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 half-way decent
* Decent zoning but can get overwhelmed if outzoned
 
 
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
==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).
{| class = wikitable style="text-align: center;"
*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.  
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
==Special 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).
| '''5A''' || 6 || 2 || 24 || - || 940 || - || Decent length, decent damage
*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).
|-
*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).
| '''2A''' || 8 || 2 || - || - || 940 || - || Ghetto anti-air
*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).
|-
==Super Moves==
| '''5B''' || 11 || - || - || - || 1800 || - || Even ghetto'r anti air but look at that damage
*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.
|-
*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.
| '''2B''' || 9 || - || - || - || 1780 || - || Reaches irresponsibly far
*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.
|-
=As An Assist=
| '''5C''' || 17 || - || - || - || 2850 || - || Also reaches irresponsibly far
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).
|-
| '''2C''' || 20 || - || - || - || 3020 || Low || Reaches 3/4th of the screen, is a low sweep and does too much damage, this character is crazy. Thankfully it doesn't link to anything without baroque or meter
|-
| '''3C''' || 16 || - || - || - || 3000 || Launcher || Hitbox is the entire green pillar
|-
| '''4C''' || 16 || - || - || - || 3000 || Armored || It's his 5C except it autoguards everything. Thankfully it doesn't link to anything but you can '''''4C -> Falchion -> P''''' To be annoyingly be safe.
|-
 
| '''j.A''' || 6 || 6 || - || - || 1020 || Overhead || A jumping jab, really good hitbox, not too active but active enough
|-
| '''j.B''' || 11 || 2 || - || - || 1580 || Overhead || Basically j.A but faster, definitely mandatory for his relaunch though
|-
| '''j.C''' || 15 || 8 || - || - || 4056 || Overhead || Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around blade
|-
| '''j.2C''' || 10|| - || - || - || -  || Overhead || Just like Frank West's 2C, it's an overhead vertical divekick. Blade "can" be hit out of it but the chances of that happening are extremely rare, maybe Y-2's robot can do it if he feels like it.
 
|}
 
 
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''VAR starter''' || 14 || - || - || - || 3200 || - ||
|-
| '''Counter Tag''' || 33 || - || - || - || 2400 || - ||
|-
| '''Forward Throw''' || - || - || - || - || 5600 || Throw ||
|-
| '''Back Throw''' || - || - || - || - || 5432 || Throw ||
|-
| '''Air Forward Throw''' || - || - || - || - || 6400 || Throw ||
|-
| '''Air Back Throw''' || - || - || - || - || 8096  || Throw || Why does an air back throw have so much damage?????
|}
 
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Shamshir''' <br> Mash X || 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
|-
| '''Baselard''' <br> 236X || 16/21/26 || - || - || - || 2300/4380|| -\Hard Knockdown ||Blade separates his lance and tosses it out
*A Version is a regular hadouken
*B version is anti-air hitgrab. '''''In air it becomes horizontal hitgrab'''''
*C Version is horizontal hitgrab. '''''In air it becomes Diagonal down hitgrab'''''
'''''Useable on giants'''''
|-
| '''Katzbalger''' <br> [2]->8X || 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 j.B j.B jc j.B j.B [2]C C Katzbalger''''' is a beginner's relaunch
|-
| '''Falchion''' <br> 214X || 11 || - || - || - || 3850/5498/6949 || - || Blade speeds past the enemy with his lance trailing behind him. Block in blade's direction. Strength determines Blade's travel length. Hold the button to add up to 20 Frames of delay for the crossup.
 
|}
 
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''Crash Intrude''' <br> 236XX|| 1+2 || - || - || - || 9958 || - || Invincible on startup. Blade flys across the screen and ping pongs the enemy around. If done at full screen enemy can baroque to safety, at close range it punishes basically everything. '''''Useable on Giants''''' '''''Useable in air'''''
|-
| '''Voltekka''' <br> 623X || 22+10 || - || - || - || 13987 || - || Blade aims diagonally up and blasts laser beams. It has really bad startup so it's only good for DHCs.
|-
| '''Omnidirectional Super Voltekka''' <br> 63214XX|| 7+20  || - || - || - || 22051 (20350 if missed)|| - || Blade shoots out a small circular wave, if it hits enemy is blasted by the voltekka. If blade misses, the wave comes out anyway, it's just blockable at that point. Usually reserved for combos or chip kill. '''''Cinematic works on giants'''''
|}


=The Basics=
=The Basics=

Revision as of 10:06, 5 November 2021

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 half-way decent
  • Decent zoning but can get overwhelmed if outzoned
TVC Tekkaman Blade Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 6 2 24 - 940 - Decent length, decent damage
2A 8 2 - - 940 - Ghetto anti-air
5B 11 - - - 1800 - Even ghetto'r anti air but look at that damage
2B 9 - - - 1780 - Reaches irresponsibly far
5C 17 - - - 2850 - Also reaches irresponsibly far
2C 20 - - - 3020 Low Reaches 3/4th of the screen, is a low sweep and does too much damage, this character is crazy. Thankfully it doesn't link to anything without baroque or meter
3C 16 - - - 3000 Launcher Hitbox is the entire green pillar
4C 16 - - - 3000 Armored It's his 5C except it autoguards everything. Thankfully it doesn't link to anything but you can 4C -> Falchion -> P To be annoyingly be safe.
j.A 6 6 - - 1020 Overhead A jumping jab, really good hitbox, not too active but active enough
j.B 11 2 - - 1580 Overhead Basically j.A but faster, definitely mandatory for his relaunch though
j.C 15 8 - - 4056 Overhead Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around blade
j.2C 10 - - - - Overhead Just like Frank West's 2C, it's an overhead vertical divekick. Blade "can" be hit out of it but the chances of that happening are extremely rare, maybe Y-2's robot can do it if he feels like it.


Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 - - - 3200 -
Counter Tag 33 - - - 2400 -
Forward Throw - - - - 5600 Throw
Back Throw - - - - 5432 Throw
Air Forward Throw - - - - 6400 Throw
Air Back Throw - - - - 8096 Throw Why does an air back throw have so much damage?????

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Shamshir
Mash X
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
Baselard
236X
16/21/26 - - - 2300/4380 -\Hard Knockdown Blade separates his lance and tosses it out
  • A Version is a regular hadouken
  • B version is anti-air hitgrab. In air it becomes horizontal hitgrab
  • C Version is horizontal hitgrab. In air it becomes Diagonal down hitgrab

Useable on giants

Katzbalger
[2]->8X
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 j.B j.B jc j.B j.B [2]C C Katzbalger is a beginner's relaunch
Falchion
214X
11 - - - 3850/5498/6949 - Blade speeds past the enemy with his lance trailing behind him. Block in blade's direction. Strength determines Blade's travel length. Hold the button to add up to 20 Frames of delay for the crossup.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crash Intrude
236XX
1+2 - - - 9958 - Invincible on startup. Blade flys across the screen and ping pongs the enemy around. If done at full screen enemy can baroque to safety, at close range it punishes basically everything. Useable on Giants Useable in air
Voltekka
623X
22+10 - - - 13987 - Blade aims diagonally up and blasts laser beams. It has really bad startup so it's only good for DHCs.
Omnidirectional Super Voltekka
63214XX
7+20 - - - 22051 (20350 if missed) - Blade shoots out a small circular wave, if it hits enemy is blasted by the voltekka. If blade misses, the wave comes out anyway, it's just blockable at that point. Usually reserved for combos or chip kill. Cinematic works on giants

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants