(Tek done) |
(Several text/formatting corrections.) |
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*Can snatch people out of the air with lasso | *Can snatch people out of the air with lasso | ||
*Good DHC/Crossover supers | *Good DHC/Crossover supers | ||
*Crazy | *Crazy reach | ||
*Can chip out characters easily | *Can chip out characters easily | ||
*AIR CAR | *AIR CAR | ||
* | *Tek Lancer can help lock down | ||
*Easy infinite setup | *Easy infinite setup | ||
*One of the Anti-Giant Gods | *One of the Anti-Giant Gods | ||
|cons= | |cons= | ||
* Slow normals, specials, supers, air and ground movement | *Slow normals, specials, supers, and air and ground movement | ||
* Can make things harder if he tosses his lance away | *Can make things harder if he tosses his lance away | ||
* | *Tek Lancer loses if the opponent has a better projectile game | ||
* Pizza | *Pizza Cutter is the only real overhead | ||
}} | }} | ||
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! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes | ||
|- | |- | ||
| '''5A''' <br> [[File:Tekk 5A.webm|thumb]]|| 8 || 2 || 37 || - || 1120|| - || Slow kick | | '''5A''' <br> [[File:Tekk 5A.webm|thumb]]|| 8 || 2 || 37 || - || 1120|| - || Slow kick. It's aight. | ||
|- | |- | ||
| '''2A''' <br> [[File:Tekk 2A.webm|thumb]] <br> [[File:Tekk 2A Unarmed.webm|thumb|'''''Unarmed''''']] || 12 || 10 || 24 || - || 1840 || - || Slow jab | | '''2A''' <br> [[File:Tekk 2A.webm|thumb]] <br> [[File:Tekk 2A Unarmed.webm|thumb|'''''Unarmed''''']] || 12 || 10 || 24 || - || 1840 || - || Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach. | ||
|- | |- | ||
| '''5B''' <br>[[File:Tekk 5B.webm|thumb]] <br>[[File:Tekk 5B unarmed.webm|thumb|'''''Unarmed''''']]|| 13 || 3 || 35 || - || 2560 || - || Swipes down with his lance | | '''5B''' <br>[[File:Tekk 5B.webm|thumb]] <br>[[File:Tekk 5B unarmed.webm|thumb|'''''Unarmed''''']]|| 13 || 3 || 35 || - || 2560 || - || Swipes down with his lance. Controls the space in front of you. Unarmed this turns into a heavy left hook, but less damage. | ||
|- | |- | ||
| '''2B''' <br>[[File:Tekk 2B.webm|thumb]]|| 15 || 3 || 30 || - || 2880 || - || Swipes upward, slight | | '''2B''' <br>[[File:Tekk 2B.webm|thumb]]|| 15 || 3 || 30 || - || 2880 || - || Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed. | ||
|- | |- | ||
| '''5C''' <br>[[File:Tekk 5C.webm|thumb]] <br>[[File:Tekk 5C Unarmed.webm|thumb|'''''Unarmed''''']]|| 19 || 6 || 35 || - || - || (Lance) Soft Knockdown <br> (Unarmed) Launcher || Knock the opponent into the air | | '''5C''' <br>[[File:Tekk 5C.webm|thumb]] <br>[[File:Tekk 5C Unarmed.webm|thumb|'''''Unarmed''''']]|| 19 || 6 || 35 || - || - || (Lance) Soft Knockdown <br> (Unarmed) Launcher || Knock the opponent into the air. With proper timing, this links to '''''3C'''''; unarmed it turns into an actual launcher. | ||
|- | |- | ||
| '''6C'''<br> [[File:Tekk 6C.webm|thumb]] || 21 || 4 || 29 || - || 3276 || - || Works only while holding lance | | '''6C'''<br> [[File:Tekk 6C.webm|thumb]] || 21 || 4 || 29 || - || 3276 || - || Works only while holding the lance. Tekka swipes at the opponent twice; if spaced correctly it's a burst bait. BBQ into j.C for another ground combo or throw the lance and lasso for a launch extension. | ||
|- | |- | ||
| '''2C'''<br>[[File:Tekk 2C.webm|thumb]]<br>[[File:Tekk 2C unarmed.webm|thumb]] || 19 || 2 || 33 || - || 4212 || Low/Hard Knockdown|| Sweep | | '''2C'''<br>[[File:Tekk 2C.webm|thumb]]<br>[[File:Tekk 2C unarmed.webm|thumb]] || 19 || 2 || 33 || - || 4212 || Low/Hard Knockdown || Sweep. Hits twice, does half damage unarmed. | ||
|- | |- | ||
| '''j.A''' <br>[[File:Tekk jA.webm|thumb]]<br>[[File:Tekk jA unarmed.webm|thumb|'''''Unarmed''''']] | | '''j.A''' <br>[[File:Tekk jA.webm|thumb]]<br>[[File:Tekk jA unarmed.webm|thumb|'''''Unarmed''''']] | ||
|| 10 || 3 || 23 || - || 1120|| - || Tekka jumps and aims his lance downward | || 10 || 3 || 23 || - || 1120|| - || Tekka jumps and aims his lance downward. Really annoying air poke; without the lance he has no reach, so no point. Lance j.A is great. | ||
|- | |- | ||
| '''j.B'''<br>[[File:Tekk jB.webm|thumb]] || 12 || 4 || 24 || - || 2320 || Overhead || Swipes his lance about chest level | | '''j.B'''<br>[[File:Tekk jB.webm|thumb]] || 12 || 4 || 24 || - || 2320 || Overhead || Swipes his lance about chest level. If timed correctly it can cross up. | ||
|- | |- | ||
| '''j.C''' <br>[[File:Tekk jC.webm|thumb]]<br>[[File:Tekk jC Unarmed.webm|thumb|'''''Unarmed''''']] || 17 || - || 52 || - || 4800 || Overhead/Hard Knockdown || The original | | '''j.C''' <br>[[File:Tekk jC.webm|thumb]]<br>[[File:Tekk jC Unarmed.webm|thumb|'''''Unarmed''''']] || 17 || - || 52 || - || 4800 || Overhead/Hard Knockdown || The original Pizza Cutter; jump up and rule the sky. It's not invincible so projectiles and anti-airs can beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. | ||
|} | |} | ||
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|- | |- | ||
| '''VAR | | '''VAR Starter''' || 12 || - || - || - || 2320 || - || | ||
|- | |- | ||
| '''Counter Tag''' || 12 || 2 || - || - || 2320 || - || | | '''Counter Tag''' || 12 || 2 || - || - || 2320 || - || | ||
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|- | |- | ||
| '''Tek Lancer''' <br> [4]->6X<br>[[File:Tek Lance A.webm|thumb|'''''A''''']]<br>[[File:Tek Lance C.webm|thumb|'''''C''''']]|| 18| - || 43 || - || - || 3220/4770/6768|| (Light) Hard Knockdown || Tekka throws his lance at the opponent. As long as it connects to the opponent it's safe | | '''Tek Lancer''' <br> [4]->6X <br>[[File:Tek Lance A.webm|thumb|'''''A''''']]<br>[[File:Tek Lance C.webm|thumb|'''''C''''']]|| 18| - || 43 || - || - || 3220/4770/6768|| (Light) Hard Knockdown || Tekka throws his lance at the opponent. As long as it connects to the opponent it's safe; if it whiffs for any reason, Tekka can get punished hard. | ||
*A | *A version is crazy fast and results in a hard knockdown. | ||
*B | *B version hits 3 times. | ||
*C | *C version hits 5 times; it's an amazing lockdown tool when blocked. On hit, you can dash in and do what you want, or just '''''Tek Win''''' into 3C even at full screen. | ||
|- | |- | ||
| ''''' | | '''''Tek Win''''' <br> 214X <br> [[File:Tek Win A.webm|thumb|'''''A''''']]<br> [[File:Tek Win B.webm|thumb|'''''B''''']]<br> [[File:Tek Win C.webm|thumb|'''''C''''']]||17 || - || - || - || 1110|| (Air) Hard Knockdown || Tekkaman tosses out a whip. If it hits a grounded opponent, they are launched up for an easy combo. If they are airborne, they are mercilessly thrown down. '''''This is one of the best anti-giant moves in the game, and with it as his assist he is a popular anti-giant teammate.''''' | ||
*A | *A version travels horizontally. | ||
*B | *B version travels 45 degrees. | ||
*C | *C version travels 90 degrees vertically. | ||
|- | |- | ||
| '''''Galaxy Windmill''''' <br> [2]->8X <br> [[File:Tek Galaxy Windmill.webm|thumb]]|| 20 || - || - || - || 6206/7208/9745 || - || Tekkaman twirls his lance like a windmill. Does crazy damage on the ground | | '''''Galaxy Windmill''''' <br> [2]->8X <br> [[File:Tek Galaxy Windmill.webm|thumb]]|| 20 || - || - || - || 6206/7208/9745 || - || Tekkaman twirls his lance like a windmill. Does crazy damage on the ground and respectable damage in the air, despite being easier to land in the air. Can link together Windmills in the air. '''''Usable in air.''''' | ||
|- | |- | ||
| '''''Gatling Lancer''''' <br> Mash X<br> [[File:Tek Gatling.webm|thumb|'''''A''''']] || 12 || - || - || - || 3255/3551/3847 || - || Tekkaman stabs the air | | '''''Gatling Lancer''''' <br> Mash X <br> [[File:Tek Gatling.webm|thumb|'''''A''''']] || 12 || - || - || - || 3255/3551/3847 || - || Tekkaman stabs the air. Stalls while airborne and builds a tiny amount of meter. If Tekkaman bursts while in the corner or the enemy is airborne in corner while Gatling Lancer is active, it turns into an infinite. '''''Usable in air.''''' | ||
|} | |} | ||
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|- | |- | ||
| '''Voltekka''' <br> 236XX <br> [[File:Tek Voltekka Ground.webm|thumb|'''''Ground''''']]<br> [[File:Tek Voltekka Air.webm|thumb|'''''Air''''']]<br> [[File:Tek voltekka unarmed.webm|thumb|'''''Unarmed''''']]|| 32+7 || - || - || - || 16696( | | '''Voltekka''' <br> 236XX <br> [[File:Tek Voltekka Ground.webm|thumb|'''''Ground''''']]<br> [[File:Tek Voltekka Air.webm|thumb|'''''Air''''']]<br> [[File:Tek voltekka unarmed.webm|thumb|'''''Unarmed''''']]|| 32+7 || - || - || - || 16696 (Ground) <br> 17115 (Air)|| (Ground) Hard Knockdown <br> (Air) Wall Bounce || Tekkaman stabs the ground and fires out laser beams from his eyes. When unarmed, he saves 10 frames on startup. Good chip potential, good DHC, good Crossover. Last hit has slightly more vertical knockback compared to the rest of the super, which makes some DHCs possible. | ||
In | In the air the super changes to Air Car. Before starting his super, his robot Pegas will appear. Pegas has his own hitbox and causes a wall bounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state; he can be juggled or hit OTG from this state. | ||
|- | |- | ||
| '''Super Spinning Tek Lancer''' <br> 623XX<br> [[File:Tek Spinning tek.webm|thumb]]|| 43 || - || - || - || 23000|| OTG || Tekkaman throws his lance in the air and reflects his laser beam off of it. | | '''Super Spinning Tek Lancer''' <br> 623XX <br> [[File:Tek Spinning tek.webm|thumb]]|| 43 || - || - || - || 23000|| OTG || Tekkaman throws his lance in the air and reflects his laser beam off of it. The lance has a hitbox on the way up, and laser beams cover the entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup. | ||
|- | |- | ||
| '''Space Knights Formation''' <br> 214XX<br> [[File:Tek Space Knight.webm|thumb]]|| 22+9 || - || - || - || 28255|| - ||Tekkaman uses '''''B Tek Win''''' and hops on Pegas. The stab animation has a hitbox that can interrupt assists. After the grab he'll go into a special animation. Slight invincibility, but tiny hitbox | | '''Space Knights Formation''' <br> 214XX <br> [[File:Tek Space Knight.webm|thumb]]|| 22+9 || - || - || - || 28255|| - || Tekkaman uses '''''B Tek Win''''' and hops on Pegas. The stab animation has a hitbox that can interrupt assists. After the grab he'll go into a special animation. Slight invincibility, but tiny hitbox. | ||
|} | |} | ||
Revision as of 02:31, 24 April 2024
Introduction
Tekkaman is here with his SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A |
8 | 2 | 37 | - | 1120 | - | Slow kick. It's aight. |
2A |
12 | 10 | 24 | - | 1840 | - | Slow jab. Also aight, damage is good. Slightly faster unarmed but obviously no reach. |
5B |
13 | 3 | 35 | - | 2560 | - | Swipes down with his lance. Controls the space in front of you. Unarmed this turns into a heavy left hook, but less damage. |
2B |
15 | 3 | 30 | - | 2880 | - | Swipes upward, slight anti-air properties. Believe it or not, he actually does MORE damage unarmed. |
5C |
19 | 6 | 35 | - | - | (Lance) Soft Knockdown (Unarmed) Launcher |
Knock the opponent into the air. With proper timing, this links to 3C; unarmed it turns into an actual launcher. |
6C |
21 | 4 | 29 | - | 3276 | - | Works only while holding the lance. Tekka swipes at the opponent twice; if spaced correctly it's a burst bait. BBQ into j.C for another ground combo or throw the lance and lasso for a launch extension. |
2C |
19 | 2 | 33 | - | 4212 | Low/Hard Knockdown | Sweep. Hits twice, does half damage unarmed. |
j.A |
10 | 3 | 23 | - | 1120 | - | Tekka jumps and aims his lance downward. Really annoying air poke; without the lance he has no reach, so no point. Lance j.A is great. |
j.B |
12 | 4 | 24 | - | 2320 | Overhead | Swipes his lance about chest level. If timed correctly it can cross up. |
j.C |
17 | - | 52 | - | 4800 | Overhead/Hard Knockdown | The original Pizza Cutter; jump up and rule the sky. It's not invincible so projectiles and anti-airs can beat it, but it's so hard to challenge, leads to free combos, and applies pressure all day. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR Starter | 12 | - | - | - | 2320 | - | |
Counter Tag | 12 | 2 | - | - | 2320 | - | |
Forward Throw | - | - | - | - | 5600 | Throw | |
Back Throw | - | - | - | - | 5600 | Throw | |
Air Forward Throw | - | - | - | - | 6400 | Throw | |
Air Back Throw | - | - | - | - | 6400 | Throw |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Tek Lancer [4]->6X |
- | 43 | - | - | 3220/4770/6768 | (Light) Hard Knockdown | Tekka throws his lance at the opponent. As long as it connects to the opponent it's safe; if it whiffs for any reason, Tekka can get punished hard.
|
Tek Win 214X |
17 | - | - | - | 1110 | (Air) Hard Knockdown | Tekkaman tosses out a whip. If it hits a grounded opponent, they are launched up for an easy combo. If they are airborne, they are mercilessly thrown down. This is one of the best anti-giant moves in the game, and with it as his assist he is a popular anti-giant teammate.
|
Galaxy Windmill [2]->8X |
20 | - | - | - | 6206/7208/9745 | - | Tekkaman twirls his lance like a windmill. Does crazy damage on the ground and respectable damage in the air, despite being easier to land in the air. Can link together Windmills in the air. Usable in air. |
Gatling Lancer Mash X |
12 | - | - | - | 3255/3551/3847 | - | Tekkaman stabs the air. Stalls while airborne and builds a tiny amount of meter. If Tekkaman bursts while in the corner or the enemy is airborne in corner while Gatling Lancer is active, it turns into an infinite. Usable in air. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Voltekka 236XX |
32+7 | - | - | - | 16696 (Ground) 17115 (Air) |
(Ground) Hard Knockdown (Air) Wall Bounce |
Tekkaman stabs the ground and fires out laser beams from his eyes. When unarmed, he saves 10 frames on startup. Good chip potential, good DHC, good Crossover. Last hit has slightly more vertical knockback compared to the rest of the super, which makes some DHCs possible.
In the air the super changes to Air Car. Before starting his super, his robot Pegas will appear. Pegas has his own hitbox and causes a wall bounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state; he can be juggled or hit OTG from this state. |
Super Spinning Tek Lancer 623XX |
43 | - | - | - | 23000 | OTG | Tekkaman throws his lance in the air and reflects his laser beam off of it. The lance has a hitbox on the way up, and laser beams cover the entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup. |
Space Knights Formation 214XX |
22+9 | - | - | - | 28255 | - | Tekkaman uses B Tek Win and hops on Pegas. The stab animation has a hitbox that can interrupt assists. After the grab he'll go into a special animation. Slight invincibility, but tiny hitbox. |