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

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=Introduction=
{{TVC Character Intro|char=Tekkaman|content=
==Introduction==
Tekkaman is here with his [https://www.youtube.com/watch?v=MURDGxx7FJo&t=49s SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.]
 
==Gameplay==
{{Content Box|content=
 
{{ProConTable
|pros=
* 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
|cons=
* 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
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
*j.2C-Space Lance Ground Slam-Tekkaman 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 get back to the ground quickly, use this normal move, and cancel right into Gatling Lancer (because not only will you cancel the recovery animation, but also, you will protect Tekkaman from any oncoming attacks). Use this move to mobilize yourself around the screen.
*6C-Space Lance Twin Strike-Tekkaman swings his Space Lance, making sure both ends hits his enemy. You can use this during a ground combo (also, you can cancel this move into a special/super move). This move is a good way to guarantee your ground combo (in particular, can cancel the first hit of Space Lance Twin Strike into a special/super to guarantee the hit(s)).


==Special Moves==
{{TvCOverviewHeader
*Tek Lancer-Charge 4 for a few seconds, then press 6A/B/C-Tekkaman throws his Space Lance at his enemy. All versions travel all the way across the screen. However, each version has its own number of hits, properties, speed, and damage output. A version will do 1 hit, cause a knock down, travels very fast, and does around 3,200 Billion Damage; B version does 3 hits, causes minor stagger, travels at a moderate pace, and does around 4,800 Billion Damage; C version does 5 hits, causes minor staggering, travels slowly across the screen, and does around 6,800 Billion Damage. You can combo with B/C Tek Lancer during a ground combo and continue to ground combo with A version of Tek Win (since A version Tek Win will pull the enemy towards Tekkaman). This set-up will give you the ability to guarantee a launcher (leading into some massive output damaging air combo!). You can also use B/C version of Tek Lancer to guarantee a set-up for Voltekka super (since the start-up is less without his Space Lance in his hand). A version Tek Lancer is nice to use, since it gives you the option to use your Super Spinning Tek Lancer as an off-the-ground (OTG) super move (and does great damage!).
|header=Normal Moves
*Galaxy Windmill-Charge 2 for a few seconds, then press 8A/B/C (this move can also be done in the air)-Tekkaman spins his Space Lance in front of him, juggling his enemy. Both ground and air versions has its own number of hits and damage outputs. Ground versions: A will do 6 hits and does around 6,200 Billion Damage, B version does 8 hits and does around 7,200 Billion Damage, and C version does 14 hits and does around 9,770 Billion Damage. Air versions: A version does 6 hits and does around 5,800 Billion Damage, B version does 8 hits and does around 6,200 Billion Damage, and C version does 12 hits and does around 7,800 Billion Damage. The air version (particularly C) is excellent to use in an air combo because the damage output is a lot! The idea for the air combo is this: launcher (3C)->super jump (hold down 2) j.ABB (now press)8C->(wait for all the hits, hold down 2 while air C version of Galaxy Windmill is finishing up)->(now press)8C. Does at least 20,000 Billion Damage! You can Baroque the second set of air C version of Galaxy Windmill; however, you will only gain a few more hits. Air C version of Galaxy Windmill is also great as a "run away" or "keep away" game because of how far air C version Galaxy Windmill travels in the air. Tekkaman can mix up air C version Galaxy Windmill with his j.2C->land->Gatling Lancer special as a way to cover both the air and ground! As for the ground versions of Galaxy Windmill, you can use them as an anti-air special move (though you can also use B/C versions of Tek Win as well).
|move=[[File:Tekk 5A.webm|thumb|{{TvCInput|a}}]]
*Tek Win-214A/B/C-Tekkaman takes his out his rope (with a spear at the end of it), stabs the enemy, and pulls the enemy towards himself (think of Scorpion from Mortal Kombat, lol). All three versions do 2 hits. Each version has its own properties, at what angle Tekkaman throws out his rope, and damage outputs. A version travels all the way across the screen, pulls the enemy towards Tekkaman, causes them to go into a "launching" stage (meaning you can combo after A version of Tek Win; Note: if you are able to catch your enemy with A version of Tek Win while the enemy is in the air, the properties will change to B/C version of Tek Win, including the damage output) and does around 1,110 Billion Damage; B version travels at a 45 degree angle incline, pulls and throws the enemy down on the ground, and does around 1,110 Billion Damage; and C version travels straight up in the air (vertically), slams the enemy into the ground, and does around 5,200 Billion Damage. A version Tek Win is great to use during your ground combo set-ups (particularly during a C version Tek Lancer), giving you the ability to land a launcher (3C). B/C versions of Tek Win are used more for anti-air attacks. A nice little trick with Tek Win is that A version Tek Win can ground combo into B version Tek Win.
