"SPAAAACE LAAAAAANCE!"- The Tekkaman Thread

In that air combo, you guys charge for the second Ferris Wheel during the first one hitting right? I’m trying it this way, but nothing ever seems to come out when I do the motion for the second…

EDIT: Nm, got it. Geez that’s a lot of damage…

http://d.hatena.ne.jp/video/niconico/sm5927445

Props to ll.nd for posting this in the main video thread. New combo at the beginning, it looks like instead of going for a 3c into air at the end of the combo he actually goes (I think) :d::snkc:, assist(ryu), lariat grab, then a series of jumping combos and the ferris wheel.

Man that 40 hit combo at the start was beautiful…

We need a better thread for Tekkaman :frowning: one with all his normals info and stuff he needs more love!

Well, I finally got the chance to play TvC two nights ago. And Tekkaman is awesome. I eventually figured out the B&B combo, but I never got the twirling lance thing in the air to connect twice. I also need to get better with using baroque.

The only gripe I have with Tekkaman is his set of jabs. As far as conventional jabs go, they’re just awful (when it comes to speed, that is). It seems like it’s almost impossible to get people out of your face sometimes once they close in.

Does Tekkaman have any kind of a good counter to heavy rushdown other than advancing guard? I feel like there should be something else. His jabs sure as hell don’t work, though.

You can mash C during block stun so you get his lance thrust whenever there’s a break, or throw the lance and confirm the super if they get too reckless with rushdown. Depending on the character and opportunity, you can also jump up with j.A which is pretty fast, and there’s always assist. If all else fails, variable counter.

well advance guard is a very important part of tekkaman play, learn it or die :smiley:

Well I guess I will add 1 of my fave combos to this thread. Its A, B, 2B xx baroque xx 214A, 214C.

A better variation of that is:

:snka:,:snkb:,:d::snkb: xx baroque xx :qcb::snka:, charge :l: + :r: :snkc:

and if you wanted you could do :qcf::snka::snkb: after the sonic boom :wink:

After the baroque cancel, you’re probably better off with either the double ferris wheel trick B&B combo or 6C + Super of choice (provided you’re close enough).

Yeah, I haven’t. What exactly do I need to be doing to get that second one to come out? I’ve only gotten it once, every other time he just goes for the normal jump fierce.

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.

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.

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.

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).

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?