponent into the air. With proper timing, this links to {{TvC-Colors|red|3C}}; unarmed it turns into an actual launcher.
|| -
}}
|| 5600
 
|| Throw
{{TvCOverview
||  
|move={{TvC-Colors|red|6C}} <br> [[File:Tekk 6C.webm|thumb]]
|-
|startup=21
| '''Air Forward Throw'''  
|active=4
|| -  
|recovery=29
|| -  
|blockadv=-  
|| -  
|damage=3276
|| -  
|properties=-
|| 6400
|notes=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.
|| Throw
}}
||
 
|-
{{TvCOverview
| '''Air Back Throw'''  
|move={{TvC-Colors|red|2C}} <br> [[File:Tekk 2C.webm|thumb]] <br> [[File:Tekk 2C unarmed.webm|thumb]]
|| -  
|startup=19
|| -  
|active=2
|| -  
|recovery=33
|| -  
|blockadv=-  
|| 6400   
|damage=4212
|| Throw  
|properties=Low/Hard Knockdown
||
|notes=Sweep. Hits twice, does half damage unarmed.
|}
}}
 
{{TvCOverview
|move={{TvC-Colors|blue|j.A}} <br> [[File:Tekk jA.webm|thumb]] <br> [[File:Tekk jA unarmed.webm|thumb|''Unarmed'']]
|startup=10
|active=3
|recovery=23
|blockadv=-
|damage=1120
|properties=-  
|notes=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.
}}
 
{{TvCOverview
|move={{TvC-Colors|yellow|j.B}} <br> [[File:Tekk jB.webm|thumb]]
|startup=12
|active=4
|recovery=24
|blockadv=-  
|damage=2320
|properties=Overhead
|notes=Swipes his lance about chest level. If timed correctly it can cross up.
}}
 
{{TvCOverview
|move={{TvC-Colors|red|j.C}} <br> [[File:Tekk jC.webm|thumb]] <br> [[File:Tekk jC Unarmed.webm|thumb|''Unarmed'']]
|startup=17
|active=-  
|recovery=52
|blockadv=-  
|damage=4800
|properties=Overhead/Hard Knockdown
|notes=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.
}}
 
{{TvCOverview
|move={{TvC-Colors|red|j.2C}} <br> [[File:Tvc tekk j2c.webm|thumb]]
|startup=-
|active=-  
|recovery=-
|blockadv=-
|damage=4800
|properties=Overhead/Hard Knockdown
|notes=Not as good as Blade's {{TvC-Colors|red|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==
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR Starter'''
|startup=12
|active=-  
|recovery=-
|blockadv=-  
|damage=2320
|properties=-  
|notes=-
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=12
|active=2
|recovery=-
|blockadv=-
|damage=2320
|properties=-
|notes=-  
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-  
|recovery=-
|blockadv=-  
|damage=5600
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-  
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-  
|damage=6400
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Air Back Throw'''
|startup=-  
|active=-
|recovery=-  
|blockadv=-
|damage=6400   
|properties=Throw  
|notes=-
}}


===Special Moves===
===Special Moves===
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Special Moves
!! Startup
|move=[[File:Tek Lance A.webm|thumb|{{TvC-Colors|green|Tek Lancer <br> [4]->6X}}]]  
!! Active
|startup=18
!! Recovery
|active=-  
!! Block Adv
|recovery=43  
!! Damage <br> (Billions)
|blockadv=-  
!! Properties
|damage=3220/4770/6768
!! Notes
|properties=(Light) Hard Knockdown  
|-
|notes=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.
| [[File:Tek Lance A.webm|thumb|{{TvC-Colors|green|Tek Lancer}}]]  
|| 18
|| -  
|| 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.
* {{TvC-Colors|blue|A}} version is crazy fast and results in a hard knockdown.
* {{TvC-Colors|blue|A}} version is crazy fast and results in a hard knockdown.
* {{TvC-Colors|yellow|B}} version hits 3 times.
* {{TvC-Colors|yellow|B}} version hits 3 times.
* {{TvC-Colors|red|C}} version hits 5 times; it's an amazing lockdown tool when blocked. On hit, you can dash in and do what you want, or just {{TvC-Colors|green|Tek Win}} into {{TvC-Colors|red|3C}} even at full screen.
* {{TvC-Colors|red|C}} version hits 5 times; it's an amazing lockdown tool when blocked. On hit, you can dash in and do what you want, or just {{TvC-Colors|green|Tek Win}} into {{TvC-Colors|red|3C}} even at full screen.
|-
}}
| [[File:Tek Win A.webm|thumb|{{TvC-Colors|green|Tek Win}}]]  
 
|| 17  
{{TvCOverview
|| -  
|move=[[File:Tek Win A.webm|thumb|{{TvC-Colors|green|Tek Win <br> 214X}}]]  
|| -  
|startup=17  
|| -  
|active=-  
|| 1110
|recovery=-  
|| (Air) Hard Knockdown  
|blockadv=-  
|| 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.
|damage=1110
|properties=(Air) Hard Knockdown  
|notes=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.
* {{TvC-Colors|blue|A}} version travels horizontally.
* {{TvC-Colors|blue|A}} version travels horizontally.
* {{TvC-Colors|yellow|B}} version travels 45 degrees.
* {{TvC-Colors|yellow|B}} version travels 45 degrees.
* {{TvC-Colors|red|C}} version travels 90 degrees vertically.
* {{TvC-Colors|red|C}} version travels 90 degrees vertically.
|-
}}
| [[File:Tek Galaxy Windmill.webm|thumb|{{TvC-Colors|green|Galaxy Windmill}}]]  
 