|startup=8
*Gatling Lancer-Rapidly tap A/B/C (this move can also be done in the air)-Tekkaman does a series of stabs with his Space Lance at his enemy's body. Each version varies on the number of hits (due to spacing, distance from Tekkaman and your opponent's character). However, each version has its own stabbing speed. A version's stabbing speed is slow, B version's stabbing speed is moderate, and C version's stabbing speed is the fastest. A nice thing about Gatling Lancer is that you can use this as part of your mobility strategy (look back at Space Lance Ground Slam move above). Nice trick is that if you and your enemy are in the corner, you can combo: 2C (two hits)-> C version Gatling Lancer for as long as the combo system allows you. You can get great damage output from a simple but yet effective set-up!
|active=2
==Super Moves==
|recovery=37
*Voltekka-236+Any two attack buttons (this super can also be done in the air)-Tekkaman shoots out a powerful laser beam at his enemy. The ground version does 21 hits, and does around 16,250 Billion Damage. You can ground combo into his Voltekka (which is especially nice to use for chip damage, even if you mess up during your ground combo-since the hit box for the ground Voltekka is pretty large). The air version has Tekkaman jump on his ship and shoot his powerful laser at his enemy. While it is possible to air combo into air Voltekka, the set-up is difficult (due to timing and spacing). The air version does 21 hits, and does around 16,000 Billion Damage. It is possible to have Tekkaman's ship hit his enemy first; if that happens, his air Voltekka will do 22 hits, and the damage output is around 17,200 Billion Damage.
|blockadv=-  
*Super Spinning Tek Lancer-623+Any two attack buttons-Tekkaman throws his Space Lance in the air, and then shoots his powerful laser beam at the Space Lance, causing his beam to cover the entire ground space. Depending on where your enemy is at, where you throw the Space Lance (and where Tekkaman is standing), or if the enemy is lying on the ground determines the number of hits and damage output. However, if your enemy is hit in the beginning of Super Spinning Tek Lancer animation (when he literally throws his Space Lance), the enemy will take the hits slightly above his Space Lance. The key to Tekkaman's Super Spinning Tek Lancer is that your enemy should be below the Spinning Space Lance (the lower, the more damage!). You can also use this super as an off-the-ground (OTG) super.
|damage=1120
*Space Knights Formation (Level 3 Super)-214+Any two attack buttons)-Tekkaman uses his Tek Win on the enemy (he shoots with it in a 45 degree incline angle). If the enemy is hit by the Tek Win, Tekkaman will stab his enemy with his Space Lance, throw the enemy in the air (with the Space Lance stuck on the enemy's body), finally ending the super with Tekkaman's ship slamming into the enemy. This super does 4 hits, with a damage output to be around 28,200 Billion Damage. It is possible to use this super during a ground combo; however, because Space Knights Formation start-up is pretty long (and the fact that the Tek Win move going at a 45 degree inclining angle) makes it difficult to combo with. Use this super to either punish your opponent's mistake(s) or a surprise anti-air attack.
|properties=-  
=As An Assist=
|notes=Slow kick. It's aight.
Tekkaman jumps out and does his B version of Tek Win; however, the properties are of the A version of Tek Win. Tekkaman's Assist is very unique because this will allow your other character to continue his/her combo (or even come up with interesting set-ups that may have not been possible without Tekkaman's assist). Be careful when you attack with Tekkaman's Assist: if you interrupt Tekkaman's animation (the pulling part), the enemy will not fly in the air (and therefore, will not be in a launching state). You can also use Tekkaman's Assist as an anti-air attack. His Assist is excellent to use against giants (Gold Lightan and PTX-40A) because Tekkaman's Assist goes past the giants body armor (meaning you can ground/air combo the giants!) Experiment with Tekkaman's Assist!
}}
 
{{TvCOverview
|move=[[File:Tekk 2A.webm|thumb|{{TvCInput|2a}}]] <br> [[File:Tekk 2A Unarmed.webm|thumb|''Unarmed'']]
|startup=12
|active=10
|recovery=24
|blockadv=-
|damage=1840
|properties=-
|notes=Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach.
}}
 
{{TvCOverview
|move= [[File:Tekk 5B.webm|thumb|{{TvCInput|b}}]] <br> [[File:Tekk 5B unarmed.webm|thumb|''Unarmed'']]
|startup=13
|active=3
|recovery=35
|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.
}}
 
{{TvCOverview
|move= [[File:Tekk 2B.webm|thumb|{{TvCInput|2b}}]]
|startup=15
|active=3
|recovery=30
|blockadv=-  
|damage=2880
|properties=-  
|notes=Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed.
}}
 
