I was waiting for a new thread to surface so I could post, but the game’s been out for a while now and no one’s made it yet, so here it is. Discuss everything regarding Tekkaman in the UAS version of TvC.
Introduction
The Space Knight Tekkaman is one of TvC’s powerhouse characters. If you don’t mind sacrificing speed for range and power, you may enjoy him. His regular combos are among the highest in terms of quick and easy damage output, doing over 50% of any given character’s life in a single combo, without baroque or meter. He also has very high health, and since many good players fear his power (rightfully so), they tend to reserve their meter for mega crashes, making them more hesitant to use powerful supers on him. His abilities to gain meter easily and fight at range make him a great point character, but he’s also great at assisting other characters with his Tek Win move, one of the best assists in the game. His main weaknesses are fending off characters that pressure quickly and breaking strong defenses.
Normals
[list]5A - A basic standing roundhouse kick, can be blocked high. It’s his fastest normal move so it’s good for punishing things that 2A is too slow for.[/list]
[list]2A - A lance strike to the shin, must be blocked low. This is your primary punish move and combo starter on the ground.[/list]
[list]5B - A long range slash, can be blocked high. The usual follow-up after a 2A.[/list]
[list]2B - A really long range slash, can be blocked high. Usually done after 5B or as an occasionally poke from far. Good for whiff punishing.[/list]
[list]5C - An upward lance slash. Tekkaman steps forward when he does it, giving him even more range than 2B. It lifts the opponent into the air, but it is not a standard launcher move (you cannot cancel it with super jump). It combos into launcher, 6C, and B ~ Tek Win from far. Combos into level 3 (Space Knights Formation) from close except against Viewtiful Joe and Roll.[/list]
[list]2C - His longest ranged normal, a thrust attack that hits low. From very far, it hits once and doesn’t knock down. From mid and close range it hits twice, with the second hit causing knock down. The first hit can be combo’d into A ~ Tek Win from close and mid range, as well as all versions of Tek Lancer and Gatling Lancer. From far, it can be combo’d into A ~ Tek Win using baroque.[/list]
[list]6C - Another very long ranged lance attack. The first hit has range comparable to 2C, and both hits combo into all his specials, including A ~ Tek Win from far. From max range, the second hit will miss.[/list]
[list]3C - His launcher, an upward lance thrust. Has decent horizontal range on the ground, but incredible diagonal range at IAD height and above. It is normally combo’d from 5C. Cancelable.[/list]
Air Attacks
[list]j.A - Diagonally downward lance thrust. Great range. Used in air combos and for pressuring opponents below and in front of you.[/list]
[list]j.B - An upward lance slash. Used in air combos and good for attacking opponents above and in front of you.[/list]
[list]j.C - A spinning lance somersault. Hits twice and is very strong/high priority. It crosses up, and overall great for protecting Tekkaman from reckless approaches, as well as being one of his key offensive tools. This is the only aerial move that he cannot jump cancel.[/list]
[list]j.2C - A downward lance thrust. A fast option for opponents directly below you. It can crossup, and its very long recovery can be canceled to any special/super.[/list]
Specials
[list]Tek Lancer - Tekkaman throws the lance forward in a spinning motion, making it look similar to (and executed like) a sonic boom. The A version travels very quickly, hits once, and knocks down. B version travels a bit slower, hits 3 times, and combos into Voltekka from mid range. C version travels the slowest, hits 5 times, and combos into Voltekka from anywhere. It also combos into A ~ Tek Win, and if you time it correctly, you can even grab your lance right after Tek Lancer finishes hitting the opponent (while it’s still in the air, before it flies off screen). Note that without the lance in hand, Tekkaman loses his ability to throw the opponent.[/list]
[list]Tek Win - Commonly referred to as “space lariat.” It’s a full screen rope-type weapon that latches onto the opponent. Tekkaman then pulls them toward him AKA “get over here!!” and can combo from it. Grabbing someone in the air causes Tekkaman to slam them into the ground next to him. It is possible to OTG after this with j.2C, and may be possible with OTG assists like Casshern’s. The A version goes straight, B goes diagonally, and C goes straight up. You can pull your lance to you if it is stuck in the ground.[/list]
[list]Galaxy Windmill - Originally referred to as the “ferris wheel.” Tekkaman spins the lance upward for multiple hits and big damage. It’s a very slow move, but one of the most important ones for him. Can be done in the air.[/list]
[list]Gatling Lancer - His rapid attack move. Mash any of the attack buttons to thrust forward multiple times. This move is very important for making his unsafe normals and j.2C safe. Can be done in the air.[/list]
Supers/Hypers
[list]Voltekka - A powerful, horizontal beam attack. Tekkaman slams his lance into the ground, then emits a beam from his forehead. The startup is much faster while he doesn’t have the lance in his hand. It is usually done after Tek Lancer. Can be done in the air. Tekkaman stands on top of Pegas (he can headbutt you) and then fires the beam. The headbutt combos into the beam.[/list]
[list]Super Spinning Tek Lancer - Also referred to as “make it rain!” He throws the lance diagonally upward, hitting the opponent if he/she is in the way, then fires a Voltekka beam upward into the lance. It reflects off the spinning lance and attacks the entire region in front of Tekkaman. This super is stronger than Voltekka, but has considerably more startup and recovery time. It can hit OTG.[/list]
[list]Space Knights Formation - His level 3 super. He’ll attack with a diagonal Tek Win, and if it connects, he rams the lance directly into the opponent (ouch…) and throws them, then jumps on Pegas comes in for a final strong hit.[/list]
Standard bnb Combo
This is the usual combo that you aim for. There are various ways to start it, but here is the ideal way:
Zach gave me the idea for this. Here is the one he posted: http://www.shoryuken.com/showthread.php?t=224622&p=8329410&viewfull=1#post8329410
Here’s the version of that without baroque:
[list]j.C, 2A 5B 2B 6C (1 hit) xx C ~ Tek Lancer, A ~ Tek Win, 5B 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 31 trillion damage[/list]
[list]Corner Variation: j.C, 2A 5B 2B 6C (2 hits) xx C ~ Tek Lancer, A ~ Tek Win (must be delayed slightly), 5A 5C, launch (delay slightly), sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 31 trillion damage[/list]
It is possible to do two j.A moves, but if mistimed it has a tendency of making the second j.B miss, and it really doesn’t add too much damage. The Tek Win will not combo on Roll (midscreen and corner). There are also characters that can get caught by the Tek Win, but the timing is strict. These include Jun the Swan, Yatterman-2, Zero, Saki, Viewtiful Joe, and Mega Man Volnutt.
There is also a version of the bnb involving the air Voltekka:
[list]j.C, 2A 5B 2B 6C (1 hit) xx C ~ Tek Lancer, A ~ Tek Win, 5B 5C, launch, sj.B B xx C ~ Galaxy Windmill xx Voltekka. - 35 trillion damage[/list]
You won’t get the full damage on some characters, and for some characters you must use B ~ Galaxy Windmill instead. An easier version of this combo would be:
[list]j.C, 2A 5B 2B 5C, launch, sj.B B xx C ~ Galaxy Windmill xx Voltekka. - 33 trillion damage[/list]
