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.
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
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.
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.