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Tuesday
Jan192010

Tekkaman - Tatsunoko

"I'm fighting for the very future of Earth itself!"

TATSUNOKO VS CAPCOM BIO:

With his state-of the art Tekset system technology, Joji Mionami transforms himself into Tekkaman, the space knight. Tekkaman protects humanity by fighting off the evil organization, Waldaster, that killed his father.

 

 

GAMEPLAY DETAILS

Tekkaman may be slow, but he's the definition of true powerin Tatsunoko vs Capcom. The Space Knight has impressive range on his normal attacks and hits very hard, able to take an opponent beyond half their life with only one ground to air combo. His Hyper attacks are equally strong, making him a valuable ally in teams, especially considering that his assist is one of the best in the game.

 

CHARACTER STATS

Difficulty: Basic/Intermediate

Style: Tank

Defensive power: He has very high HP, though some of his defensive moves are a bit slow, so he often has trouble keeping opponents away from him if he doesn't predict correctly.

Offensive power: Tekkaman's damage potential is through the roof. Everything he does is going to deal massive damage to the opponent. His level 1 hypers are especially powerful and not too hard to land with a little help from his partner. His regular combos deal damage that most characters struggle to reach though extensive strings, and all of that without even needing to use meter.

Approach strength: Tekkaman has one good tool for approaching and that is his jumping Heavy attack. His jumping Light attack also makes a decent approach but doesn't offer the same coverage. He is also able to use his Tek Lancer special to provide some cover for approaching, and if he can land a lucky Tek win from across the screen, he can get a combo from almost anywhere.

Combo ability: His combos are not particularly long or complicated, but they do a lot of damage. Much of this comes from his abiltiy to use his Galaxy Windmill twice in an air combo.

Meter Usage: Tekkaman's hyper attacks really hurt, so it's often not a bad idea to use them if the opportunity presents itself, but he really doesn't need to use meter to do lots of damage. He rarely would want to Crossover Air Raid if he's on point, because his double Galaxy Windmill is usually a superior way of finishing an air combo. However his parters will be all too eager to Crossover Air Raid to him for that exact same reason.

Key Techniques: Learning how to do two air Galaxy Windmills in a row is the one big entrance test for Tekkaman users, and it's not too difficult once you get a feel for the timing and get used to holding down while using air moves. Once this technique is mastered, it is also a good idea to learn how to use Tek Win to combo after landing a Heavy Tek Lancer on a standing opponent.

Partner Options: Tekkaman himself is a fantastic partner for almost everyone in the game. He has a great assist which is good for combos and defeating giant characters. His level 1 Hypers are fantastic in Hyper Combinations and he is also able to provide extreme damage off Crossover Air Raves. For Tekkaman, he would prefer partners who have assists which can help him get in on the opponent, so anyone with an advancing or projectile assist will work well.

Monday
Jan182010

Special Moves

TEK LANCER

   
CHARGE BACK, FORWARD + ATTACK

Tekkaman throws his lance at the opponent. Once it has traveled the length of the screen, the lance wil flip over to Tekkaman and plant itself in the ground. Tekkaman can touch the lance or hit it with his lariat in order to pick it up again. Without the lance, Tekkaman will have to fight unarmed, which shortens the reach of his moves.  If you fail to retrieve the lance it will return to you automatically after a period of time.  The strength of the attack button used determines its damage (number of hits), speed and damage.  Light Attack is the fastest but only hits one time.  Hard Attack version is slower but hits 5 times.

TEK WIN

  
QUARTER CIRCLE BACK + ATTACK

This move causes Tekkaman to throw out a lariat in an attempt to lasso your opponentt.  If he grabs the opponent, he pulls him towards himself and over his head.  There are two versions of this move. The Light Attack version throws the lariat straight ahead. The Medium Attack version throws the lariat diagonally up/forward.  The Hard Attack version first the lariat straight up. If the lariat hits an aerial target it will pull them to the ground.  The Light Attack version can be comboed after but the Medium and Hard Attack versions cannot, but do more damage. This attack allows Tekkaman to juggle and combo giant characters, but like Karas's extension chain and Tekkaman Blade's projectiles it can be destroyed by larger attacks.

GALAXY WINDMILL - Air OK

   
CHARGE DOWN, UP + ATTACK

Tekkaman spins his lance over his head, dealing tremendous damage to anybody in its range.  On the ground it has exceptional range.  In the air the range is not as good but its more useful in combos.  The Attack button used determines the attack's speed and damage, with Light Attack being the fastest but doing the least damage and the reverse for Hard Attack. The air version is special in that after the attack ends, Tekkaman is free to attack or use other specials, meaning that it's possible to do two of them in a single combo with careful timing.

GATLING LANCER - Air OK

TAP  RAPIDLY

Tekkaman makes a series of rapid stabs with his lance. The range is very good, but Tekkaman gets pushed away with each hit, which limits the number of hits you can get in.  It is also very easy to combo into. In general it is useful for canceling his laggy attacks and making them somewhat safer. Some Tekkaman players even use this attack to stall in the air for building meter or running the clock, since it slows his aerial descent and is difficult to punish. Tekkaman can use this move to perform a rather amusing corner loop too, although it's not incredibly practical in a real match.

 

 

COMMAND NORMALS

Double Slash

F + H

Hits twice and causes heavy stun. Useful in combos, but if used by itself it's easy to punish.

Falling Lance (air only)

D + H

Air hit will cause the opponent to fall straight down. Can hit opponents while they're down, which allows Tekkaman to get a bit of extra damage in after a tag-in hit if he does it fast enough.

 

Sunday
Jan172010

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.

 

Saturday
Jan162010

Assists

Partner Assist:
Tekkaman uses the diagonal space lariat, catchingany opponent it hits and then pulling them behind him. This is one of the best assists in the game. If it hits, it keeps the opponent pinned for a long time andit has fantastic reach, making it useful in all sorts of intricate combos.

Variable Hyper Combination:

When called to perform a Variable Hyper Combination, Tekkaman will use his Vol Tekka.