Tekkaman Blade Official Tutorial

I’m sure you all know this (but I just started with Blade a few hours ago):

Corner
B, 2B, C, 3C launcher, j. A B B, A baselard, B, dj. B C, land, j.2C
variation:
B, 2B, C, 3C launcher, j. A B B, A baselard, B, dj. B, A baselard, B, super

the parts after the first A baselard have to be done slowly

Not sure if this is known/obvious, but here’s a potentially useful little mix up.

From his dash, if you do a jump attack (such as jA) right as his boost starts up, it’ll cancel it and you’ll drop to the ground.
So you can do:
Dash > (cancel with jA, land) 2A…combo. - low
Dash > (wait slightly longer so jA has time to come out) jA…combo. - overhead

In both cases, the green energy starts to come out, so it looks pretty difficult to distinguish the low and high. I haven’t actually tested in match play though, so I can’t say for sure. His dash start up is pretty slow, so it might be hard to set this up, but i can imagine it could be done without too much trouble using certain assists.

It takes a good amount of practice. I’ve been trying for like 3 days and still don’t have it completely mastered. It’s all about hitting the opponent with the very tip of the lance.

This is what I found the most useful, when you super jump start 5A, 5A immediately, then kind of slow down with 5B, 5B so that the second 5B pops them up a little bit above you.

After do your double jump followed by 2C and hold that position for the charge, after like a 1/2 second you should be able to pull off the C ~ Katzlager since there’s not much charge time required for Katzbalger.

I just found out that if you do 5B to 3C after the Katzbalger wall bounce, it does more damage than just doing the launcher alone. Didn’t realize someone had posted it already. :sweat:

I experimented further with T. Blade’s sweep (2C) and learned a really nice combo with baroque. The good thing about this one is that it doesn’t require Tekkaman assist to do, T. Blade can do it alone. Like the 2C + Tekkaman assist combo though, this will likely fail if you are at absolute max range, but since T. Blade moves forward when he does it, and the move has sooo much range, it’s pretty hard to be at perfect distance anyway.

Use 2C, baroque, 5B 2B (must delay slightly), launch, sj.A sj.A sj.B sj.B, dj.2C into one of the combos I posted previously that derive from dj.2C.

You can get excellent amounts of damage from a simple sweep that reaches so far away without using any kind of assist. With only 10% red life, you can do 30b damage if you manage to do the C ~ Katzbalger from this setup and end it with level 1. 38b if you end it with level 3. Just for reference, that does over half of Ryu’s life, and over 2/3 of his life respectively, from 10% red life, no assist, and one of the longest ranged sweeps in the game. At 20%, ending it with level 1 does 43b damage. Ending with level 3 does 49b, which is basically a 100% life combo on Ryu. Just know that landing the C ~ Katzbalger from this setup is even harder than doing it the usual way. If you have Tekkaman assist, then you can forget the C ~ Katzbalger part and instead do the easier assist combos I mentioned earlier for similar amounts of damage.

Just a little tidbit if you plan to do the Tekkaman assist combo after shamshir. You have to omit the second sj.B before the dj.2C, or else the air combo you do after the assist will drop. Just do the first 3 hits if you plan to use Tekkaman and all 4 if you want to do the solo T. Blade combo.

And here’s another one with Tekkaman assist:

j.C or some starter move into 5B 2B 5C, call Tekkaman, 2C, walk back, and proceed to do the 2C sweep + Tekkaman assist combos in my previous post. You can even extend it by doing baroque after the 5C and doing the ground string again, then continuing with the rest.

I don’t think my Joe assist would be particularly useful for this set up by I will list it for those who are willing to try something new, thanks a lot!

I just have to say, trying to get up to speed in this game is kinda rough because there isnt a lot of information like this. This is awesome, thanks for this information and everyone who contributed.

@ Lord HDL: lol you and your paragraphs! Just kidding, credit has been given where credit is due.

@ Tomatito: I try my best to keep this thread extremely organized so that it’s easy enough for anyone to navigate. I might have to even put a table of contents if it gets any bigger! lol

Thanks to everyone who contributed and watched my tutorial! If you don’t immediately see your contribution up in the original post, it WILL be there eventually, don’t worry.

lol I got another “Tekkatekk” combo. Get ready:

j.C or starter into 5B 2B 5C 2C 4C, call Tekkaman, A ~ Baselard. Proceed to do the other Tekk assist combos from here. As always, you can cancel to baroque at 5C and then do the ground combo again.

:rofl: :rofl: :rofl:

By the way, my last post had a few errors. I fixed them so you might want to edit the OP with that again.

Edit!: Turns out you can incorporate this into the Tekk assist + 2C setup as well. From long range do 2C 4C, call Tekkaman, A ~ Baselard, and you know the rest.

I’ve added all corrections plus your new combo. It seems like your combos are all heavily reliant on Tekkaman assist so I might end up giving you your own section lol so you can write more essays

Thanks for continuing to contribute.

@All the readers,

I haven’t been playing recently as I’ve got quite a few tests and essays I need to do so when I start up again, I’m going to be heavily experimenting on different aerial combos and baroque combos. I will as always maintain the thread so don’t worry about your combos not being posted.

Not all of them. :sweat:

You should separate the combos in the OP. Make one section for “solo” combos and another for assist ones. Then list each character in the assist section. This is a team-based game, after all. Would definitely make finding combos for a specific T. Blade team easier.

