Hyper Combos
VOLTEKKA - HYPER COMBO LEVEL 1 - IN AIR OK
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS
Tekkaman fires a tremendously powerful beam from his forehead, causing tons of damage to any opponent character in its path. It has some start-up time to execute. The strain of using this beam causes Tekkaman to recover after the attack, leaving him vulnerable for a second. If this attack is used in the air, Pegas appears to give Tekkaman a platform to stand upon. If Pegas hits the opponent, the opponent is tossed back into the beam. If Tekkaman does not have his lance, the attack comes out faster.
SUPER SPINNING TEK LANCER (MUST HAVE SPACE LANCE) - HYPER COMBO LEVEL 1
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS
Tekkaman throws his lance into the air then shoots a laser beam into the spinning lance, scattering the laser out. The startup is extremely slow but it does a lot of damage. Like the Space Lance, if you do not catch the lance on its way back you will have to retrieve it or wait for it to automatically return.
It is possible to use this attack as an anti-air, hitting your opponent with the lance on the way up. Doing so will cause them to be juggled on top of the lance for similar damage . If done in the corner, however, they may get stuck in the beam on the way up, which seriously reduces its damage.
This attack is incredibly useful in Delayed Hyper Combos because it hits downed opponents for massive damage, making it very useful to characters like Roll.
SPACE KNIGHTS FORMATION - HYPER COMBO LEVEL 3
QUARTER CIRCLE BACK + ANY TWO ATTACKS
Tekkaman shoots his space lariat diagonally upwards. If it hits, he impales the opponent on his lance, throws them into the air, and then performs a powerful punch with the aid of Pegas. It does a lot of damage and is not hard to combo into.