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Tuesday
Jan192010

Tekkaman Blade - Tatsunoko

"My hatred and anger for the Radam is the only thing that fuels me!"

TATSUNOKO VS CAPCOM BIO:

A mysterious young man named "D-boy," driven by resentment towards the alien life forms known as Radam, transforms into the agile and powerful warrior Tekkaman Blade. He hunts down the extraterrestrial enemy with the Tekklancer (variable twin-lances) which provides him with a barrage of diverse, powerful and lightning fast attacks. Coupled with his Voltekka body armor, he is capable of emitting a lethal dose of antimatter particles, sending enemies running for cover.

 

Gameplay Details: Tekkaman Blade is a fearsome character who can - like his space knight counterpart - deal immense damage. Unlike Tekkaman though, Blade requires longer and more complex combos to deal damage and while he is definately more agile, his mobility is quite awkward. His regular jump goes very high and his walking speed is poor. His dash seems similar to Morrigan's, but has a slow startup and travels in one direction very quickly, so he cannot react quickly to sudden situations and can't punish openings by dashing and attacking like most characters would. Instead, Blade relies on the mobility granted to him by his wild and unpredictable attacks, which advance him ferociously towards his opponent. He is able to constantly keep his opponent guessing which way to block due to the nature of his tricky moves. Not a character to be taken lightly, but also not an easy character to use.

 

CHARACTER STATS

Difficulty: Advanced

Style: Poke and Punish

Defensive power: Blade is a little lacking in ways to shrug off pressure. His B+H attack has some guard frames, and he can often zip past the opponent with his Falchion, but often he struggles to escape rushdown. He has above average HP and his Crash Intrude Hyper can also be used to quickly escape from some offenses while punishing the opponent for being too agressive. Shamshir is a critical move for use as an anti-air or just for attempting to scare the opponent away, but it is punishable on block.

Offensive power: Hoo boy, where to start? If Blade lands any one of his jabs, the opponent is going to immediately megacrash or spend the next ten seconds praying that he drops his combo before half their life is gone. His attacks do great damage as they are, and he is able to combo into a launch and then bring the opponent back to the ground before launching them again. His advanced combos are quite technical and difficult to perform though, and do have plenty of room for error.

Approach strength: He can approach from the air with relative safety, but has some issues approaching from the ground. Most Blade players like to air dash a lot from a height, then drop down on their opponent with an aerial D+H and cancel immediately into a Falchion. This usually gets Blade in on his opponent with relative safety but it is still quite telegraphed.

Combo ability: Very high. As stated before he is capable of creating frighteningly powerful links by doing an air combo into jumping D+H while buffering a Heavy Katzbalger, which catches the opponent before they hit the ground and then takes them to the wall for a relaunch. After this, he can do another jumping D+H into shamshir before the hitstun scaling kicks in, and that's only his advanced bread and butter!. Comboing into his crash intrude is also a breeze.

Meter Usage: Tekkaman Blade really doesn't need to use meter, but he can do some neat things with it. Crash Intrude is a ticket to free damage in many situations, as it's one of his best moves. Unlike Tekkaman he doesn't mind using crossover air raids due to the fact that he can re-launch again after the brunt of his air combos are over.

Key Techniques: learning the strict timing for his air-to-ground link is a must for serious Tekkaman Blade players. Getting a hold of his weird movement is probably another big challenge. It also doesn't hurt to think about what partner will suit his Falchion tricks too.

Partner Options: For Blade users who like to abuse Falchion, a multi-hitting assist with good range is necessary and so Polimar is one of the best for this job. Projectile assists like Ryu and Morrigan also work fine and provide Blade some cover to approach.