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

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=Introduction=
{{TVC Character Intro|char=Tekkaman Blade|content=
 
==Introduction==
Takaya Aiba is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade.
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
* Solid Damage
* Second best pizza cutter
* Easy unblockables
* Armored normal
* Can punish pretty much anything for a single bar
* Giant Shredder
* Good Unblockables
* Ugly Mixups
* Can do solid damage alone. Can TOD entire cast with assist
* The air is his domain and you are lucky if he lets you into it.
|cons=
* Air dash is slow
* No grounded dash
* Requires execution to be halfway decent
* Decent zoning but can get overwhelmed if outzoned
 
}}}}
}}


=Moves List=
=Moves List=
==Normal Moves==
 
*4C-Back Spin Blade Slice-Tekkaman Blade spins around with his Space Lance and hits the enemy with a swinging blow (causing the enemy to fly). This move is good to get your enemies off of your back. This move can also be used in a ground combo (and into Baselard or Crash Intrude super).
 
*j.2C-Blade Ground Slam-Tekkaman Blade slams his Space Lance to the ground. This move can be used during an air combo (causes knockdown), and can also be used as an off-the-ground move (OTG). A nice trick with this normal move is that if you are in the air, and you are trying to continue your combo (and if have the spacing correct and if you are fast enough), Tekkaman Blade can cancel the last part of his animation into C version Katzblager. This will drag the enemy across the screen, giving you the opportunity to continue your combo! Use this move to also mobilize yourself around the screen.  
{{TvCOverviewHeader
==Special Moves==
|header=Normal Moves
*Shamshir-Press rapidly A/B/C-Tekkaman Blade spins his Space Lance fast enough to create a small tornado (though not a "real" tornado). Each version has its own number of hits and damage output. A version does 4 hits and does around 3,250 Billion Damage, B version does 5 hits and does around 4,300 Billion Damage, and C version does 7 hits and does around 6,200 Billion Damage. This move can be used in a combo, and even after the j.2C set-up (which is nice to combo into Crash Intrude: ...air combo, j.2C->land->C version Shamshir->Crash Intrude).
|move=[[File:Blade 5A.webm|thumb|{{TvCInput|a}}]]
*Baselard-236A/B/C (this move can also be done in the air)-Tekkaman Blade splits his Space Lance in half, throwing it across the screen towards his enemy. Each version (both ground and air) has its own number of hits, damage output, and trajectory. Ground: A version travels all the way across the screen, does 1 hit and does around 2,300 Billion Damage, B version travels at a 45 degree incline angle, does 3 hits, and does around 4,380 Billion Damage, and C version travels straight across the screen, does 3 hits, and does around 4,380 Billion Damage. Air: A version travels at a 45 degree declining angle, does 1 hit, and does around 2,300 Billion Damage, B version travels straight across the screen, does 3 hits, and does around 4,666 Billion Damage, and the C version travels at a 45 degree declining angle, does 3 hits, and does around 4,500 Billion Damage. You can ground and air combo into Baselard. The nice trick in the air with A version Baselard is that it creates the potential set-up for the j.2C->Katzbalger combo. B/C Baselard's are nice to use to simply punish your enemy's mistakes (and to get quick free damage).
|startup=6
*Katzbalger-Charge 2 for a few seconds, then press 8A/B/C-Tekkaman swings his Space Lance above his head, and then spins it in front of him (C version). Each version has its own number of hits, damage output, and properties. A version does 4 hits, does around 3,500 Billion Damage, and slightly raises the enemy above Tekkaman Blade's head; B version does 5 hits, does around 4,500 Billion Damage, and raises the enemy to about a slightly below normal jumping height; and C version does 12 hits, does around 6,500 Billion Damage, and causes the enemy to wall bounce. c version of Katzblager is great to use during air-to-ground combos because it gives Tekkaman Blade the ability to relaunch the enemy into the air, continuing the combo (which hopefully can lead into his level 3 super, Omnidirectional Super Voltekka).