{{TvCOverview
|move=[[File:Tekk 5C.webm|thumb|{{TvCInput|c}}]] <br> [[File:Tekk 5C Unarmed.webm|thumb|''Unarmed'']]
|startup=19
|active=6  
|recovery=35
|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.
}}
 
{{TvCOverview
|move=[[File:Tekk 6C.webm|thumb|{{TvCInput|6C}}]]
|startup=21
|active=4
|recovery=29
|blockadv=-  
|damage=3276
|properties=-  
|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.
}}
 
{{TvCOverview
|move=[[File:Tekk 2C.webm|thumb]] <br> [[File:Tekk 2C unarmed.webm|thumb|{{TvCInput|2c}}]]
|startup=19
|active=2
|recovery=33
|blockadv=-  
|damage=4212
|properties=Low/Hard Knockdown
|notes=Sweep. Hits twice, does half damage unarmed.
}}
 
{{TvCOverview
|move=[[File:Tekk jA.webm|thumb|{{TvCInput|ja}}]] <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=<br> [[File:Tekk jB.webm|thumb|{{TvCInput|jb}}]]
|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=[[File:Tekk jC.webm|thumb|{{TvCInput|jc}}]] <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= [[File:Tvc tekk j2c.webm|thumb|j{{TvCInput|2c}}]]
|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.
}}
 
 
{{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=-  
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Tek Lance A.webm|thumb|Tek Lancer{{TvCInput|46x}}]]
|startup=18
|active=-
|recovery=43
|blockadv=-  
|damage=3220/4770/6768
|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.
* {{TvC-Colors|blue|A}} version is crazy fast and results in a hard knockdown.
* {{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.
}}
 
{{TvCOverview
|move=[[File:Tek Win A.webm|thumb|TekWin{{TvCInput|214x}}]]
|startup=17
|active=-
|recovery=-
|blockadv=-  
|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|yellow|B}} version travels 45 degrees.
* {{TvC-Colors|red|C}} version travels 90 degrees vertically.
}}
 
{{TvCOverview
|move=[[File:Tek Galaxy Windmill.webm|thumb|Galaxy Windmill{{TvCInput|28x}}]]
|startup=20
|active=-
|recovery=-
|blockadv=-  
|damage=6206/7208/9745
|properties=-  
|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.
}}
 
{{TvCOverview
|move=[[File:Tek Gatling.webm|thumb|Gatling{{TvCInput|mashx}}]]
|startup=12
|active=-
|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.
}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Tek Voltekka Ground.webm|thumb|{{TvC-Colors|green|Voltekka <br> {{TvCInput|236xx}}}}]] <br> [[File:Tek Voltekka Air.webm|thumb|''Air'']] <br> [[File:Tek voltekka unarmed.webm|thumb|''Unarmed'']]
|startup=32+7 
|active=-
|recovery=-  
|blockadv=-  
|damage=16696 (Ground) <br> 17115 (Air)
|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.
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.
}}
 
{{TvCOverview
|move=[[File:Tek Spinning tek.webm|thumb|{{TvC-Colors|green|Super Spinning Tek Lancer <br> {{TvCInput|623xx}}}}]]
|startup=43
|active=-
|recovery=-
|blockadv=-
|damage=23000
|properties=OTG
|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.
}}
 
{{TvCOverview
|move=[[File:Tek Space Knight.webm|thumb|{{TvC-Colors|green|Space Knights Formation <br> {{TvCInput|214xx}}}}]]
|startup=22+9
|active=-  
|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=
Line 23: Line 313:


=Match-Ups=
=Match-Ups=
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Supra
| point = Saki
| anchor = Tekkaman
| pointportrait = TvC_Saki_Face.png
| anchorportrait = TvC_Tekkaman_Face.png
| social =  [https://www.youtube.com/@soup_rah Youtube]
}}
{{TvC-Players
| name = Metaternal/M~Trnl
| point = Viewtiful Joe
| anchor = Tekkaman/Blade
| pointportrait = TvC_Viewtiful_Joe_Face.png
| anchorportrait = TvC_Tekkaman_Face.png
| social = [https://www.youtube.com/@Metaternal Youtube]
}}


{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 09:10, 21 March 2025

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

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

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

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
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

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
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

19 2 33 - 4212 Low/Hard Knockdown Sweep. Hits twice, does half damage unarmed.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes

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

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

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
- - - - 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

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

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

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.

The Basics

Advanced Strategy

Match-Ups

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Supra
TvC Saki Face.png

Saki
TvC Tekkaman Face.png

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

Viewtiful Joe
TvC Tekkaman Face.png

Tekkaman/Blade
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants