Tekkaman Blade Official Tutorial

tekkaman-blade

#1

MAJOR KUDOS to x4ryuusei for making video combos for the “Solo Combos” section! All his videos are in HD 720p. You can view his account right here: http://www.youtube.com/user/x4ryuusei

Rate, Comment, and SUBSCRIBE. The videos to the combos are linked next to the combos in the “Solo Combos” section.

VIDEO TUTORIAL

Part 1: [media=youtube]GpjTDkCFkzg"[/media]

Part 2: [media=youtube]eRpaHXoGNpY"[/media]

My account: http://www.youtube.com/user/musicgetto

Well my title seems rather full of itself but I take pride in being the first person to post a tutorial on Blade as many see him as a slow and easily beatable character. Well you’re wrong! But enough about that, let me give you a heads up on the terminology I’ll be using:

That’s it for terminology, now onto the actual discussion/tutorial!

Normals

5A - has a fast startup with almost no recovery

5B - has a fast startup with lots of recovery (whiffing it isn’t a wise decision , hit confirm into it with 5A), has decent range

5C - has a bit slower startup than 5B but the same amount of recovery as 5M (best used after a string following 2 or 5B), has
enough range to reach from 1/2 screen

2A - same as 5B

2B - moves Blade forward (good for hit confirming into 5C)

2C - moves Blade forward and sweeps causing knockdown, reaches 1/2 screen

3C - has very good range

air 2C - instant startup but horrendous recovery (can be canceled into a Falchion on landing)

air 5C - has very good range and if hit properly causes two hits (can combo after 1st or 2nd hit)

4C - another mid-range move that can be used right after a 2C sweep

Movement

Movement is as much a part of T. Blade’s game play as any other section in this tutorial! If you don’t understand how Blade moves, then you can’t maximize his true potential within a match.

Blade walks on the ground very slow (mostly due to the fact that he’s a mini Gundam), and has a unique thruster dash which sends him diagonally from the ground up much like Morrigan’s dash. The good thing about his thruster is that he covers full screen and can be anywhere he wants within a few frames, plus you can jump cancel into another thruster.

The best way to deal with his awkward ground speed is to take it to the air, use his air dash, then pull an air 2C cancelled into a Falchion. I personally love being in the air with Blade because he’s a flying machine (literally!). You can also do A ~ Falchion to close the distance a little bit but don’t rely on it too much!

Whenever I see that I’m on the other side of the screen and my opponent is playing defensive (aka turtling), I’ll move forward a little pull an A ~ Falchion followed by a C ~ Falchion and I’ll have crossed up my opponent in a mere second and a half!

Another way to overcome his slow movement is to note that most of his standing normals, and some of his crouching normals, make Blade take huge steps forward, so just attack and you’ll move forward is what I’m saying (just don’t whiff moves or else you’ll face his horrible recovery).

Faced with horrible recovery after some whiffed normals plus the added fact that Blade takes his sweet time walking to the market, many players may be put off by this. Don’t fret, however, because Blade can literally cancel almost any whiffed moved into either a Falchion or a super making your opponent think twice about punishing your so-called blunder! For example, you do an air 2C and are stuck on the ground for a while; next time do it again but cancel the landing animation into a Falchion and make it a part of your movement game.

Specials

Shamshir - [Blade twirls his space lance rapidly above him] has decent range and causes chip damage, B and C versions cause same amount of damage on block but each version lasts a different amount of time with L being the shortest.

Baselard - [Blade throws his space lance across the screen as a grab/attack] all versions cover the whole screen. The A version causes hit stun similar to Ryu’s hadouken. The B version can be used as anti-air against opponents that dash in (C version can too but it requires some good timing). This special can be used in the air and sets up great chances to grab those who are playing defensively. You can use the an A ~ Baselard, and upon hit, cancel into Crash Intrude (timing is very strict). B (& C) ~ Baselard works on the giant characters and air A version sets up for a super in air (more on that in the “Combos” section).

Katzbalger - [Blade’s charge move] best if used as an anti-air. C version moves Blade forward while spinning his lance; if the opponent is hit (also depends on how they’re hit), Blade will take them across the screen causing a wall bounce. Can also be used to pressure the opponent and has some recovery on block, but the opponent has a small window to punish if blocked. While taking the opponent across the screen at the last hit of the move, cancel into a Voltekka/ Omnidirectional Super Voltekka. More on this in the “Combos section!”

Falchion - [Blade’s teleport] each version determines the amount of range Blade travels at. C version is the safest! Best used for mix ups/mind games. If the move hits, you can combo string as soon as your lance returns to your hand. You DO NOT have to wait for the lance to return to initiate a super! More on the mix ups in the “Mix ups/Mind Games” section.

Supers

Crash Intrude - [Blade’s “Eagle Rush”] Blade will fly across full screen. If the opponent so much as touches Blade, they’ll get hit 25 times! Can be used on unsafe jumpins and air dashes. Can be combo’d into (more on that in the “Combos” section).

Voltekka - [Blade’s diagonal laser beam] DON’T use this move unless you can combo into it from Katzbalger or from a mix up. Causes knockdown and also puts the opponent into a juggle state.

Omnidirectional Super Voltekka - [Blade’s “OVER 9000!!!” move] this move is absolutely crazy! When Blade activates the move, a sort of gravity field emanates from his body in a 360 degree sphere with some great range, if it hits it’ll cause full damage. If the sphere doesn’t hit, Blade will continue with attack shooting out a horizontal Voltekka and have horrendous recovery to the point of teeth cringing. Jokes aside, the best way to hit it is from a combo as usual so check out that “Combos” section!

Solo Combos

I did not include any Baroque/partner assists as I’ll do that later and that partner assists vary tremendously.

  1. [[media=youtube]WkEhhiL8on4&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 5B, j, 5C. ~ 10 Hits, 15.247 Billion Damage.

  2. [[media=youtube]zVT9cN-s5rs&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 236A ~ 9 Hits, 14.253 Billion Damage.

  3. [[media=youtube]Jjr-Buy8imE&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 236A, into either *Crash Intrude or *Omnidirectional Super Voltekka (you need to cancel into the super!) ~ Omnidirectional Super Voltekka Version: 41 Hits, 30.129 Billion Damage.

  4. [[media=youtube]jZ-xvK2Lgd8&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 236M (or C) ~ 11 Hits, 15.505 Billion Damage.

  5. [[media=youtube]SvuwAU5Bw-I&hd=1"[/media]] 5A, 5B, 2B, 5C, 2C ~ 5 Hits, 9.089 Billion Damage.

  6. [[media=youtube]x854ZHe_v0E&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 5B, j, 2C (jump into 2C has to be done fast!), C ~ Katzbalger, on last hit of Katzbalger either cancel into any super (Crash Intrude needs to be done very fast though as to not miss the opponent) ~ Omnidirectional Super Voltekka Version: 54 Hits, 34.972 Billion Damage.

  7. [[media=youtube]w9fiQME9yNk&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 5B, j, 2C (jump into 2C has to be done fast!), C ~ Katzbalger, follow the wall bounce with 5A, 5B, Launch, S.j, 5B, 5C ~ 27 Hits, 23.373 Billion Damage.

  8. [[media=youtube]v6Lw-UM9r4I&hd=1"[/media]] C ~ Falchion, any standing combo string for example combos 1-7 ~ 60 Hits, 35.028 Billion Damage (Video and damage show combos #6 + #8 with Omnidirectional Super Voltekka)

  9. [[media=youtube]EQGTwXxhZnk&hd=1"[/media]] 5A, 5B, 2B, 5C, 2C, 4C, 236A, cancel into Crash Intrude ~ 32 Hits, 20.211 Billion Damage.

