Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman Blade

From SuperCombo Wiki

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
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).
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2A
8 2 - - 940 - Ghetto anti-air. Chains into itself.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5B
11 - - - 1800 - Even ghetto'r anti air but look at that damage
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5C
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
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3C
16 - - - 3000 Launcher Launcher. Good disjointed hitbox, but not quite Morrigan 3C good.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.A
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
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 combo.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
j.2C
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
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
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Baselard
236X



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
[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 (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
Falchion
214X

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.


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crash Intrude
236XX

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
Voltekka
623XX

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
6324XX

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

Game Navigation

General

Capcom Characters

Tatsunoko Characters

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