|| 20  
{{TvCOverview
|| -  
|move=[[File:Tek Galaxy Windmill.webm|thumb|{{TvC-Colors|green|Galaxy Windmill <br> [2]->8X}}]]  
|| -  
|startup=20  
|| -  
|active=-  
|| 6206/7208/9745  
|recovery=-  
|| -  
|blockadv=-  
|| 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.
|damage=6206/7208/9745  
|-
|properties=-  
| [[File:Tek Gatling.webm|thumb|{{TvC-Colors|green|Gatling Lancer}}]]  
|notes=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.
|| 12  
}}
|| -  
 
|| -  
{{TvCOverview
|| -  
|move=[[File:Tek Gatling.webm|thumb|{{TvC-Colors|green|Gatling Lancer <br> Mash X}}]]  
|| 3255/3551/3847  
|startup=12  
|| -  
|active=-  
|| 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.
|recovery=-  
|}
|blockadv=-  
|damage=3255/3551/3847  
|properties=-  
|notes=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===
===Super Moves===
{| class = wikitable style="text-align: center;"
{{TvCOverviewHeader
! Move
|header=Super Moves
!! Startup
|move=[[File:Tek Voltekka Ground.webm|thumb|{{TvC-Colors|green|Voltekka <br> 236XX}}]] <br> [[File:Tek Voltekka Air.webm|thumb|''Air'']] <br> [[File:Tek voltekka unarmed.webm|thumb|''Unarmed'']]  
!! Active
|startup=32+7   
!! Recovery
|active=-  
!! Block Adv
|recovery=-  
!! Damage <br> (Billions)
|blockadv=-  
!! Properties
|damage=16696 (Ground) <br> 17115 (Air)
!! Notes
|properties=(Ground) Hard Knockdown <br> (Air) Wall Bounce  
|-
|notes=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.
| [[File:Tek Voltekka Ground.webm|thumb|{{TvC-Colors|green|Voltekka}}]] <br> [[File:Tek Voltekka Air.webm|thumb|''Air'']] <br> [[File:Tek voltekka unarmed.webm|thumb|''Unarmed'']]  
|| 32+7   
|| -  
|| -  
|| -  
|| 16696 (Ground) <br> 17115 (Air)
|| (Ground) Hard Knockdown <br> (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.
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.
|-
}}
| [[File:Tek Spinning tek.webm|thumb|{{TvC-Colors|green|Super Spinning Tek Lancer}}]]  
 
|| 43  
{{TvCOverview
|| -  
|move=[[File:Tek Spinning tek.webm|thumb|{{TvC-Colors|green|Super Spinning Tek Lancer <br> 623XX}}]]  
|| -  
|startup=43  
|| -  
|active=-  
|| 23000
|recovery=-  
|| OTG  
|blockadv=-  
|| 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.
|damage=23000
|-
|properties=OTG  
| [[File:Tek Space Knight.webm|thumb|{{TvC-Colors|green|Space Knights Formation}}]]  
|notes=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.
|| 22+9  
}}
|| -  
 
|| -  
{{TvCOverview
|| -  
|move=[[File:Tek Space Knight.webm|thumb|{{TvC-Colors|green|Space Knights Formation <br> 214XX}}]]  
|| 28255
|startup=22+9  
|| -  
|active=-  
|| Tekkaman uses {{TvC-Colors|yellow|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.
|recovery=-  
|}
|blockadv=-  
|damage=28255
|properties=-  
|notes=Tekkaman uses {{TvC-Colors|yellow|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.
}}


=The Basics=
=The Basics=

Revision as of 12:21, 3 October 2024

Introduction

Tekkaman is here with his SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.

Gameplay

Strengths Weaknesses
  • OG King of the Pizza Cutter
  • Hits hard
  • Most health of a non-giant
  • Can snatch people out of the air with lasso
  • Good DHC/Crossover supers
  • Crazy reach
  • Can chip out characters easily
  • AIR CAR
  • Tek Lancer can help lock down
  • Easy infinite setup
  • One of the Anti-Giant Gods
  • Slow normals, specials, supers, and air and ground movement
  • Can make things harder if he tosses his lance away
  • Tek Lancer loses if the opponent has a better projectile game
  • Pizza Cutter is the only real overhead
TVC Tekkaman Art.png

Moves List

Normal Moves

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A
8 2 37 - 1120 - Slow kick. It's aight.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2A

12 10 24 - 1840 - Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2B
15 3 30 - 2880 - Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2C

19 2 33 - 4212 Low/Hard Knockdown Sweep. Hits twice, does half damage unarmed.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.B
12 4 24 - 2320 Overhead Swipes his lance about chest level. If timed correctly it can cross up.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR Starter 12 - - - 2320 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 12 2 - - 2320 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5600 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5600 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6400 Throw -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6400 Throw -

Special Moves

Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - 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.
  • A version is crazy fast and results in a hard knockdown.
  • B version hits 3 times.
  • C version hits 5 times; it's an amazing lockdown tool when blocked. On hit, you can dash in and do what you want, or just Tek Win into 3C even at full screen.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
  • A version travels horizontally.
  • B version travels 45 degrees.
  • C version travels 90 degrees vertically.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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

Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes


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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.

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