  10. [[media=youtube]wr40s5D_334&hd=1"[/media]] *Credit to Blue Lightning: 5A, 5B, 2B, 5C, 2C, 4C, C ~ Shamshir, Crash Intrude (works best in corner; if opponent isn’t in the corner, once Shamshir hits, cancel into Crash Intrude). Shamshir does about 8 hits in the corner so time the cancel properly. ~ 39 Hits, 22.666 Billion Damage.

  1. [[media=youtube]vDwUDovmzTo&hd=1"[/media]] C ~ Katzbalger (follow next part ONLY if you travel full stage), 236C (or 236B). This combo only works if you land C ~ Katzbalger and you and the opponent travel full screen because you’ll finish your move and will be in the corner while your opponent does a huge wall bounce. ~ 15 Hits, 8.189 Billion Damage.

11a) [[media=youtube]66U_HTiAbMs&hd=1"[/media]] *Credit to x4ryuusei: This is the same as Combo #11 but I added a 236A, Crash Intrude into it. Not sure if it’s practical to use but we can always take it out. ~ 38 Hits, 13.920 Billion Damage.

  1. [[media=youtube]NjNAqtCQcT8&hd=1"[/media]] 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 5B, j, 2C, cancel the landing into Crash Intrude (note if the combo is done in the corner, this move will ALWAYS hit; if done anywhere else, you need to time the cancel into Crash Intrude correctly) ~ 35 Hits, 22.881 Billion Damage.

  2. [[media=youtube]Q-DBVQQcIbU&hd=1"[/media]] *Credit to Chindogg: 2A, 2A, 2B, C ~ Katzbalger, follow the wallbounce with 5A, 5B, Launch, S.j, 5B, A ~ Baselard, cancel into either *Crash Intrude or *Omnidirectional Super Voltekka ~ Crash Intrude Version: 45 Hits, 18.928 Billion Damage.

  3. *Credit to VR-Raiden: (corner) 5A, 5B, 2B, 5C, 2C, 4C, C ~ Katzbalger, launch, S.j, 5A, 5B, 236A, Omni-Voltekka/Crash Intrude/236C

  1. *Credit to VR-Raiden: (corner) 5A, 5B, 2B, 5C, 2C, 4C, C ~ Katzbalger, launch, S.j, 5A, 5B, j, 2C, Crash Intrude
  1. *Credit to dori. : (Corner) 5B, 2B, 5C, launcher, j, 5A, 5B, 5,B, A ~ Baselard, 5B, j, 5B, 5C, land, j.2C

  2. *Credit to dori. : 5B, 2B, 5C, launcher, j, 5A, 5B, 5B, A ~ Baselard, 5B, j, 5B, A ~ Baselard, 5B, Super

  3. *Credit to .Guy. : j.b, 5A, 5B, 2B, 5C, A ~ Baselard, BBQ, 5A, 5B, 2B, 5C, launch, j.a, j.a, j.b, j.b, j.2C, C ~Katzbalger, 5A, 5B, launch, j.a, j.a, 2C, B ~ Shamshir, Crash Intrude, 2C
    - 37bil, 67 hits, only works outside of the corner if Baselard Baroque 5B is done.

  4. *Credit to .Guy. : C ~ Falchion, 5A, 5B, 2B, 5C, A ~Baselard, BBQ, 5A, 5B, 2B, 5C, launch, j.a, j.a, j.b, j.b, j.2C, C ~ Katzbalger, 5A, 5B, launch, j.a, j.a, j.2C, B ~ Shamshir, Crash Interlude, j.2C
    - Does 38bil, corner. If not in corner, use Baselard Baroque 2B instead

  5. [[media=youtube]TNBJZZkWfnE"[/media]] (First combo of the video) *Credit to Zach: 5A, 5B, 2B, 5C, launch, S.j, 5A, 5A, 5B, 5B, dj.2C, C ~ Katzbalger, 5B, launch (pause), S.j, 5B, 5B, dj.2C, C ~ Shamshir, Crash Intrude, j.2C
    - Does 35bil for one bar

  6. *Credit to Zero ?: 5A, 5B, 2B, 5C, launch,S.j, jA, jA, jB, jB, j.2C, C ~ Shamshir, BBQ, C ~ Katzbalger, follow the wall bounce into wherever your imagination takes you.

