Tekkaman Blade Official Tutorial

Sadly, my first tournament wont be until March 6th, both a Team 2v2 tourney (obviously not at the same time of course XD) and a 1v1 the next day. Unfortunately, only like 4 people can play this game around my area atm, though I imagine by than Ill have pretty good competition, plus myabe people from around will come out for it since it also has SFIV, Tekken 6, and a bunch of other fighters. Atleast itll help create more interest for it…anyway, rambling, bleh

Blade is a Top, no doubt about it I think. Amazing combo potential that can start a good ways back from your opponent (only a few characters have better Melee range than Blade as fast as his are). His 5C and 4C (Be honest, may just be 4C, but Im fairly certain it applies to 5C as well) has SA frames on it so unless they hit you with a good super or something, you can use it to bait an opponent and start a combo. We have a fairly reliable projectile, one very fast, and the other able to deal good damage and reset a situation for the opponent back to his comfort range. Falchion, used in moderation (especially against people like Megaman or Saki who can rip through it with there projectiles if you try spamming it) is an amazing approach and combo starter. Considering we can lead to about 50 different combo situations off the same moves, we have to many options to count. Amazing supers with good damage, and speaking of good damage, we may not have the raw power of Tekkaman, but we can start off a combo easier Id say, and we can still do a massive amount of damage even without Baroque and maybe only one bar. Heck, I cant see Blade having any real match ups against maybe Saki where his clunky mobility can be a problem, but even than thats probably still 6:4 (and heck, maybe its in his favor as well). The one and only flaw Ive ever seen about Blade is his awful, awful, assist (there are tons of better anti-airs, and Blade sorta gets pushed back not even hitting every hit of it if you try and use it in a combo…its pretty bleh), and I imagine Blade might be hard pressed when being presured in the corner since his slow start up dash might make it difficult to escape and they can just jab Falchion if you try to escape with it, of course thats why Advanced Gurading was even made.

Hey, Xaolin, I wasn’t sure if someone posted this yet, but I developed a combo while training today:

(With Ryu as your partner)

  • Assist (1)
  • C Falchion
  • Ground BnB (5A, 5B, 2B, 5C, 3C)
  • Pursuit
  • Air BnB (5A, 5A, 5B, 5B, jump, 2C)
  • C Katzbalger
  • Assist (2)
  • B Baselard

1 = Execute this assist in such a way that it causes Ryu’s Hadouken and Tekkaman’s Falchion to hit from both sides.

2 = Execute this assist while Tekkaman is carrying the opponent into the corner with Katzbalger. Ryu will jump in behind Tekkaman’s attack and throw his Hadouken from the spot at which you pressed the button. With proper timing, The opponent will bounce off the wall, over Tekkaman’s head, and into Ryu’s assist. You then use the diagonal Baselard to catch them as they fall from their wall bounce.

Hope this is useful for some of you. :tup:

Not to be mean, but this seems like a waste of an assist because if you follow the C ~ Katzbalger with a Voltekka, the Voltekka always causes knockdown so you can DHC into super Hadouken, and then DHC again into Crash Intrude for a total of 3 bars wasted.

Also, the first part you mentioned doesn’t work against people who’ve fought a lot of Bllade’s because all you have to do is block Blade and it blocks the hadouken assist too.

Last thing about your combo is that the end part relies on the opponent being bounced over your head which won’t happen in some situations depending on where on the map the C ~ Katzbalger was started. It’s pretty tricky for it to work out a lot.

I would post this if it were more reliable but I can’t see this being a very useful combo, sorry. Try using Ryu to extend your ground combos since Ryu’s assist causes hit stun, I literally only use Ryu to extend Casshern’s ground combos into lvl 3 super.

Ah, gotcha. Thanks for helping clear that up for me. Yeah, I noticed that I was having trouble with the over-head bounce spacing. I wasn’t sure if it was just me or if it was unreliable, but that answers that question. :wgrin: I also learned something that was really cool and seemed like it could be a very useful part of T.-man’s mix-up:

The first hit of jumping C can be jump-canceled, and naturally you can immediately execute his jumping 2C which hits as an overhead. If they block, he can go ahead and cancel the 2C to start his Falchion pressure. However, since the rules of the game allow for some interesting jump/air-dash possibilities you can also back air-dash right after the jump-cancel.

