Tekkaman Blade Official Tutorial

Personally, guys, I build meter with j. C reps and A. Shamshir from full-screen. I never stay on the ground too long, though, as j. C builds fairly well, and it keeps your opponent from advancing in the process. This new discovery with his 4C, however, makes me wonder if he really is as limited as people once thought at close-range. I mean, it seems as though the only thing he has to worry about now are tick throws, command grabs, and supers that initiate an auto-combo (e.g., Crash Intrude, Shin Shoryuken, Darkness Illusion, etc.). If that’s the case, it almost seems like Blade’s 4C is dare I say it? as good as a DP. If that’s true, then that would mean that Blade also has an option-select: if the 4C hits, then you can, of course, hit confirm into Crash Intrude, but if they decide to throw instead you’ll tech (I assume) since the command for his super armor attack is ‘back + Heavy’ – the same command for a back throw. Furthermore, if this trick works and you’re in the corner, then you immediately have the offensive since your opponent will be thrown into your corner.

I’m not saying that this is factual; I’m simply presenting a theory based on the bit of knowledge that I have thus far. If this works, then I seriously would have to reconsider my view on where Blade stands in the tiers. With everything that he already has this could put him waaaaaaaaay up there, not that he’s a slouch now by any means.

EDIT

I forgot to mention this!!! I learned last night that Blade and Ryu can be thrown in between a blocked B and a C (basically, after a blocked B). My friend and I are going to start testing to see who can be thrown out of what.

Can we get some frame data on Blade’s 4C auto-guard? I also want to know if 4C works against Alex’s j.5C?

BTW, I didn’t see this mentioned in the OP, so I may as well say it here.

Abuse Crash Intrude. Period. People say that it has quick startup, but no one is mentioning exactly how fast. It’s not as good a zoning tool, but I’d say it’s almost as fast as Cable’s AHVB. Playing some matches and working it out in practice, I’ve punished whiffed normals, air dashes, specials without invincibility, etc., all on reaction. Also worth note is that you can hit confirm it off grounded A~Baselard from any distance. It’s a quick and easy 12 billion damage, roughly.

Holy shit…

Okay, it’s official: I’ve witnessed Blade’s 4C absorb 2 hits of H Hurricane Kick and then beat the 3rd hit clean!!! I just did it in Training Mode. Oh, and it also absorbs projectiles. It seems that as long as you start the auto guard function on the first frame, it will pretty much plow through even multi-hit normals and specials. It definitely does not go through supers, though, so we can close the book on that one. I’d keep experimenting, but since the oh-so-courteous developers didn’t see the need to include a recordable training dummy, I can only do so much. It’s pretty hard to control two arcade sticks at the same time. If some of you guys that have a human opponent to play against could test and see just how much auto guard it has, that’d be really helpful. So far, I’ve seen it take 3 hits. Anyone up to beating the record? lol :tup:

I use Crash Intrude sparingly so I can build meter for the more damaging combos. Although, I must say, if you fight a good Zero user use Crash Intrude EVERY chance you get! Because Zero will always be able to Mega Crash when you start a combo on him.

I was in Training Mode tonight, and I experimented with a combo that I found quite practical – not too flashy and only costs one super. This is set with the default 10% BAROQUE:
*
Jump-in C - 5A - 5B - 2B - 5C - BAROQUE - 5A - 5B - 2B - 5C - 3C - j A - j A - j B - j B - D.J. - 2C - [2], 8C - (Wall Bounce) - 2A - 2B - 3C - (Brief pause) - j B - j B - D.J. - 2C - C Shamshir - Crash Intrude - j 2C

~ 67 Hits (38.349 Billion Damage)

Note: I’m not claiming to have discovered this combo. It’s just new to me, personally, so I thought I’d share it. If this has already been discovered, then consider this a friendly reminder.* :wgrin:

After the re-launch, I found that landing the C Shamshir after the 2C requires fairly strict timing. Essentially, you want to start buffering the Shamshir from the 2C. I have an idea as to how to make it easier, though. Using Ryu, input the 2C, and right before your opponent hits the ground call Ryu to throw a Hadouken. My theory is that it will give Blade more time to input Shamshir. Again, I’m not taking credit for this combo. I’m simply sharing the fact that I did it; take from that what you will.