*I encourage you to find other combos not listed here and to post it under this thread! [Note] - Please list the amount of damage done, if Baroque was used, and if the combo is only possible in a corner.

Assist Combos

  1. Using Tekkaman as a partner: 5A, 5B, 2B, 5C, Launch, S.j, 5A, 5A, 5B, 5B, j, 2C (jump into 2C has to be done fast!), C ~ Katzbalger, on last hit of Katzbalger cancel into Voltekka, cancel into Tekkaman’s Voltekka, cancel into T. Blade’s Voltekka (this combo is a triple Voltekka possible through the juggle state that the Voltekkas put the opponent in). Can also be done with Ryu and Frank West’s hadouken/mega buster supers respectively.

  2. Using Frank West as a partner: 5A, 5B, 2B, 5C, 2C, 4C, 236A, cancel into Crash Intrude, cancel into Frank West’s Zombie Charge (note Crash Intrude shouldn’t hit the opponent)

  3. *Credit to EarthStorm: Using Polimar as a partner: 5A, 5B, 2B, 5C, 2C, 4C, C ~ Shamshir, (Assist about midway), take 1 step forward, 5C, 4C, C ~ Shamshir, Crash Intrude (this is a corner combo that does a good 29k dmg)

  4. *Credit to Lord HDL: Here’s a nice combo with “Tekkatekk” (the name I gave the T. Blade/Tekk team ).

j.C or whatever starter into 5B 2B 5C, launch, sj.A sj.A sj.B sj.B, midair jump, 2C, B ~ Shamshir, call Tekkaman, sj.A sj.B sj.B, midair jump, sj.B, A ~ Baselard, super. Level 1 does around 31b damage, and level 3 does around 39b. In the corner you have to delay Tekkaman assist a little or he tends to miss. You can also cancel to baroque after the 5C, then do the ground string again before continuing. At 10% red life ending the combo with a level 1 does 33b and level 3 does 41b. At 20% they will do 43b and 50b respectively.

  1. *Credit to Lord HDL: Here’s a really good setup. Out of T. Blade’s ground normals, 2C has the most range, hits low, and lifts the opponent in the air a little bit. You can take advantage of that by doing:

Call Tekkaman, 2C (Tekk misses if 2C is done from the absolute max range), walk forward (go under the opponent), launch when the opponent is on your other side, sj.A sj.A sj.B sj.B, midair jump, 2C, C ~ Shamshir, Crash Intrude. This does around 25b damage.

Alternatively, you can do do that same combo but instead of the C ~ Shamshir, use C ~ Katzbalger, launch, sj.A sj.A, A ~ Baselard, super. Level 1 does around 28b damage, level 3 does around 37b. You can also do a second C ~ Katzbalger after the wall bounce and combo to level 1 before it ends (it won’t wall bounce again).

  1. *Credit to Lord HDL:
  1. *Credit to Lord HDL: Using Tekkaman partner assist: j.C or some starter move into 5B 2B 5C, call Tekkaman, 2C, walk back, and proceed to do the 2C sweep + Tekkaman assist combos in my previous post. You can even extend it by doing baroque after the 5C and doing the ground string again, then continuing with the rest.

  2. *Credit to Lord HDL: Using Tekkaman partner assist: j.C or starter into 5B 2B 5C 2C 4C, call Tekkaman, A ~ Baselard. Proceed to do the other Tekk assist combos from here. As always, you can cancel to baroque at 5C and then do the ground combo again.