I’m having a tough time finding certain tricks throughout the forum, so again if I double-post something that’s already been brought to everyone’s attention I apologize. However, I figure it’s better to be safe and post it than to be sorry later because someone didn’t speak up when they had the chance. lol

@aegis neglector: I posted your 2nd paragraph under the “Discussion/Strategies” section and gave you credit.

Also, something you should know, if you Crash Intrude, you can j.2C immediately when you land and do it again if you baroque taking off that extra bit of damage you might need to win! Cheers

@All readers: I’m going to start to update the thread every Friday as I have too many assignments from school to worry about since I have to pass my semester with good grades to maintain my scholarship. So don’t fret if you don’t see your contributions up on the thread, I will notify you all when it’s updated.

I’m going to still be reading your posts so keep them coming.

Nice! I’ll give that a try.

@Xaolin cool. keep me posted.

Aegis was asking me about assists for Blade, and while I think most characters can provide help via their assist to Blade, a projectile assist really completes his game like no other can.

EDIT: Upon further experimentation with the trick I posted earlier (Xaolin moved it to page 1 under “Discussion/Strategies”) I’ve learned that Tekkaman’s jumping C can be jump-canceled after either hit, not just the first one. This can lead to some fantastic mix-ups and mind games. Here’s a list of just a few options to get our creative juices flowing:

** 1. Jumping C (1 or 2 hits) ~ jump-cancel ~ 2C

  1. Jumping C (1 or 2 hits) ~ jump-cancel ~ air dash (to opponent’s backside) ~ 2C ~ C Falchion

  2. Jumping C (1 or 2 hits) ~ jump-cancel (away from opponent) ~ air dash (towards opponent) ~ jumping C (1 or 2 hits) ~ jump-cancel ~ 2C

  3. Jumping C (1 or 2 hits) ~ jump-cancel (away from opponent) ~ air dash (away from opponent) ~ airborne C Baselard

  • = If done correctly, this will end up comboing for either 2 or 3 hits depending on how many hits you allowed from jumping C.*

Again, these are just some ideas that I’ve been playing around with in hopes that I can increase his mobility and trickiness. Please share your ideas, as I’m sure some of you have already come up with some fantastic stuff. :tup:

I think that applies to everyone lol since Ryu loves to help out. But I’ve also seen people do great work with the Polymar assist where they Falchion through and have Polymar kick up some dust at their backside while you’re beating them up from the front.

And if you really want some great assist combos, check out Lord HDL’s contributions under the “Assist Combos” section where Tekkaman is partnered with Blade.

EDIT: Thought this would be relevant for some or at least extremely fun!

[media=youtube]KVUvA3Y2ExI[/media]

I main Joe and Blade so I’m laughing hard right now

Been working on some BnBs and relaunch combos. Isu’s is better, but mine works from anywhere on the screen against most average - larger sized characters.

I’ll post the notation later, but here’s the link to my training session vids:

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Part 1 demonstrates the relaunch using Baroque, as well as using it into Zero’s assist. Most notable is the air combo into A~Baselard (j.A,A,B,dj.A,A, A~Baselard), which allows you to immediately follow up with j.2C, and cancel the recovery with xx A~Baselard. That gives you enough hitstun to either call assist, or Baroque into relaunch. Still looking for the best assist to complement the relaunch. Karas works well, but requires extremely strict timing.

Part 2 ends with the best combo I’ve come up with thus far. You can actually relaunch after C~Katzbalger, but the hitsun is so low at that point that I haven’t worked out a better combo than just ending it with ODSV (Omni-Directional Super Voltekka).

Something I learned the hardway, never ever use C alone. Even if the enemy blocks it, cancel it into anything (preferably something safe on block), or use an assist to keep pressure. Believe it or not, C’s amount of recovery makes it unsafe on hit.

I should work on what’s safe on block and what isn’t.

@Nitro263: good work and I hope to see those combo notations. Have you tried to see how fast your combo builds up meter for the opponent because I doubt they’ll wanna get hit by all of that lol and by the looks of the combos you pulled in the last part of each video, it seems that timing is strict throughout the whole combo because I noticed you couldn’t pull off the A ~ Baselard into j.2C sometimes when you weren’t in the corner.

