Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman Blade: Difference between revisions
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{{TVC Character Intro|char=Tekkaman Blade|content= | {{TVC Character Intro|char=Tekkaman Blade|content= | ||
==Introduction== | ==Introduction== | ||
Takaya Aiba Is captured by the rings of | Takaya Aiba Is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade. | ||
==Gameplay== | ==Gameplay== | ||
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* Good Unblockables | * Good Unblockables | ||
* Ugly Mixups | * Ugly Mixups | ||
* Can | * 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. | * The air is his domain and you are lucky if he lets you into it. | ||
|cons= | |cons= | ||
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |- | ||
|'''5A''' <br> [[File:Blade 5A.webm|thumb]]|| 6 || 2 || 24 || - || 940 || - || Decent length, decent damage | |'''5A''' <br> [[File:Blade 5A.webm|thumb]]|| 6 || 2 || 24 || - || 940 || - || 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). | |||
|- | |- | ||
| '''2A''' <br> [[File:Blade 2A.webm|thumb]]|| 8 || 2 || - || - || 940 || - || Ghetto anti-air | | '''2A''' <br> [[File:Blade 2A.webm|thumb]]|| 8 || 2 || - || - || 940 || - || Ghetto anti-air. Chains into itself. | ||
|- | |- | ||
| '''5B''' <br> [[File:Blade 5B.webm|thumb]]|| 11 || - || - || - || 1800 || - || Even ghetto'r anti air but look at that damage | | '''5B''' <br> [[File:Blade 5B.webm|thumb]]|| 11 || - || - || - || 1800 || - || Even ghetto'r anti air but look at that damage | ||
|- | |- | ||
| '''2B''' <br> [[File:Blade 2B.webm|thumb]]|| 9 || - || - || - || 1780 || - || | | '''2B''' <br> [[File:Blade 2B.webm|thumb]]|| 9 || - || - || - || 1780 || - || Far reaching and pretty fast low poke.<br> | ||
One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos. | |||
|- | |- | ||
| '''5C''' <br> [[File:Blade 5C.webm|thumb]]|| 17 || - || - || - || 2850 || - || | | '''5C''' <br> [[File:Blade 5C.webm|thumb]]|| 17 || - || - || - || 2850 || - || Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit. | ||
|- | |- | ||
| '''2C''' <br> [[File:Blade 2C.webm|thumb]]|| 20 || - || - || - || 3020 || Low || | | '''2C''' <br> [[File:Blade 2C.webm|thumb]]|| 20 || - || - || - || 3020 || Low || 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 4C. Not special or super cancelable, but can be baroque'd. | |||
|- | |- | ||
| '''3C''' <br> [[File:Blade 3C.webm|thumb]]|| 16 || - || - || - || 3000 || Launcher || | | '''3C''' <br> [[File:Blade 3C.webm|thumb]]|| 16 || - || - || - || 3000 || Launcher || Launcher. Good disjointed hitbox, but not quite Morrigan 3C good. | ||
|- | |- | ||
| '''4C''' <br> [[File:Blade 4C.webm|thumb]]|| 16 || - || - || - || 3000 || | | '''4C''' <br> [[File:Blade 4C.webm|thumb]]|| 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. | ||
|- | |- | ||
| '''j.A'''<br> [[File:Blade jA.webm|thumb]] || 6 || 6 || - || - || 1020 || Overhead || A jumping jab, really good hitbox, not too active but active enough | | '''j.A'''<br> [[File:Blade jA.webm|thumb]] || 6 || 6 || - || - || 1020 || Overhead || A jumping jab, really good hitbox, not too active but active enough | ||
|- | |- | ||
| '''j.B''' <br> [[File:Blade jB.webm|thumb]]|| 11 || 2 || - || - || 1580 || Overhead || | | '''j.B''' <br> [[File:Blade jB.webm|thumb]]|| 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 combos. | ||
|- | |- | ||
| '''j.C''' <br> [[File:Blade jC.webm|thumb]]|| 15 || 8 || - || - || 4056 || Overhead || Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around | | '''j.C''' <br> [[File:Blade jC.webm|thumb]]|| 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''' <br> [[File:Blade j2C.webm|thumb]]|| 10|| - || - || - || - || Overhead || | | '''j.2C''' <br> [[File:Blade j2C.webm|thumb]]|| 10|| - || - || - || - || Overhead || Helmbreaker. Hits overhead, cause 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 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. | |||
|} | |} | ||
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| '''Shamshir''' <br> Mash X <br> [[File:Blade Shamshir.webm|thumb]] || 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 | | '''Shamshir''' <br> Mash X <br> [[File:Blade Shamshir.webm|thumb]] || 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 <br> [[File:Blade base L.webm|thumb|'''''A''''']] <br> [[File:Blade B Base.webm|thumb|'''''B''''']]<br> [[File:Blade Base H.webm|thumb|'''''C''''']]|| 16/21/26 || - || - || - || 2300/4380|| -\Hard Knockdown ||Blade separates his lance and tosses it | | '''Baselard''' <br> 236X <br> [[File:Blade base L.webm|thumb|'''''A''''']] <br> [[File:Blade B Base.webm|thumb|'''''B''''']]<br> [[File:Blade Base H.webm|thumb|'''''C''''']]|| 16/21/26 || - || - || - || 2300/4380|| -\Hard Knockdown ||Blade separates his lance and tosses it. | ||
*A Version is a regular | *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''''' | *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''''' | *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 call assist, provided its available. | |||
