Stream Status

FULL FGC STREAM LIST

RECENT VIDEOS
MEMBER ACCESS
« Special Moves | Main | Combos »
Sunday
Jan172010

Hyper Combos

CRASH INTRUDE (air ok)

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

A very fast super where Tekkaman Blade flies across the screen intercepting his opponent before knocking them into the sky and pummeling him with his super speed. It is one of the fastest supers in the game and can be used to punish almost anything from anywhere, similar to Megaman's machine gun hyper attack. It also works on giant characters and is not overly effected by damage scaling. After the last hit, Blade is able to get a little bit more damage by quickly jumping and using a D+H in the air before the opponent gets up.

 

 

 

VOLTEKKA

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Tekkaman Blade fires up his shoulder cannons aiming towards the sky, blasting his opponent with a beam of light. This hits at a 45degree angle and causes knockdown, but it's a little too slow to be used as an anti-air. Decent in combos, it allows for some interesting delayed hyper combos with the right partner.

 

 

 

 

OMNIDIRECTIONAL SUPER VOLTEKKA (air ok)

     
HALF CIRCLE BACK + ANY TWO ATTACKS

Tekkaman Blade unleashes a wave of power in a circle around his entire body. If the shockwave itself hits the opponent, it triggers the full power attack in which Blade will open his guns and then blast the opponent with a super powerful Voltekka. If the first hit of the super is blocked, he will spew out a horizontal voltekka anyway which still does a lot of damage but can be blocked. Should he miss with this attack, he has a lot of recovery and can be easily punished.