There’s no need to waste a Ryu assist to improve the Shamshir, just start mashing C as soon as you do j.2C. I’ve been doing that combo that you mentioned for a long time now and I think Keits does it too in his videos but it may not be listed in the thread I think.

Also, if you don’t waste your Ryu assist to improve you Shamshir you can do this. Do that whole combo and when you get to Shamshir, while doing it, call Ryu and do an ODSV. Ryu’s hadouken should juggle them enough until the super hits causing massive damage. The only thing is that the timing is severely strict and it all depends on visual cues.

Have you tried just doing 5B, 3C after the wall bounce, I imagine it would scale better for the super at the end. IMO Blade has so many options for relaunching, if you are going to use baroque, just go for 3 reps of air combo.

Good point plus 5B, 3C has better chances of hitting then 5A, 5B, 3C.

EDIT

  • Jump-in C - 5A - 5B - 2B - 5C - BAROQUE - 5A - 5B - 2B - 5C - 3C - j A - j A - j B - j B - D.J. - 2C - [2], 8C - (Wall Bounce) - 2A - 2B - 3C - (Brief pause) - j B - j B - D.J. - 2C - C Shamshir - Crash Intrude - j 2C

~ 67 Hits (38.349 Billion Damage)*

The damage for this combo is slightly higher than I had originally posted. It’s slightly over 39 billion damage if you let Shamshir connect with all 7 hits.

I actually looked into that as you suggested, and it turns out that doing 5B straight into launch only adds about .2 billion damage. I suppose at that point it’s really which ever is easier for the player. I, personally, like my way (which I picked up watching some of Yaris’s tourney matches :tup:) because it gives you more time to prepare for the second half of the combo. It sort of puts the breaks on, and gives you time to catch your breath before continuing with the re-launch. Again, just personal preference.

Aegis, look into that addition that I made to your combo, it’s really neat.

By the way, a cool thing I wanna point out that is most useful against giants and also useful against normal characters is you can j.5C, after he spins twice immediately follow with any version of Baselard. It helps trick people who’ve been conditioned to think that Blade can be punished right after landing only to be hit by Baselard.

Can anyone confirm if Shamshir (any version) beats out Zero’s j.236C ? It seems like Zero’s most useful air mixup after he air teleports and having an edge over that can help by a lot!

I was playing against Aegis on Monday and today and we found a couple things that we thought we’re pretty outrages. First of all grabs work really well against Tblade a little too well I would say. Secondly, Jun’s 2C flat out beats Crash Interlude. Jun’s 6B will flat out beat Tblade’s auto armor. Lastly, Tekkaman’s Tek Win can catch Tblade out of Crash Interlude.

lmao That’s pretty funny! I already knew about the grabs but did you try to improve the speed of your inputs to lessen the ability of the opponent to grab. Some people like to lax on their inputs with slow characters like Blade but Blade’s attacks actually speed up in accordance to how fast you press your attacks. Also, some people lose their cool in a match against Blade because Blade puts a lot of pressure on the opponent to never mess up, so they might not be quick to think about grabbing in midst of being attacked.

Hey, Aegis, that combo, if I do on an opponent with 0 meter how much meter will they gain?

Lemme check, and I’ll let ya know…

EDIT Okay. Looks like that combo builds about 4/5 of your opponent’s super meter. Basically, they can have over a full meter of super, and still not be able to Mega Crash before the end.

when you know grabs work against Blade you toss them out very frequently because it is a very a good punish against block strings. One of the matches we played I killed his Blade in like 20 seconds with nothing but grabs, I only lost about half a bar with Jun and didn’t even use tekkaman to defeat both blade/ryu that match

After 5B or 2B in a blockstring, anyone can mash 2A and hit Blade before his 5C hits. 5B (2B) 5C is NOT a safe blockstring.

Basically, once your 2B is blocked, the opponent can mash 2A and beat *anything *you do unless you:
(a) call an assist beforehand to cover the hole, or
(b) use 4C for its super armour.

or the opponent can grab you instead making both of those options useless

Or you can predict the grab and falchion before it making the opponent look stupid while you make a big smile

nope you end up grabbing them out of falchion everytime