I’ve changed it to two separate combo sections: Solo and Assist

@Everyone

Does this thread look enormous? Would it appeal more if I split the original post into like two or three posts, because it would surely help me lol

^ Yeah, I think we should really split into a few threads, such as a combo thread and a mix up thread.

and can we please post damages for all the combos? It’s hard to determine what’s worth doing when/compare combos when no damage is shown.

Well I wanna keep everything on a single thread, but what I was thinking was to edit some of my posts with parts of the original post and then have previous people delete their comments to have one continuous post that’s been split.

And yea, some people should make it their mission to post some damage stats since I’ve got school to deal with lol

OK, I made huge spaces between sections, let me know if this makes it easier on the eyes and if there’s anything else I can do

Assist combo with Zero:

(corner/going into corner) 5A, 5B, 2B, 5C, 2C, 4C (P the moment before 4C hits), C ~ Falchion, C ~ Katzbalger, C ~ Katzbalger (cancel at or before hit 41 into…), Crash Intrude

  • 29.793 dmg with Crash Intrude end, 23.821 if stopped at hit 41.
  • uses assist, 1 super

Omni-Voltekka ender:
(corner/going into corner) 5A, 5B, 2B, 5C, 2C, 4C (P the moment before 4C hits), C ~ Falchion, C ~ Katzbalger, jA, j236A, Omni-Voltekka

  • 37.172 dmg
  • uses assist, 3 supers

@VR-Raiden: thanks for posting some combos with Zero; Zero’s not that strong but combined with Blade’s power, lots of goodness can happen. You’ve been credited

I find doing an aireal switchout and doing j.AA,BB,236A, or some variation character then either 236PP, or 214PP, supers to be a great way to help out characters that have shitty damage but mad rush down in order to get the final blow.

I have mostly been doing this with yatter-2, when her mixup can do 30kish with just BBQ and 2 meter its quite scary.

On another note 214C,236PP owns for finishing off idiots who try to do a projectile zone range move fullscreen against the “slow” tekkablade.

Basically my game so far has been revolved around 2 combos. I play yatter-2 and tekkaman. Basically the goal is to keep decent damage going and to get yatter-2 on point when I got some meter.

Tekkaman poke,5H,BBQ,5B,2B,5C,3B,j.5ABB,236D,5A,BB,j.5ABBC,land 236AC
And 236A(B/C mixup),BBQ,5B,2B,5C,3C,j.AABB,j.AB,236D,AABB,(236A,236PP/236A,214PP/214B)

More paragraphs. :pray:

Not sure if this was posted already but I learned something useful with his short ground dash. As you all likely know, initiating the dash (forward or backward) and not holding a direction will cause him to dash upward a short distance and not much else. After the dash ends, you can do another dash without jumping (and if you jump you can dash a 3rd time). If you dash a second time at the peak, then time a j.B, the move actually hits grounded opponents.

If you pay close attention to the move’s (fast) animation, you’ll see he swings his arm from down to up. If you use it like this, it’ll combo into 5B or 2B quite easily. You can also miss with it purposely and throw when you land or use 2B quickly to get them while they’re still blocking high.

Seems like a good way to get on the opponent and put on the pressure, without spamming j.C all day. The only problem is that if you don’t do it perfectly, it tends to miss. j.A is more reliable at hitting grounded opponents, but you can’t combo into 2B from it unless you do it very low to the ground. One way to do that, for example, is to do a block string, cancel any normal (except 2C) into C ~ Katzbalger, call assist (make it safe), then short dash to quick j.A overhead, combo to 2B. Or instead of the j.A, whiff j.B or jC (trick them into blocking high), then use 2B or throw.

Short dash isn’t as bad as it seems at first. :tup:

Edit: Seems you can somewhat easily crossup with j.A as well. Short dash, then immediately dash as soon as possible (not at the peak), hold forward to get closer, and use j.A for ambiguous crossup. It combos into 5A, or you can tick throw with it.

Also, if you’re standing next to the opponent, you can short dash, then time a j.A for ambiguous crossup into 5A or throw. If you do it correctly, you will even cross them up, but land on the original side (you can also crossup and land on the opposite side if you delay it enough). Confuse their block and get a free 2B, lol.

Been playing T-Blade with Zero as a partner. Found some nice stuff.

Blade’s 4C (I dunno if anyone has found this yet) has auto guard properties. If they’re attacking you, 4C will just block the hit and keep going. I tested it playing with my feet (no partner here to practice with lol) and if Ryu does Shinkuu Hadouken, you can 4C mid screen and hit him out of it.

I think 4C is unsafe on block if not canceled but I did find if you call your assist afterwards then 214C through them you can combo. With Zero, I hit with 4C, zero juggles them as I go through the 214C, then the blade drags them to me and I can do 5A 5B 3C SJC j.AABB dj j.2C charge down up C 5A 5B 3C delay j.BB j.236A j.214A+B for 40 billion.

Also when playing as Zero if you get a knockdown and then do his ground pound super, then immediately DHC into voltek beam super, the ground pound picks them up and then t-blade’s beam hits them, then zero’s skittle lasers hit them. This is all untechable too so you can DHC back into zero and do another super if you want.

Also a nice mixup I’ve found with T-Blade that looks fucking impossible to block is to air dash directly over them, jump and immediately air dash again but cancel the air dash startup with a j.C. If you do it right his momentum will stop directly over them and you have this super ambiguous crossup above them. I’ve had it hit on the left side one hit and then the right the next then t-blade appeared on their left side on the ground. I have no idea why it acts like this but you’d have to be some sort of blocking jesus not to get hit by it. Give it a shot.