Zach
72
Well, naturally, you need to immediatly start your down charge after the first ferris wheel. Maybe it’s your timing? I know that when I do it I time the second ferris wheel when he fully retracts his lance, and Tekkaman’s just about to leave the visibility of the screen. That, or your pressing 8C too late on your first ferris wheel, causing the game to read it as a double jump, and thus the second ferris wheel cannot come out.
Basically, it should look like: Blah, blah, blah, 5C, Launch, 9(immediately hold 2), pause slightly, B, 8C(immediately hold 2), wait until Tekkaman fully retracts his lance, 8C.
Anybody got any tips on how to fight karas with tekka? It seems its almost impossible to fight him given the slow speed of tekka, and how fast karas is. Most the time i can’t even punish him because he pokes from so far away.
Sylence
74
Right off the top of my head… stay in the air. You are stronger than Karas in the air, and following up Tekka’s strong aerials is easy. With decent assist, you can pressure with jumping C and mix up into 2A. I say mix into 2A because sometimes your opponent will have to block jumping C once, sometimes twice, depending on tiny frame details; it seems almost random. If you followup with a crouching attack, you’re more likely to get them eventually.
EDIT: Watch the second match on the vid posted above by yourmother for a good sample of the aerial pressure + assist that I’m talking about.
It’ll be hard to use your jabs to retaliate. Like HDL said earlier, try mashing C for the multi-stab. I actually haven’t tried this, but you can probably work towards pushblock into multi-stab to keep him out.
The rest would be to have real solid execution. It’s hard to catch Karas, but if you know your stuff, all Tekka needs is one combo to basically take him down. You just gotta be solid enough so that when you get that one combo, you mess him up as much as you can.
I’m sure there’s more, this is just off the top of my head.
Right now I think every character thread should have a dedicated anti-Karas section… :chainsaw:
Tekkaman is very beast in the air. IAD to :snka:, JC to assist and ambiguous crossup. His j.:snkb: takes care of anyone above him, :d::snkc: in the air to lance thrust is mostly safe, and his falling speed coupled with short IADs allow him easier throw mixups than most characters. When landing you can hold back and mash :snkc:, if you fail the throw you will get a regular s.:snkc: xx lance thrust and will be safe. Against Karas you have to be very patient of course, but when given the opportunity you can definitely rush him with proficiency since Tekkaman has the range, priority, and properties to do so. Remember that lance thrust, assist, or baroque are good ways to make your normals unpunishable. A good setup I like to use is to start his bnb, if Karas push blocks it, baroque (if I have low red life) and lariat to counter any punish attempts. This nets Tekk a free air combo on anyone (devastating for Karas) no matter where they are on the screen. If he blocks the lariat, call assist.
By the way, the air combo also works on PTX after the lariat. Don’t know if it was posted here, but just like against normal characters you do j.:snka:, pause, j.:snkb: right before you land, jump, repeat those two moves again, land, super jump, charge down, j.:snka: x2, j.:snkb: x2, ferris wheel x2. In PTX’s case though, you can’t land a 2nd ferris wheel easily unless the 1st one is done with :snkb:. This combo alone will do nearly 1/3 of PTX’s life. It doesn’t work against Gold Lightan. With him you have to do j.:snka: x2 quickly or j.:snka:, j.:snkb: to ferris wheel (with :snka:) and then another with :snkc:. On both giants you can add a few more hits with lance thrust after the 2nd ferris wheel and it’ll connect since they’re so heavy :lol:. And if you’re fighting a turtle (something Karas is good at) you can throw out occasional lariats from far and it will force them to play much more carefully. No one wants to eat that nasty guaranteed air combo. If you’re far away, you can also substitute the air combo for lance throw into super. Does less damage and uses a meter, but it’s easier and good if all you need to do is finish the match.
Edit: In Daimao’s case, you have to wait a little bit before starting the combo after lariat. When you get to the super jump, omit the 2nd j.:snkb: in order to land both ferris wheels on him, otherwise only one will connect.