|active=2
*Falchion-214A/B/C-Tekkaman Blade dashes in front (or back of his enemy depending on how close Tekkman Blade is to his enemy), while his Space Lance spins behind him (only to catch up to him a second later). Each version has its own traveling distance, number of hits, and damage output. A version travels about less than half-way across the screen, does 3 hits, and does around 2,950 Billion Damage; B version travels about half-way across the screen, does 5 hits, and does around 4,700 Billion Damage; and C version travels about 4/5ths across the screen, does 7 hits, and does around 6,200 Billion Damage. This special move is a cross-up, and is excellent to confuse your enemy (especially with the right Assist, he/she may not know which way to block). Be careful, your opponent can literally throw you while Tekkaman Blade dashes towards the enemy. Tekkaman Blade can ground combo after and version of Falchion (of course, the spacing needs to be correct).
|recovery=24
==Super Moves==
|blockadv=-  
*Crash Intrude-236+Any two attack buttons (this super can also be done in the air)-Tekkaman Blade, almost instantly, dashes at his enemy with a light green energy. If the enemy is hit, Tekkaman Blade will launch the enemy into the air, doing a series of dashing hits, and finally ending with an angelic hit (you see wings with the last hit). This is great to use during a ground/air combo (to not only guarantee hits, but to get quick damage) and to punish your enemy's mistakes. The beginning of the super is almost instant start-up; however, if the enemy avoids the super (of if you miss the enemy with Crash Intrude), the ending of his super is slow, leaving him open for attacks. The ideal situation is to use it when you are close enough to guarantee the punishment or in a combo. Tekkaman Blade can follow-up with his j.2C attack to add more damage.
|damage=940
*Voltekka-623+Any two attack buttons-Tekkaman Blade shoots out 10 energy beams from his shoulders. This super does around 14,000 Billion Damage. This super is good to use in the corner, since it shoots in a 45 degree incline angle. However, if the enemy is able to dodge the super (or if you miss with this super), you will be left open for attack. This super is good to use as an anti-air attack as well.
|properties=-
*Omnidirectional Super Voltekka (Level 3 Super)-63214+Any two attack buttons (this super can also be done in the air)-If Tekkaman Blade is close enough to the enemy, he will fly in the air, where his surrounding area is frozen (objects suspended in midair actually), where he cracks a gem (?) and shoots a powerfully large beam at his enemy. This super does 32 hits and does around 22,000 Billion Damage. This super is great to use to end your ground/air combo with. However, if are too far from the enemy, Tekkaman Blade will still shoot out a powerful beam, but then animation cut scene will not happen. In this case, Tekkaman Blade does 16 hits and does around 20,350 Billion Damage. If your enemy manages to avoid the super (or if you miss with it), Tekkaman Blade will be left open for attacks.
|notes=Decent length, decent damage. Chains into itself.<br>Does not have much coverage below Blade's hand, can occasionally whiff on certain characters during certain animations (especially Roll).
=As An Assist=
}}
Tekkaman Blade jumps out and does his B version of Katzbalger. His Assist is good to use as an anti-air or during ground combos (since it will launch the enemy in the air, slightly below normal jumping height). His Assist is also good to cover ground space (and for your current character to "run away" from the enemy if it is necessary).
 
