So whatâs a good Tekkaman combo with a standard assist? I use Jun the Swan as my partner, since they have a nice synergy IMO.
For Tekkamanâs 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 Tekkamanâs 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 Tekkamanâs 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?
Iâm 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 canât 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. Itâs 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 doesnât add all that much damage unless you have a lot of baroque. Itâs 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 youâre doing the second wheel you just watch the numbers and then youâll know when youâre at the last hit of the second one to baroque it at the right moment and go for the third.
Yeah itâs hardly ever worth it damage wise. Itâs 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.Câs 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.
Iâll get a vid up later.
You mean like MSHvSF Wolverine with j.mp?
I have been playing Batsu/Ryu since CGoH was released but I fancy a change to someone from Tatsunoko. A little help would be greatly appreciated. 
Does anyone have a description as to why Tekkaman is considered a great assist? And what the notations are?
Can we post some of his combos on page one or make a new thread. Iâm interested in playing this guy but searching through these posts for usable info is a bit daunting.
Tek Win, which we all prefer to call as SPACE LARIAT, pulls enemies in an angle where they are generally thrown off. Itâs quite great because of its ability to let combos continue.
Can we get another thread with a nice list of combos or get the first post of this one edited?
When you launch them in the air, and you hit B then do the ferris wheel it doesnât work for some reason. I donât know if its my timing or whatnot but in the Jap version it was much easier to pull off. Do you still combo the double ferris wheel the same way or did it change?
Claus
98
The way I do it now is just throw two Aâs before the B and it works fine.
It goes like: (âŚ) 3C SJ [hold down] A A B 8C [hold down] 8C
I donât know if itâs true, but I feel like the timing to hit the second ferris wheel is easier now.
[media=youtube]UcYvfO4IpFg&feature=channel[/media] this is a combo i came up with i dont know what else i can add to it
As Tekkaman do medium mash attack on a cornered opponent who is in the air (I used Casshernâs assist to set this up)
I get 41 hits and 21k damage.
He doesnât get pushed back and the stabs just loop.
I play a runaway Tekkaman. I was wondering if that is an okay way to play him? because even though he outputs damage heâs pretty much unsafe on most of his neutrals⌠im just looking for input here thnx