    1. *Credit to Buktooth: Using Ryu as partner assist: 2B, 5C, launch, S.j, 5A, 5A, 5B, 5B , j, 2C , C ~ Shamshir (3-4 hits) , baroque , launch, S.j, 5A, 5A, 5B, 5B, j, 2C, C ~ Shamshir (call ryu assist around 3rd hit), 236A, 236A/B/C
  1. *redit to VR-Raiden: Using Zero as Partner assist: (corner/going into corner) 5A, 5B, 2B, 5C, 2C, 4C (P the moment before 4C hits), C ~ Falchion, C ~ Katzbalger, C ~ Katzbalger (cancel at or before hit 41 into…), Crash Intrude
    - 29.793 dmg with Crash Intrude end, 23.821 if stopped at hit 41.
    - uses assist, 1 super

  2. *Credit to VR-Raiden: Using Zero as Partner assist: (corner/going into corner) 5A, 5B, 2B, 5C, 2C, 4C (P the moment before 4C hits), C ~ Falchion, C ~ Katzbalger, jA, j236A, Omni-Voltekka
    - 37.172 dmg
    - uses assist, 3 supers

  3. *Credit to Lord HDL: Using Tekkaman as Partner assist:

  1. *Credit to Xansan: Using Morrigan as Partner assist: 5A, 5B, 2B, P, 5C, C ~ Falchion, 5A, 5B, 2B, 5C, launch, sj.AABB dj.2C, C ~ Katzbalger, 5B, launch, sj.B, A ~ Baselard, Crash Intrude
  1. *Credit to Lord HDL: Using Tekkaman Partner assist: j.C 5B 2B 5C 2C 4C, A ~ Baselard, BBQ, 5B, launch, sj.2C (that’s right, no air combo. Doing other hits here will cause the combo to drop later), B ~ Shamshir, call Tekkaman, sj. 5A, 5A, 5B, 5B, dj.2C, C ~ Katzbalger, 5B, launch, sj.2C, B ~ Shamshir, level 1 super, j.2C.
  1. *Credit to Xansan:

*with Jun
5A/j.C(2), 5B, 2B, P, 5C, C~Falchion, * does 65/66 hits for 35.014/37.064 billion

*with Morrigan
5A/j.C(2), 5B, 2B, P, 5C, C~Falchion, * does 65/66 hits for 35.694/37.435 billion

*with Ken
5A/j.C(2), 5B, 2B, P, 5C, A~Falchion, * does 63/64 hits for 34.736/36.738 billion
Has to be A~Falchion because the other versions aren’t fast enough to hit due to Ken’s assist not having a lot of hitstun. Trouble with this is A~Falchion might not take you through your opponent and hence not hit them if you don’t start the combo close enough.

*with Ryu
5A/j.C(2), 5B, 2B, 5C, P, C~Falchion, * does 65/66 hits for 36.581/38.085 billion

*with Yatterman-1
5A/j.C(2), 5B, 2B, 5C, P, C~Falchion, * does 65/66 hits for 36.825/38.249 billion
Trouble with Yatterman-1 was if you got to close to the corner his assist didn’t hit them.

The damage didn’t come up exactley the same every time, but it’s close enough.

If the combos take them into the corner/ they’re already in the corner, the Falchion hits a few more times for a tiny bit of extra damage.
Also when they’re in the corner and you’re stood right next to them before Falchion starts up, sometimes it’s really hard/ impossible to link a 5A after the Falchion. This also happens when they’re in the corner and you’re stood right next to them and do a Falchion. Any one else experiencing this? It’s really annoying.

After Crash Intrude, how does the game decide which side of them you land when they’re on the ground? Because j.2C seems to be much easier to link if their feet are facing you rather than their head.

And just because I wanted 2 Falchions in a combo:

*With Morrigan,
Stand at the opposite side of the screen to the opponent as far as possible.