|- | |- | ||
| '''Katzbalger''' <br> [2]->8X <br> [[File:Blade Charge B.webm|thumb|'''''A/B''''']]<br> [[File:Blade charge C.webm|thumb|'''''C''''']]|| 20 || - || - || - || 3329/4273/6495 || Wallbounce || Blade spins his lance actually above his head this time | | '''Katzbalger''' <br> [2]->8X <br> [[File:Blade Charge B.webm|thumb|'''''A/B''''']]<br> [[File:Blade charge C.webm|thumb|'''''C''''']]|| 20 || - || - || - || 3329/4273/6495 || Wallbounce || Blade spins his lance actually above his head this time | ||
*A and B are pure anti-air attacks | *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. | *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 C Katzbalger is a very potent combo/corner carry tool, it does leave your back to corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout. | |||
|- | |- | ||
| '''Falchion''' <br> 214X <br> [[File:Blade Falchion.webm|thumb]]|| 11 || - || - || - || 3850/5498/6949 || - || Blade speeds | | '''Falchion''' <br> 214X <br> [[File:Blade Falchion.webm|thumb]]|| 11 || - || - || - || 3850/5498/6949 || - || AKA Rapid Slash. Blade speeds forwards 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 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. | |||
|} | |} | ||
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|- | |- | ||
| '''Crash Intrude''' <br> 236XX <br> [[File:Blade Crash.webm|thumb]]|| 1+2 || - || - || - || 9958 || - || | | '''Crash Intrude''' <br> 236XX <br> [[File:Blade Crash.webm|thumb]]|| 1+2 || - || - || - || 9958 || - || Blade flys 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 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. | |||
|- | |- | ||
| '''Voltekka''' <br> 623X <br> [[File:Blade Voltekka.webm|thumb]]|| 22+10 || - || - || - || 13987 || - || Blade aims diagonally | | '''Voltekka''' <br> 623X <br> [[File:Blade Voltekka.webm|thumb]]|| 22+10 || - || - || - || 13987 || - || 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 its what he does in a team hyper combo. | |||
|- | |- | ||
| '''Omnidirectional Super Voltekka''' <br> 63214XX<br> [[File:Blade omni.webm|thumb]]<br> [[File:Blade Omni miss.webm|thumb|'''Even if he misses he still hits''']]|| 7+20 || - || - || - || 22051 (20350 if missed)|| - || Blade shoots out a small circular | | '''Omnidirectional Super Voltekka''' <br> 63214XX<br> [[File:Blade omni.webm|thumb]]<br> [[File:Blade Omni miss.webm|thumb|'''Even if he misses he still hits''']]|| 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.<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 is horrifically punishable on block, especially if used in the air.<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. | |||
'''''Initial shockwave will break hyper armor.''''' | |||
|} | |} | ||
Revision as of 20:55, 2 July 2023
Introduction
Takaya Aiba Is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A |
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). |
2A |
8 | 2 | - | - | 940 | - | Ghetto anti-air. Chains into itself. |
5B |
11 | - | - | - | 1800 | - | Even ghetto'r anti air but look at that damage |
2B |
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. |
5C |
17 | - | - | - | 2850 | - | Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit. |
2C |
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. |
3C |
16 | - | - | - | 3000 | Launcher | Launcher. Good disjointed hitbox, but not quite Morrigan 3C good. |
4C |
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. |
j.A |
6 | 6 | - | - | 1020 | Overhead | A jumping jab, really good hitbox, not too active but active enough |
j.B |
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 combos. |
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 | Helmbreaker. Hits overhead, cause 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 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
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????? At super jump height it'll do over 10Bil easy which is the same damage as Crash Intrude |
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.
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 call assist, provided its available.
|
Katzbalger [2]->8X |
20 | - | - | - | 3329/4273/6495 | Wallbounce | Blade spins his lance actually above his head this time
Note that while C Katzbalger is a very potent combo/corner carry tool, it does leave your back to corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout. |
Falchion 214X |
11 | - | - | - | 3850/5498/6949 | - | AKA Rapid Slash. Blade speeds forwards 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. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crash Intrude 236XX |
1+2 | - | - | - | 9958 | - | Blade flys 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. |
Voltekka 623X |
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 its what he does in a team hyper combo. |
Omnidirectional Super Voltekka 63214XX |
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 is horrifically punishable on block, especially if used in the air. |