{{TvCOverview
|move=[[File:Blade 2A.webm|thumb|{{TvCInput|2a}}]]
|startup=8
|active=2
|recovery=-  
|blockadv=-
|damage=940
|properties=-
|notes=Ghetto anti-air. Chains into itself.
}}
 
{{TvCOverview
|move=[[File:Blade 5B.webm|thumb|{{TvCInput|b}}]]
|startup=11
|active=-  
|recovery=-
|blockadv=-
|damage=1800
|properties=-  
|notes=Even ghetto'r anti air but look at that damage
}}
 
{{TvCOverview
|move=[[File:Blade 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=9
|active=-
|recovery=-
|blockadv=-
|damage=1780
|properties=-
|notes=Far-reaching and pretty fast low poke.<br>One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos.
}}
 
{{TvCOverview
|move=[[File:Blade 5C.webm|thumb|{{TvCInput|c}}]]
|startup=17
|active=-
|recovery=-
|blockadv=-
|damage=2850
|properties=-  
|notes=Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit.
}}
 
{{TvCOverview
|move=[[File:Blade 2C.webm|thumb|{{TvCInput|2c}}]]
|startup=20
|active=-
|recovery=-
|blockadv=-
|damage=3020
|properties=Low
|notes=A far-reaching, low-hitting stab that does a decent chunk of damage and knocks down.<br>Blade's only chain route out of this move is into {{TvC-Colors|red|4C}}. Not special or super cancelable, but can be baroque'd.
}}
 
{{TvCOverview
|move=[[File:Blade 3C.webm|thumb|{{TvCInput|3c}}]]
|startup=16
|active=-  
|recovery=-
|blockadv=-
|damage=3000
|properties=Launcher
|notes=Launcher. Good disjointed hitbox, but not quite Morrigan 3C good.
}}
 
{{TvCOverview
|move=[[File:Blade 4C.webm|thumb|{{TvCInput|4c}}]]
|startup=16
|active=-  
|recovery=-  
|blockadv=-  
|damage=3000
|properties=Autoguard (High)  
|notes=Long-reaching swipe with high autoguard. Autoguard is '''not''' instant, and does not last all the way to the move's active frames, but it still has a big enough window to make this move very usable on defense if timed right, especially on opponents that want to come at you from the air. Doesn't chain into any other normals and is slow to recover, so be ready to special cancel into something and call assist if you are going to commit.
}}
 
{{TvCOverview
|move=[[File:Blade jA.webm|thumb|{{TvCInput|ja}}]]
|startup=6
|active=6
|recovery=-
|blockadv=-
|damage=1020
|properties=Overhead
|notes=A jumping jab, really good hitbox, not too active but active enough
}}
 
{{TvCOverview
|move=[[File:Blade jB.webm|thumb|{{TvCInput|jb}}]]
|startup=11
|active=2
|recovery=-
|blockadv=-
|damage=1580
|properties=Overhead
|notes=Similar hitbox to j.A, but slower, lower, and not nearly as active. A bit awkward to use in neutral, but an important piece of this relaunch combo.
}}
 
{{TvCOverview
|move=[[File:Blade jC.webm|thumb|{{TvCInput|jc}}]]
|startup=15
|active=8
|recovery=-
|blockadv=-
|damage=4056
|properties=Overhead
|notes=Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around Blade.
}}
 
{{TvCOverview
|move=[[File:Blade j2C.webm|thumb|j{{TvCInput|2c}}]]
|startup=10
|active=-  
|recovery=-  
|blockadv=-
|damage=- 
|properties=Overhead
|notes=Helmbreaker. Hits overhead, causes a hard knockdown, special cancelable on landing, and hits OTG. The lynchpin of Blade's relaunch combos, and a meme-y defense check.<br>Move does not chain from any of Blade's air normals, if you want to go from {{TvC-Colors|yellow|j.B}} to {{TvC-Colors|red|j.2C}}, you will need to jump cancel the {{TvC-Colors|yellow|j.B}} and then go for the stab.
}}
 
 
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR Starter'''
|startup=14
|active=-
|recovery=-
|blockadv=-
|damage=3200
|properties=-
|notes=-  
}}
 
{{TvCOverview
|move='''Crossover Counter'''
|startup=33
|active=-
|recovery=-
|blockadv=-  
|damage=2400
|properties=-  
|notes=-  
}}
 
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=-  
}}
 
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-  
|damage=5432
|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=8096 
|properties=Throw
|notes=Why does an air back throw have so much damage????? At super jump height it'll do over 10Bil easy which is the same damage as '''{{TvC-Colors|green|Crash Intrude}}'''
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Blade Shamshir.webm|thumb|{{TvCInput|mashx}}]]
|startup=9/11/16
|active=-
|recovery=- 
|blockadv=-
|damage=3255/5037/6859
|properties=-
|notes=Blade takes his lance and swings it around his head. The hitbox is crazy big. Blade is punishable IF you can tell which version he's using
}}
 
