"SPAAAACE LAAAAAANCE!"- The Tekkaman Thread

^^^Ah man, you beat me to it. I discovered this a couple days ago as well. The best part about it comboing is that it doesn’t even require any baroque! Tekkaman moves as slow as tank, but he hits like one, too!

Has anyone else noticed that an oddity with his beam super, i don’t know if its considered overhead (which would make no sense to me) but every time I play and someone blocks low it knocks them out of block after the first 3 hits or so. I thought it was the person i was playing but it happens to all the people I have been playing out here. Its either that or its one of the ones that messes you up if you try to advance guard.

put a combo down but it wasn’t right

on a side note, tekkaman is a rushdown machine after he throws his staff, allows you to have fun with air raids.

Does Tekkaman become faster when he loses his staff? I didn’t know that.

fix’d

I’m not sure if his movement speed becomes faster, but his lights do, so its good to jump dash heavy -> A, dA, popup, a, a, b, air raid. (ryu a, a, b, BEAM) or scratch the air raid and have some fun with moving, usually summons spear by time he lands so you can do make it rain or the sonic boom lance again.

I use tekka/ryu mostly, sometimes i’ll use gotcha or alex.

Tekkaman: HEY PEGAS, GUESS WHAT RETURNED IN YOUTUBE!

[media=youtube]FQQ8dmBehXs[/media]

I wondered what happened to that. Downloading it now.

So I went to Frosty Faustings, ended up entering TvC for the hell of it, and actually placed decently with Ryu/Tekkaman.

Was my first time playing the game, but I still have one thing to contribute: Shinkuu DHC into Tekkaman beam super WILL combo if they’re not already in the air. This means that you can do A-B-C-Shinkuu and it will work, but you can’t use anything involving his sweep juggles.

Not sure how useful this is, but it’s a safe tag that does decent damage so I figure it should be worth noting.

New rule for Tekkaman players:

Whenever Doronjo uses her robot fall super and you choose to block it, you must scream “THIS GIANT BEACH BALL IS TRYING TO CRUSH ME!”

Aside from a no startup QCF+2 attacks, does Tekkaman have any useful combos after he temporarily loses his SPAAAACE LAAANCE?

Something I found kinda cool is that you can use the air beam super to cross people up since the giant robot hits before the screen flash. Just jump over their head and do semi ambiguous giant robot cross up shenanigans. You can also do it off j.C with the right timing to hit on one side then cross up on the other with the robot.

Also if you IAD as fast as possible and j.A asap, you’ll get this really quick falling j.A that you can combo off of. I can’t get it consistently but it looks like it could be really good for rush down.

Hmmm after playing matches with tekka, he actually seems REALLY good. You can just defend and push block and then whiff punish without moving forward. Also, as far as offense goes, you really don’t need to do anything other than j.C. The cross ups on it are so random and often times hit on one side but not the other, hit twice sometimes, only once others, etc etc, and it has so much priority you really just have to jump around and do that till you get a hit. It’s retardedly simple, but attacking is completely and utterly unsafe against pushblock on the ground so it’s really his best bet. Of course that applies to most characters anyway though so it’s great that he has such a good air game.

Yeah, my mistake was doing IADs with Tekkaman. That doesn’t give j.C enough time to hit, so you should probably superjump then airdash or something.

Well, when you lose your lance, most people think you’re move alot more vulnerable, so they try to rush you down. I usually just defend and look for an opening to use the lasso. If you get them, the attack is usually drawn out long enough for the lance to magically appear in your hand again.
Also, your standing C becomes a launcher. With pretty short range, of course…

Speaking of the space lasso, there’s hardly any talk about that move. It can be tough to use; I have only managed to combo QCB+B after standing C, but I don’t think it’s a useless attack. Anyone have more applications for it? What’s the best possible follow-up to a QCB+A? I imagine it likely depends on the opponent’s distance…

Best followup I’ve found is 3B sjc [charge down] j.A j.B j.B 28C xx 28C.

Basically air combo, then. That’s kinda what I thought.

btw, by the looks of your signature, your expectations of TvC took a massive nosedive…

Yeah, playing it with good players, I just don’t see it holding up. Karas is retarded when you factor in push blocking, and even outside of karas, pushblocking is almost like a parry but with less risk involved. Lots of stuff turns unsafe when it gets push blocked, and it’s really tough to maintain an offense, so I’ve noticed our matches are boiling down to single hit pokes, and IAD attacks since it’s almost the only thing that’s safe. Half the time it’s both players blocking waiting for the other to attack so they can push block their offense and rape. There’s virtually no mix up in a neutral situation because of push block.

On the bright side, things considered, Tekkaman punishes pretty well when push blocking thanks to his range, and he hits hard and has a great jumping move, all of which I think will be important factors in determining the top characters later in the games life, so I expect to see him higher on the tier list in the end.

Damn… I hate it; since the first demo vid with Ryu vs. Ken, I’ve been saying that push-blocking seemed too strong in this game. It juse seems too effective at completely stopping offensive. It also reduces chip damage, and it’s completely free! You can push block all day. At some point I said I wouldn’t be surprised if the game is negatively affected by push-blocking. It sucks to hear it turned out that way.

I also figured a character’s ground game strength would be a big factor in determining his tier position. Also keep away options, since that’s more or less immune to push-blocking.

Sounds like it’s time to find a way to get around push blocks. If only some throws weren’t so easy to tech out of. Only time will tell though.

Maybe if push block used meter or something :confused:

It’s not quite that simple…part of the ground mixup lies in the fact most of the normals can be delayed into each other and then also empty canceled. There will be some turtling but there is a lot of it is positioning and mixup from the air as well.

After the lariat, you can also jump early A, delay j.B, land, launch xx whatever.