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

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(→‎Special Moves: Clarification for blocking falchion)
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| '''3C''' || 16 || - || - || - || 3000 || Launcher || Hitbox is the entire green pillar
| '''3C''' || 16 || - || - || - || 3000 || Launcher || Hitbox is the entire green pillar
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| '''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.
| '''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 annoyingly be safe.
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Revision as of 13:34, 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 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 where blade is standing not where the lance is. 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