{{TvCOverview
|move={{TvC-Colors|green|Baselard <br> {{TvCInput|236x}}}} <br>[[File:Blade base L.webm|thumb|{{TvCInput|a}}]] <br> [[File:Blade B Base.webm|thumb|{{TvCInput|b}}]] <br> [[File:Blade Base H.webm|thumb|{{TvCInput|c}}]]
|startup=16/21/26
|active=-  
|recovery=-
|blockadv=-
|damage=2300/4380
|properties=Hard Knockdown
|notes=Blade separates his lance and tosses it.<br>
*{{TvC-Colors|blue|A}} Version is a regular, horizontal projectile with pretty great untech time. '''''In the air, the lance is thrown diagonally downward. Blade can also act out of this move once it recovers.''''' Key move for both Blade's neutral and combo game.<br>
*{{TvC-Colors|yellow|B}} version is anti-air hitgrab. '''''In air it becomes horizontal hitgrab. On Hit, Blade retains his air actions after the animation plays.'''''<br>
*{{TvC-Colors|red|C}} Version is horizontal hitgrab. '''''In air it becomes Diagonal down hitgrab. On Hit, Blade retains his air actions after the animation plays.'''''<br>
 
Hitgrab versions break through hyper armor, making those versions very good against giants.<br>
 
'''BEWARE!''' Hitgrab versions are completely uncancelable on whiff or block, from Baroque, to supers, to even Megacrash. In the air, Blade can literally do nothing until he touches the ground besides calling assist, provided it’s available.
}}
 
{{TvCOverview
|move={{TvC-Colors|green|Katzbalger <br> {{TvCInput|28x}}}} <br>[[File:Blade Charge B.webm|thumb|{{TvCInput|a}}/ {{TvCInput|b}}]] <br> [[File:Blade charge C.webm|thumb|{{TvCInput|c}}]]
|startup=20  
|active=-
|recovery=-
|blockadv=-
|damage=3329/4273/6495
|properties=Wallbounce
|notes=Blade spins his lance actually above his head this time.<br>
*{{TvC-Colors|blue|A}} and {{TvC-Colors|yellow|B}} are pure anti-air attacks.<br>
*{{TvC-Colors|red|C}} version starts as an anti-air, then carries to the wall for a wallbounce. '''''3C sjc (delay) j.BB jc. j.[2]C (land) 8C''''' is a beginner's relaunch.<br>
Note that while {{TvC-Colors|red|C}} Katzbalger is a very potent combo/corner carry tool, it does leave your back to the corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout.
}}
 
{{TvCOverview
|move=[[File:Blade Falchion.webm|thumb|{{TvCInput|214x}}]]
|startup=11
|active=-
|recovery=-
|blockadv=-
|damage=3850/5498/6949
|properties=-
|notes=AKA Rapid Slash. Blade speeds forward a distance based on button strength, leaving his lance in place and passing through opponents. Once Blade reaches his destination, he pulls the lance back to him, shredding anything in its path, as well as pulling them into Blade.<br>
EZ Bake cross-up special that links into {{TvC-Colors|blue|5A}} for a full combo on most hits.<br>
No hitbox until Blade stops and his lance starts moving. There is a gap where it is quite easy to react to this move by either jabbing or throwing Blade as he's passing through you, but this can be mitigated with an assist to cover the gap.<br>
Can be baroque'd before the move's hitbox comes out, making this a potent move for setting up baroque unblockables.
It can also be delayed by up to 10 frames by holding a button, not sure why'd you need that but that's an option
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Blade Crash.webm|thumb|{{TvC-Colors|green|Crash Intrude <br> {{TvCInput|236xx}}}}]]
|startup=1+2
|active=-
|recovery=-
|blockadv=-
|damage=9958
|properties=-
|notes=Blade flies across the screen and ping-pongs the enemy around. Air OK.<br>
Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed {{TvC-Colors|red|j.2C}} OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has '''insanely fast''' startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure.<br>
Only caveats to this move are that it has no invuln and will lose to any buttons that are already out, and being a cinematic super, you can't DHC out of it after it hits.
}}
 