Basic Combos
[list]2A 5B 6C xx A ~ Tek Win. - 8 trillion damage[/list]
[list]2A 5B 6C (1 or 2 hits) xx all versions of Tek Lancer. - 10-12 trillion damage[/list]
[list]2A 5B 2B xx all versions of Tek Lancer. - 9.6-12 trillion damage[/list]
[list]2A 2C (1 hit) xx A or B ~ Galaxy Windmill. - 9-10 trillion damage[/list]
[list]2A 5B 2B 6C (1 hit) xx A ~ Tek Win, C ~ Tek Win, j.2C. - 15 trillion damage[/list]
[list]Credit to Zach: (Corner only) 2C (2 hits) xx B ~ Gatling Lancer. - 17 trillion damage[/list]
Better Combos
[list]j.C, 2A 5B 2B xx C ~ Tek Lancer xx Voltekka. - 25 trillion damage[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx C ~ Tek Lancer xx Voltekka. - 25 trillion damage[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, j.A j.B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 22 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C 6C (1 hit) xx B ~ Tek Win, j.2C OTG. - 20 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C xx C ~ Tek Lancer (must be delayed) xx Voltekka. - 27 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 29 trillion damage[/list]
[list]j.C, 2A 2B 5C xx Space Knights Formation (will miss unless you are very close and it is canceled fast). A slightly weaker, but easier version is to use 5B instead of 2B. Does not work on Viewtiful Joe or Roll. - 30 trillion damage[/list]
Baroque bnb Combo (with 10% red life)
Zach gave me the idea for this. Here is the one he posted: http://www.shoryuken.com/showthread.php?t=224622&p=8329410&viewfull=1#post8329410
Here is a stronger version of it:
[list]j.C, 2A 5B 2B 6C (1 hit), baroque, dash, 2A 5B 2B 6C (1 hit) xx C ~ Tek Lancer, A ~ Tek Win, 5B 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 37 trillion damage[/list]
[list]Corner Variation: j.C, 2A 5B 2B 6C (2 hits), baroque, dash, 2A 5B 2B 6C (2 hits) xx C ~ Tek Lancer (must be paused very slightly), A ~ Tek Win, 5A 5C, launch (must be delayed slightly), sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 37 trillion damage[/list]
Other Baroque Combos (with 10% red life)
[list]2C (2 hits) xx Baroque, dash, j.2C OTG (this one is really dumb but looks cool). - 8.7 trillion damage[/list]
[list]j.C, 2A 5B 2B 2C (1 hit), baroque, A ~ Tek Win, j.A j.B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 23 trillion damage[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, A ~ Galaxy Windmill, baroque, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 28 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C, launch, sj.A B B, 2nd jump, j.B, baroque, j.B xx C ~ Galaxy Windmill, 3rd jump, C ~ Galaxy Windmill. - 33 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C 6C (2 hits), baroque, 5B 2B 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 35 trillion damage[/list]
Standard bnb on PTX-40A
[list]B ~ Tek Win, 5B 5C, launch, sj.A A B B xx C ~ Galaxy Windmill, 2nd jump, j.B B xx C ~ Galaxy Windmill. - 30 trillion damage[/list]
Other Combos on PTX-40A
[list]B ~ Tek Win, 5B 5C xx C ~ Tek Lancer (delay slightly) xx Voltekka. - 24 trillion damage[/list]
[list]B ~ Tek Win, 5B 5C xx Space Knights Formation. - 29 trillion damage[/list]
Baroque Combos on PTX-40A (with 10% red life)
[list]B ~ Tek Win, 5B 5C 6C (2 hits), baroque, 5B 5C 6C (1 hit) xx C ~ Tek Lancer xx Voltekka. - 30 trillion damage[/list]
[list]B ~ Tek Win, 5B 5C, launch, sj.A A B B xx C ~ Galaxy Windmill, 2nd jump, j.B B xx C ~ Galaxy Windmill, baroque, 2nd jump, C ~ Galaxy Windmill. - 35 trillion damage[/list]
Standard bnb on Gold Lightan
[list]B ~ Tek Win, 5C, launch, sj.A A B B xx B ~ Galaxy Windmill, 2nd jump, j.B B xx B ~ Galaxy Windmill, j.2C xx C ~ Gatling Lancer. - 30 trillion damage[/list]
If you get Lightan in the corner with this, you can continue the Gatling Lancer and rack up around 55 trillion damage.
Other Combos on Gold Lightan
[list]B ~ Tek Win, 5C, launch xx C ~ Tek Lancer (delay slightly) xx Voltekka. - 25 trillion damage[/list]
[list]B ~ Tek Win, 5C, launch, sj.A A B B xx A ~ Galaxy Windmill, 2nd jump, j.B B xx C ~ Galaxy Windmill, C ~ Gatling Lancer. - 27 trillion damage[/list]
Baroque Combo on Gold Lightan (with 10% red life)
[list]B ~ Tek Win, 5C, launch, sj.A A B B xx A ~ Galaxy Windmill, 2nd jump, j.B B xx C ~ Galaxy Windmill, baroque, 3rd jump, j.B B xx C ~ Galaxy Windmill, j.2C xx C ~ Gatling Lancer. - 41 trillion damage[/list]
Assist Combos
Now we’re stepping into some really difficult territory. Because this is dependent on what your other character is, it’ll be difficult for me to fill this section with useful info on my own. If you’ve got a combo to contribute, please post your team, the combo, and the amount of damage it does. I’d like to ask that you experiment a lot first and make sure that the combos you post are worthwhile. At the very least, they should do similar damage to Tekkaman’s solo combos. These can include baroque, VAR/CAR (whatever you want to call it), and DHCs. All of these combos assume that Tekkaman is the current point character and he will be doing the combo with the assistance of his partner, not the other way around. I’ll start with my own team, which is Blade/Tekk (but these will be when Tekk is on point):
Tekk with Blade assist
Here is their standard CAR (crossover air raid) combo:
[list]j.C, 2A 5B 2B 6C (1 hit) into alternative or main:
[list]Alt: Baroque, dash, repeat from 2A and proceed to main combo.[/list]
Main: xx C ~ Tek Lancer, A ~ Tek Win, 5B 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, CAR, sj.A, 2nd jump, j.2C, C ~ Katzbalger, 5B, launch, sj.B B, 2nd jump, j.2C xx C ~ Shamshir xx Crash Intrude, j.2C OTG. - 45 trillion damage without baroque, 50 trillion damage with 10% baroque.[/list]
Other Blade Assist Combos
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, call Blade, 5A xx Super Spinning Tek Lancer. - 21 trillion damage.[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, call Blade, 5A xx Space Knights Formation. - 26 trillion damage[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, call Blade, 5A xx C ~ Tek Lancer xx Voltekka. - 27 trillion damage[/list]
[list]j.C, 2A 5B 2B 6C (1 hit) xx A ~ Tek Win, call Blade, 5A 5C, launch, sj.A B B xx C ~ Galaxy Windmill, 2nd jump, C ~ Galaxy Windmill. - 29 trillion damage[/list]
[list]j.C, 2A 5B 2B 5C xx C ~ Tek Lancer (must be delayed) xx Voltekka (don’t hit), DHC to Blade’s Voltekka. - 22 trillion damage.[/list]
[list]Corner Variation: j.C, 2A 5B 2B 6C (2 hits) xx C ~ Tek Lancer (must be delayed) xx Voltekka (hit with the whole thing), DHC to Blade’s Voltekka. Can also DHC again to Tekkaman’s Super Spinning Tek Lancer or Voltekka. - 32, 36, and 40 trillion damage respectively.[/list]
Tekkaman Changes in UAS
Here are some changes posted in the character changes thread in General Discussion, as well as some that I found. I modified some of these to contain more accurate information:
- A ~ Tek Lancer moves across the screen VERY quickly now. As fast, as, if not faster than, Ryus C ~ Hadouken.
- Due to the change in how far Tekkaman’s launcher sends you up, delaying the sj.B xx C ~ Galaxy Windmill no longer works. Use the air combo in his bnb instead.
- C ~ Tek Lancer does more hit stun, allowing all hits to combo into Voltekka and A ~ Tek Win easily.
- Voltekka deals more damage.
- Super Spinning Tek Lancer deals less damage and has a bit more startup.
- 3C’s hitbox has been made smaller.
- If Voltekka is used in the air, Tekkaman’s recovery time as he falls has been improved.
- Air versions of Galaxy Windmill give more hit stun, can now follow up with Voltekka.
- It is easier to cancel into 6C from normals now.
- Can now combo into 6C from all normals. You can now get both hits of 6C after doing 5C.
- 6C no longer combos into level 3.
- 1st hit of 6C now combos into A ~ Tek Win.
- 5C now combos into level 3.
- Attacks do more hit stun, allowing you to combo slower if you like, as well as giving more time for assists.
- Can now combo C ~ Tek Lancer into A ~ Tek Win much more easily, as well as combo into it from closer.
- 5B causes air borne opponents to stay closer and does more hit stun, allowing you to combo into 5C and launch.
- 5C has reduced range.
- Normals transition into each other more smoothly. The cancels are easier and the animations appear less “choppy.” The screen scrolling during them has also been fixed.
Will edit with more info soon