Introduction
Tekkaman is here with his SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 2 | 37 | - | 1120 | - | Slow kick. It's aight. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
12 | 10 | 24 | - | 1840 | - | Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
15 | 3 | 30 | - | 2880 | - | Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
21 | 4 | 29 | - | 3276 | - | Works only while holding the 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. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
19 | 2 | 33 | - | 4212 | Low/Hard Knockdown | Sweep. Hits twice, does half damage unarmed. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
10 | 3 | 23 | - | 1120 | - | Tekka jumps and aims his lance downward. Really annoying air poke; without the lance he has no reach, so no point. Lance j.A is great. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
12 | 4 | 24 | - | 2320 | Overhead | Swipes his lance about chest level. If timed correctly it can cross up. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
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 beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
- | - | - | - | 4800 | Overhead/Hard Knockdown | Not as good as Blade's j.2C, doesn't cancel into anything useful, you can do a wacky relaunch using baroque but it's generally not good. It's so not good it took nearly a year to notice it was missing from this page. |
Universal Mechanics
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR Starter | 12 | - | - | - | 2320 | - | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Counter | 12 | 2 | - | - | 2320 | - | - |
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 | - | - | - | - | 5600 | 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 | - | - | - | - | 6400 | Throw | - |
Special Moves
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
18 | - | 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.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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 in the game, and with it as his assist he is a popular anti-giant teammate.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
20 | - | - | - | 6206/7208/9745 | - | Tekkaman twirls his lance like a windmill. Does crazy damage on the ground and respectable damage in the air, despite being easier to land in the air. Can link together Windmills in the air. Usable in air. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12 | - | - | - | 3255/3551/3847 | - | Tekkaman stabs the air. Stalls while airborne and builds a tiny amount of meter. If Tekkaman bursts while in the corner or the enemy is airborne in corner while Gatling Lancer is active, it turns into an infinite. Usable in air. |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
|
32+7 | - | - | - | 16696 (Ground) 17115 (Air) |
(Ground) Hard Knockdown (Air) Wall Bounce |
Tekkaman stabs the ground and fires out laser beams from his eyes. When unarmed, he saves 10 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 the air the super changes to Air Car. Before starting his super, his robot Pegas will appear. Pegas has his own hitbox and causes a wall bounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state; he can be juggled or hit OTG from this state. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
43 | - | - | - | 23000 | OTG | Tekkaman throws his lance in the air and reflects his laser beam off of it. The lance has a hitbox on the way up, and laser beams cover the entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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
Notable Players
Notable Players
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Supra | ![]() Saki |
![]() Tekkaman |
Youtube |
Player Name | Point Character | Anchor Character | Social Media |
---|---|---|---|
Metaternal/M~Trnl | ![]() Viewtiful Joe |
![]() Tekkaman/Blade |
Youtube |