{{TvCOverview
|move=[[File:Blade Voltekka.webm|thumb|{{TvC-Colors|green|Voltekka <br> {{TvCInput|623xx}}}}]]
|startup=22+10
|active=-
|recovery=-
|blockadv=-
|damage=13987
|properties=-
|notes=Blade aims diagonally upwards and fires a Voltekka.<br>
Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and it's what he does in a team hyper combo.
}}
 
{{TvCOverview
|move=[[File:Blade omni.webm|thumb|{{TvC-Colors|green|Omnidirectional Super Voltekka <br> {{TvCInput|63214XX}}}}]]
|startup=7+20 
|active=-
|recovery=-
|blockadv=-
|damage=22051 (20350 if missed)
|properties=-
|notes=Blade goes into Blaster Mode and shoots out a small circular shockwave, which on hit will go into a cinematic Blaster Voltekka. Gives enough time for Blade to get a guaranteed {{TvC-Colors|red|j.2C}} followup. Air OK.<br>
Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable.<br>
Blade does have some invuln on this move's start-up, however, the extended start-up, meter cost, and the risk involved severely limits using the move as a call-out.<br>
'''''Initial shockwave will break hyper armor.'''''
}}


=The Basics=
=The Basics=
Line 22: Line 338:


=Match-Ups=
=Match-Ups=
 
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Captun Nick
| point = Tekkaman Blade
| anchor = Ryu
| pointportrait = TvC_Tekkaman_Blade_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social =
}}
{{TvC-Players
| name = Bookoo
| point = Blade
| anchor = Ryu
| pointportrait = TvC_Tekkaman_Blade_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.youtube.com/@PresidentMagikarp Youtube]
}}
{{TvC-Players
| name = Metaternal/M~Trnl
| point = Viewtiful Joe
| anchor = Tekkaman Blade
| pointportrait = TvC_Viewtiful_Joe_Face.png
| anchorportrait = TvC_Tekkaman_Blade_Face.png
| social = [https://www.youtube.com/@Metaternal Youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 09:21, 21 March 2025

Introduction

Takaya Aiba is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade.

Gameplay

Strengths Weaknesses
  • Solid Damage
  • Second best pizza cutter
  • Easy unblockables
  • Armored normal
  • Can punish pretty much anything for a single bar
  • Giant Shredder
  • Good Unblockables
  • Ugly Mixups
  • Can do solid damage alone. Can TOD entire cast with assist
  • The air is his domain and you are lucky if he lets you into it.
  • Air dash is slow
  • No grounded dash
  • Requires execution to be halfway decent
  • Decent zoning but can get overwhelmed if outzoned
TVC Tekkaman Blade Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 2 24 - 940 - Decent length, decent damage. Chains into itself.
Does not have much coverage below Blade's hand, can occasionally whiff on certain characters during certain animations (especially Roll).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 2 - - 940 - Ghetto anti-air. Chains into itself.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - 1800 - Even ghetto'r anti air but look at that damage
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 - - - 1780 - Far-reaching and pretty fast low poke.
One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 - - - 2850 - Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 - - - 3020 Low A far-reaching, low-hitting stab that does a decent chunk of damage and knocks down.
Blade's only chain route out of this move is into 4C. Not special or super cancelable, but can be baroque'd.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - 3000 Launcher Launcher. Good disjointed hitbox, but not quite Morrigan 3C good.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 - - - 3000 Autoguard (High) Long-reaching swipe with high autoguard. Autoguard is not instant, and does not last all the way to the move's active frames, but it still has a big enough window to make this move very usable on defense if timed right, especially on opponents that want to come at you from the air. Doesn't chain into any other normals and is slow to recover, so be ready to special cancel into something and call assist if you are going to commit.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 6 - - 1020 Overhead A jumping jab, really good hitbox, not too active but active enough
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 2 - - 1580 Overhead Similar hitbox to j.A, but slower, lower, and not nearly as active. A bit awkward to use in neutral, but an important piece of this relaunch combo.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 8 - - 4056 Overhead Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around Blade.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - - Overhead Helmbreaker. Hits overhead, causes a hard knockdown, special cancelable on landing, and hits OTG. The lynchpin of Blade's relaunch combos, and a meme-y defense check.
Move does not chain from any of Blade's air normals, if you want to go from j.B to j.2C, you will need to jump cancel the j.B and then go for the stab.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR Starter 14 - - - 3200 - -
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 33 - - - 2400 - -
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 - - - - 5432 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 - - - - 8096 Throw Why does an air back throw have so much damage????? At super jump height it'll do over 10Bil easy which is the same damage as Crash Intrude


