Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman Blade

From SuperCombo Wiki

Introduction

Takaya Aiba Is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade.

Gameplay

Strengths Weaknesses
  • Solid Damage
  • Second best pizza cutter
  • Easy unblockables
  • Armored normal
  • Can punish pretty much anything for a single bar
  • Giant Shredder
  • Good Unblockables
  • Ugly Mixups
  • Can do solid damage alone. can TOD entire cast with assist
  • The air is his domain and you are lucky if he lets you into it.
  • Air dash is slow
  • No grounded dash
  • Requires execution to be half-way decent
  • Decent zoning but can get overwhelmed if outzoned
TVC Tekkaman Blade Art.png

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A
6 2 24 - 940 - Decent length, decent damage. Chains into itself.

Does not have much coverage below Blade's hand, can occasionally whiff on certain characters during certain animations (especially Roll).

2A
8 2 - - 940 - Ghetto anti-air. Chains into itself.
5B
11 - - - 1800 - Even ghetto'r anti air but look at that damage
2B
9 - - - 1780 - Far reaching and pretty fast low poke.

One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos.

5C
17 - - - 2850 - Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit.
2C
20 - - - 3020 Low A far-reaching, low-hitting stab that does a decent chunk of damage and knocks down.

Blade's only chain route out of this move is into 4C. Not special or super cancelable, but can be baroque'd.

3C
16 - - - 3000 Launcher Launcher. Good disjointed hitbox, but not quite Morrigan 3C good.
4C
16 - - - 3000 Autoguard (High) Long reaching swipe with high autoguard. Autoguard is not instant, and does not last all the way to the move's active frames, but it still has a big enough window to make this move very usable on defense if timed right, especially on opponents that want to come at you from the air. Doesn't chain into any other normals and is slow to recover, so be ready to special cancel into something and call assist if you are going to commit.
j.A
6 6 - - 1020 Overhead A jumping jab, really good hitbox, not too active but active enough
j.B
11 2 - - 1580 Overhead Similar hitbox to j.A, but slower, lower, and not nearly as active. A bit awkward to use in neutral, but an important piece of this relaunch combos.
j.C
15 8 - - 4056 Overhead Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around Blade.
j.2C
10 - - - - Overhead Helmbreaker. Hits overhead, cause a hard knockdown, special cancelable on landing, and hits OTG. The lynchpin of Blade's relaunch combos, and a meme-y defense check.

Move does not chain from any of Blade air normals, if you want to go from j.B to j.2C, you will need to jump cancel the j.B and then go for the stab.


Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 14 - - - 3200 -
Counter Tag 33 - - - 2400 -
Forward Throw - - - - 5600 Throw
Back Throw - - - - 5432 Throw
Air Forward Throw - - - - 6400 Throw
Air Back Throw - - - - 8096 Throw Why does an air back throw have so much damage????? At super jump height it'll do over 10Bil easy which is the same damage as Crash Intrude

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Shamshir
Mash X
9/11/16 - - - 3255/5037/6859 - Blade takes his lance and swings it around his head. The hitbox is crazy big. Blade is punishable IF you can tell which version he's using
Baselard
236X


16/21/26 - - - 2300/4380 -\Hard Knockdown Blade separates his lance and tosses it.
  • A Version is a regular, horizontal projectile with pretty great untech time. In the air, the lance is thrown diagonally downward. Blade can also act out of this move once it recovers. Key move for both Blade's neutral and combo game.
  • B version is anti-air hitgrab. In air it becomes horizontal hitgrab. On Hit, Blade retains his air actions after the animation plays.
  • C Version is horizontal hitgrab. In air it becomes Diagonal down hitgrab. On Hit, Blade retains his air actions after the animation plays.

Hitgrab versions break through hyper armor, making those versions very good against giants.

BEWARE! Hitgrab versions are completely uncancelable on whiff or block, from Baroque, to supers, to even Megacrash. In the air, Blade can literally do nothing until he touches the ground besides call assist, provided its available.


Katzbalger
[2]->8X

20 - - - 3329/4273/6495 Wallbounce Blade spins his lance actually above his head this time
  • A and B are pure anti-air attacks
  • C version starts as an anti-air, then carries to the wall for a wallbounce. 3C sjc (delay) j.BB jc. j.[2]C (land) 8C is a beginner's relaunch.

Note that while C Katzbalger is a very potent combo/corner carry tool, it does leave your back to corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout.

Falchion
214X
11 - - - 3850/5498/6949 - AKA Rapid Slash. Blade speeds forwards a distance based on button strength, leaving his lance in place and passing through opponents. Once Blade reaches his destination, he pulls the lance back to him, shredding anything in its path, as well as pulling them into Blade.

EZ Bake cross-up special that links into 5A for a full combo on most hits.
No hitbox until Blade stops and his lance starts moving. There is a gap where it is quite easy to react to this move by either jabbing or throwing Blade as he's passing through you, but this can be mitigated with an assist to cover the gap.
Can be baroque'd before the move's hitbox comes out, making this a potent move for setting up baroque unblockables.

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crash Intrude
236XX
1+2 - - - 9958 - Blade flys across the screen and ping pongs the enemy around. Air OK.

Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed j.2C OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has insanely fast startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure.
Only caveats to this move are that it has no invuln and will lose to any buttons that are already out, and being a cinematic super, you can't DHC out of it after it hits.

Voltekka
623X
22+10 - - - 13987 - Blade aims diagonally upwards and fires a Voltekka.

Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and its what he does in a team hyper combo.

Omnidirectional Super Voltekka
63214XX

7+20 - - - 22051 (20350 if missed) - Blade goes into Blaster Mode and shoots out a small circular shockwave, which on hit will go into a cinematic Blaster Voltekka. Gives enough time for Blade to get a guaranteed j.2C followup. Air OK.

Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable.
Blade does have some invuln on this move's start up, however the extended start up, meter cost, and the risk involved severely limits using the move as a call out. Initial shockwave will break hyper armor.

The Basics

Advanced Strategy

Match-Ups

Game Navigation

General
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Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
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Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
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PTX-40A