I was thinking, is it possible to baroque the second ferris wheel in the aerial rave to a third ferris wheel? I would test but im not at home.
mtran66
77
you can’t for some reason (can someone else verify? I tried it in training mode)
BUT you can baroque the first one. but I cannot combo a ferris wheel after the baroque.
Zach
78
Yeah you can, timing’s just strict; I’m about 50/50 on it. You have to Baroque right on the last hit of the second ferris wheel, and immediately hit 8C (assuming that you’ve been charging 2, of course).
mtran66
79
I see, you may be right. I’m sure attempted baroque after the 2nd wheel finished.
only on the first hit of the second ferris you can baroque? I see. I was hoping you could wait a few more hits then baroque. Do you think its beneficial to baroque the second ferris? My other question i forgot to ask earlier, can you qcb+p during the second ferris wheel? Maybe the first hit of the second ferris wheel?
All depends on where the opponent is during the second ferris wheel, hard to explain but they have to be right in the center when getting hit, if they are above it wont connect fully and if they are too low they will just drop. I can do it 80% of the time if they are at the center, I’ll get a video posted on it later to show you what i mean.
So what’s a good Tekkaman combo with a standard assist? I use Jun the Swan as my partner, since they have a nice synergy IMO.
For Tekkaman’s B&B with assist, I go
j.5C(2 hits), 2A, 5B, P, 2B, 63214A, 5C, 3C, j.5B(while charging down), [2]8C, [2]8C
It does a bit more damage than Tekkaman’s normal B&B without assist. It does 25616 as opposed to 25342. Not realy worth the extra effort, but it certainly looks flashier.
in the corner, you need to just do 3C instead of 5C, 3C because of the funny way his lariat pulls the opponent.
Also, Jun can DHC her 236AB into Tekkaman’s 623AB for massive damage off only 2 levels. Lovely.
Nothing groundbreaking, but if you forward air dash, then backward air dash, j.B, Tekkaman kinda just falls straight down after the second dash.
Tekkaman can get a hit in after a tag-in attack, as we all probably know. You can baroque it and hit with j.2A twice.
It reminds me of those tricks that Casshern does with Karas assist. I wonder if Tekkaman can do the same?
I’m having trouble timing Tekkamans [2]8C [2]8C air combo. I can get it to work maybe 5 times in a row, then all of the sudden I can’t get it to work anymore.
When do you perform the second [2]8C? Is the timing really strict on it?
as soon as the 1st one finishes
I managed to do 3 ferris wheels in a row using baroque. It’s kinda difficult because after the 2nd one, the opponent is usually too high up for the third one to connect.
Either way, a thrid one doesn’t add all that much damage unless you have a lot of baroque. It’s fun to do though.
The damage you get from landing two is already enough to put them in awe, when I land the third it just shatters hearts :smokin:
Imo the easiest way to land it is to remember your combos that lead into the ferris wheels, and know exactly how many hits each one does, so when you’re doing the second wheel you just watch the numbers and then you’ll know when you’re at the last hit of the second one to baroque it at the right moment and go for the third.
Yeah it’s hardly ever worth it damage wise. It’s usually way more damage to practice your a,b, BBQ a,b, that way you get BBQ damage on both ferris wheels along with your C attacks. Quick timing though. Do your best!
I agree, I just like showing off sometimes :lovin:
Anyone remember that one niconico vid with Polymar (after Ryu does j.236P on a standing Alex) doing several j.C’s while floating?
I found that Tekkaman can do the same thing with j.A and j.B! After doing j.236C (with any character) on a standing opponent, once Tekkaman flies out, just keep doing 7A, 7A 7A, … or 7B, 7B, 7B (you have to manually press up with the attack each time). However, the combo-ableness is questionable as I was only able to get four hits at a time.
I’ll get a vid up later.