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9/11/16 - - - 3255/5037/6859 - Blade takes his lance and swings it around his head. The hitbox is crazy big. Blade is punishable IF you can tell which version he's using
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Baselard

TVC-236.png TVC-AT.png




16/21/26 - - - 2300/4380 Hard Knockdown Blade separates his lance and tosses it.
  • A Version is a regular, horizontal projectile with pretty great untech time. In the air, the lance is thrown diagonally downward. Blade can also act out of this move once it recovers. Key move for both Blade's neutral and combo game.
  • B version is anti-air hitgrab. In air it becomes horizontal hitgrab. On Hit, Blade retains his air actions after the animation plays.
  • C Version is horizontal hitgrab. In air it becomes Diagonal down hitgrab. On Hit, Blade retains his air actions after the animation plays.

Hitgrab versions break through hyper armor, making those versions very good against giants.

BEWARE! Hitgrab versions are completely uncancelable on whiff or block, from Baroque, to supers, to even Megacrash. In the air, Blade can literally do nothing until he touches the ground besides calling assist, provided it’s available.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Katzbalger

TVC-2.png TVC-charge.png TVC-8.png TVC-AT.png



20 - - - 3329/4273/6495 Wallbounce Blade spins his lance actually above his head this time.
  • A and B are pure anti-air attacks.
  • C version starts as an anti-air, then carries to the wall for a wallbounce. 3C sjc (delay) j.BB jc. j.[2]C (land) 8C is a beginner's relaunch.
Note that while C Katzbalger is a very potent combo/corner carry tool, it does leave your back to the corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 - - - 3850/5498/6949 - AKA Rapid Slash. Blade speeds forward a distance based on button strength, leaving his lance in place and passing through opponents. Once Blade reaches his destination, he pulls the lance back to him, shredding anything in its path, as well as pulling them into Blade.

EZ Bake cross-up special that links into 5A for a full combo on most hits.
No hitbox until Blade stops and his lance starts moving. There is a gap where it is quite easy to react to this move by either jabbing or throwing Blade as he's passing through you, but this can be mitigated with an assist to cover the gap.
Can be baroque'd before the move's hitbox comes out, making this a potent move for setting up baroque unblockables.

It can also be delayed by up to 10 frames by holding a button, not sure why'd you need that but that's an option


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+2 - - - 9958 - Blade flies across the screen and ping-pongs the enemy around. Air OK.

Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed j.2C OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has insanely fast startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure.

Only caveats to this move are that it has no invuln and will lose to any buttons that are already out, and being a cinematic super, you can't DHC out of it after it hits.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
22+10 - - - 13987 - Blade aims diagonally upwards and fires a Voltekka.
Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and it's what he does in a team hyper combo.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Omnidirectional Super Voltekka
TVC-63214.png TVC-AT.pngTVC-AT.png
7+20 - - - 22051 (20350 if missed) - Blade goes into Blaster Mode and shoots out a small circular shockwave, which on hit will go into a cinematic Blaster Voltekka. Gives enough time for Blade to get a guaranteed j.2C followup. Air OK.

Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable.
Blade does have some invuln on this move's start-up, however, the extended start-up, meter cost, and the risk involved severely limits using the move as a call-out.

Initial shockwave will break hyper armor.

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Captun Nick
TvC Tekkaman Blade Face.png

Tekkaman Blade
TvC Ryu Face.png

Ryu
Player Name Point Character Anchor Character Social Media
Bookoo
TvC Tekkaman Blade Face.png

Blade
TvC Ryu Face.png

Ryu
Youtube
Player Name Point Character Anchor Character Social Media
Metaternal/M~Trnl
TvC Viewtiful Joe Face.png

Viewtiful Joe
TvC Tekkaman Blade Face.png

Tekkaman Blade
Youtube

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