I see what you’re saying, but even if standing C is unsafe on hit, which you are correct on, there’s never really a need to end a chain with it. If it hits, then that’s your opportunity to capitalize and tack on a high-damage combo. Furthermore, if you happen to have any red health you can Baroque Cancel the move into something safer. However, like I said, in most cases I think your best bet would be to cancel standing C into down-forward C to set them up for a hefty air combo. :tup:

Just follow up with a 2C > 4C or a C ~ Falchion, you can make standing C safe if you try

Full Combo:

C~Falchion, 5A, 5B, 5C, 3C, S.j5A, 5A, 5B, j.5A, 5A xx A~Baselard, 2C xx A~Baselard BRQ, 3C, S.j5A, 5A, 5B, 5B, j.2C xx C~Katzbalger xx ODSV. 68 hits, 38.088 Billion damage (@ 10% Baroque). Requires: Baroque, 3 Bars.

Usable from anywhere, j.A,A xx A~Baselard, j.2C is easier in corner.

Easier Combos:

C~Falchion, 5A, 5B, 5C, 3C, S.j5A, 5A, 5B, j.5A, 5A xx A~Baselard, 2C xx A~Baselard BRQ, 3C, S.j5A, 5A, 5B j.5A, 5A xx A~Baselard, xx Crash Intrude. 50 hits, 29.730 Billion damage (@ 10% Baroque). Requires: Baroque, 1 bar.

C~Falchion, 5A, 5B, 5C, 3C, S.j5A, 5A, 5B, j.5A, 5A xx A~Baselard, 2C xx A~Baselard BRQ, 3C, S.j5A, 5A, j.5A, 5A xx A~Baselard xx ODSV. 58 Hits, 38.495 Billion Damage. (@ 10% Baroque). Requires: Baroque, 3 bars.

Standard BRQ Relaunch Loop:

C~Falchion, [5A, 5B, 5C, 3C, S.j5A, 5A, 5B, j.5A, 5A xx A~Baselard, 2C xx A~Baselard] BRQ/Assist, 3C…

Still working out the specifics. Most of the misses are due to poor execution on my part. Still working out the exact timing of Air A~Baselard, j.2C. Plus I’m using a Classic Controller, as I don’t have a Wii Stick yet. I prefer stick.

A~Baselard, j.2C is easier the closer the spacing is, but once you have the timing down, it’s nowhere near as strict as j.2C xx C~Katzbalger.

No version of Falchion is safe, and frequently following up a block string with it is sure to get you killed. If you want 5C to be safe, cancel to A ~ Shamshir instead. Just as people can react to overheads, you can react to Falchion with a throw, pokes, and supers. It is very easy to get nailed with something like shin shoryuken for throwing it out, and using assists doesn’t help too much because you can be hit anytime during the move.

Falchion is only good for occasional mixups and for when the opponent is in the air. Conditioning the opponent to expect other things is the only way to make this move “safe.” And even then, you should be ending block strings with A version (B if far), mixing it up with C because C takes longer and gives them more time to react (the only benefit here is that it leaves you further away from pokes, but only before the lance returns to you). C is good when they’re approaching often from the air and you want to gain a good distance, but if they’re on the ground it doesn’t make you any safer.

Nice, loving this use of baroque.

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Seems like you’ve improved Nitro’s combo by tacking on almost 10 billion more damage! Well done. Could you take Nitro’s combo notations and add your changes so when I update the thread, people can see some variety and choose which one they believe is easier.

Of course I’ll post both your versions, and Nitro’s because some may find Nitro’s versions easier to pull off.

Thanks for making things happen to both of you!

I was just wondering: is there a preferred chain for landing air A Baselard -> 2C? I’ve been playing around with it, trying to emulate what I saw in these (amazing) combo videos, but since the quality is sort of low, I have trouble determining which attacks are being strung together. Thanks!

@ Isu: Thank you very much for the link. That combo has a tremendous amount of useful knowledge in it. Even if the player doesn’t have access to Baroque, it seems like the base combos within the Baroque combo are really solid. :tup: