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Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman
From SuperCombo Wiki
Tekkaman is here with his SPACE LANCE to FIND A WAY TO TAKE DOWN THESE GIANT ROBOTS.
||8||2||37||-||1120||-||Slow kick, it's aight|
||12||10||24||-||1840||-||Slow jab, also aight, damage is good. Slightly faster unarmed but obviously no reach|
||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|
||15||3||30||-||2880||-||Swipes upward, slight AA properties. Believe it or not, he actually does MORE damage unarmed.|
||19||6||35||-||-||(Lance) Soft Knockdown
|Knock the opponent into the air, with proper timing this links to 3C, Unarmed it turns into an actual launcher.|
||21||4||29||-||3276||-||Works only while holding 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.|
||19||2||33||-||4212||Low/Hard Knockdown||Sweep, hits twice, does half damage unarmed.|
||10||3||23||-||1120||-||Tekka jumps and aims his lance downward, really annoying air poke, without lance he has no reach so no point. Lance j.A is great|
||12||4||24||-||2320||Overhead||Swipes his lance about chest level, if timed correctly can be a crossup|
||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 challenge it, but it's so hard to challenge, leads to free combos and applies pressure all day.|
|Air Forward Throw||-||-||-||-||6400||Throw|
|Air Back Throw||-||-||-||-||6400||Throw|
|-||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
|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 and with it as his assist he is a popular anti-giant teammate
|20||-||-||-||6206/7208/9745||-||Tekkaman twirls his lance like a windmill. Does crazy damage on the ground, respectable damage in the air despite being easier to land in the air. Can link together windmills in the air. Useable in air|
|12||-||-||-||3255/3551/3847||-||Tekkaman stabs the air, stalls while airborne, builds tiny amount of meter. If Tekkaman bursts while in the corner or enemy is airborne in corner while gatling is active it turns into an infinte. Useable in air|
|(Ground) Hard Knockdown
|Tekkaman stabs the ground and fires out laser beams from his eyes, when unarmed he saves ten 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 Air the super changes to Air Car. Before starting his super, his robot PEGAS will appear, pegas has his own hitbox and causes wallbounce. If Air Car whiffs, Tekkaman will enter a hard knockdown state, he can be juggled or OTG'd from this state.
|Super Spinning Tek Lancer
|43||-||-||-||23000||OTG||Tekkaman throws his lance in the air and reflects his laser beam off of it. Lance has a hitbox on the way up, laser beams cover entire non-super jump floor. Hits OTG, good chip potential. Not used as often because of startup.|
|Space Knights Formation
|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|