Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman

From SuperCombo Wiki

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
  • Lance throw can help lock down
  • Easy infinite setup
  • One of the Anti-Giant Gods
  • Slow normals, specials, supers, air and ground movement
  • Can make things harder if he tosses his lance away
  • Lance throw loses if the opponent has better projectile game
  • Pizza cutter is the only real overhead
TVC Tekkaman Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A
8 2 37 - 1120 - Slow kick, it's aight
2A

12 10 24 - 1840 - Slow jab, also aight, damage is good. Slightly faster unarmed but obviously no reach
5B

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
2B
15 3 30 - 2880 - Swipes upward, slight AA properties. Believe it or not, he actually does MORE damage unarmed.
5C

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.
6C
21 4 29 - 3276 - Works only while holding 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.
2C

19 2 33 - 4212 Low/Hard Knockdown Sweep, hits twice, does half damage unarmed.
j.A

10 3 23 - 1120 - Tekka jumps and aims his lance downward, really annoying air poke, without lance he has no reach so no point. Lance j.A is great
j.B
12 4 24 - 2320 Overhead Swipes his lance about chest level, if timed correctly can be a crossup
j.C

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 challenge it, but it's so hard to challenge, leads to free combos and applies pressure all day.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 12 - - - 2320 -
Counter Tag 12 2 - - 2320 -
Forward Throw - - - - 5600 Throw
Back Throw - - - - 5600 Throw
Air Forward Throw - - - - 6400 Throw
Air Back Throw - - - - 6400 Throw

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Tek Lancer
[4]->6X

- 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 three times
  • C Version hits 5 times, it's amazing lockdown tool when blocked. On hit you can dash in and do what you want, or just TekWin into a 3C even at full screen.
TekWin
214X


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 and with it as his assist he is a popular anti-giant teammate
  • A Win travels horizontally
  • B Travels 45 Degrees
  • C Travels 90 degrees vertical
Galaxy Windmill
[2]->8X
20 - - - 6206/7208/9745 - Tekkaman twirls his lance like a windmill. Does crazy damage on the ground, respectable damage in the air despite being easier to land in the air. Can link together windmills in the air. Useable in air
Gatling Lancer
Mash X
12 - - - 3255/3551/3847 - Tekkaman stabs the air, stalls while airborne, builds tiny amount of meter. If Tekkaman bursts while in the corner or enemy is airborne in corner while gatling is active it turns into an infinte. Useable in air

Super Moves

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


32+7 - - - 16696(ground)
17115(air)
(Ground) Hard Knockdown
(Air) Wallbounce
Tekkaman stabs the ground and fires out laser beams from his eyes, when unarmed he saves ten 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 Air the super changes to Air Car. Before starting his super, his robot PEGAS will appear, pegas has his own hitbox and causes wallbounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state, he can be juggled or OTG'd from this state.

Super Spinning Tek Lancer
623XX
43 - - - 23000 OTG Tekkaman throws his lance in the air and reflects his laser beam off of it. Lance has a hitbox on the way up, laser beams cover entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup.
Space Knights Formation
214XX
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

Game Navigation

General
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Notation
HUD
Glossary
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FAQ
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