Jump, air dash, P (just before you actually dash), j.C (2 hits), 5C, C~Falchion, 5A, 5B, 2B, 5C, bbq, 5A, 5B, 2B, P, 5C, C~Falchion ~ does 76 hits for 41.803 billion with 10% red health.

  1. [[media=youtube]hC7dQAJzPEE&hd=1"[/media]] *Credit to EarthStorm: Using Polimar as a partner: 5A, 5B, 2B, 5C, 2C, 4C, C ~ Shamshir, (Assist about midway), take 1 step forward, 5C, 4C, C ~ Shamshir, Crash Intrude (this is a corner combo that does a good 29k dmg) ~ 53 Hits, 29.026 Billion Damage.

  2. [[media=youtube]vXmGy4yidMY"[/media]] *Credit to Isu: Using Ryu as Partner assist: 5A, 5B, 2B, 5C, launch, S.j, j.B, j.236A, j.B, land, 5B, 5C, launch, S.j, j.A, j.236A, j.B, land, 5B, 5C, launch, j.A, j.B, j.B, j.236A, j.B, dj.2C, C ~ Katzbalger, 5B, launch, j.B, j.B, dj.2C, C ~ Shamshir, call assist to Omnidirectional Super Voltekka (or Crash Intrude either with or without assist) *This combo is basically a semi-infinite loop

*I encourage you to find other combos not listed here and to post it under this thread! [Note] - Please list the partner used, amount of damage done, if Baroque was used, and if the combo is only possible in a corner.


#2

Good job with this. I’ve tried combo 6) and damn, the timing from j. 2H into H ~ Katzbalger is STRICT. If I do it a frame later, the enemy gets knocked down. I’ll need to work on it.

Good guide!


#3

Discussion/Strategies

  1. *Credit to ShinsoBEAM!:
  1. *Credit to Lord HDL:
  1. *Credit to xS A M U R A Ix:
  1. *Credit to Drewski:
  1. *Credit to Aegis Neglector:

Combo Vids

Just a new section I created to list links to Tekkaman Blade combo vids out there:

  1. *Credit to T37 Rampage: [media=youtube]mqtveUtZNSc[/media] (*Combo made by SSJ Hibiki)

  2. http://www.shoryuken.com/editpost.php?do=editpost&postid=8278265

  3. *Credit to Blue Lightning: [media=youtube]4IhemokjGFw"[/media]

  1. http://www.capcom.co.jp/blog/vs/blog/20100129_1590.html (it’s the first video with the “Play” screen)

  2. *Credit to AlcaTraz644: http://www.nicovideo.jp/watch/sm9516159

Mix ups/Mind Games

I don’t know if I want to outright call these mind games but they do mess with your opponent’s reactions. To start with, my main team is Casshern/T. Blade. With Blade on point, I like to combo with: 5A, 5B, 2B, 5C, P & C ~ Falchion at the same time. This will cause you to cross up your opponent, and if they block incorrectly, Casshern will send them up and I’ll combo into either Voltekka or Omnidirectional Super Voltekka. Blade works best with anyone that can hit/block stun or send people into the air. Doing an air 2C cancelled into a Falchion can help get hits sometimes. Your best option to mix up is a Falchion + P!

*Credit to Blue Lightning: Land a C ~ Katzbalger, wait for your opponent to land on the ground and then do a Falchion to quickly cross-up your opponent so that he’s the one in the corner. Safest method is to cross up with an C ~ Falchion (B ~Falchion works too but will land you right next to your opponent so blocking may be necessary).

*Credit to changuillo: something important to remember about Falchion, the crossup occurs much earlier than you think, becausewhen blade gets to the other side the directions for the opponent will already been changed!, so you can play some tricks by using an assist plus Falchion, so that sometimes the assist hits normally and others it hits them from the back, it all depends on when you call your assist/use Falchion so its a pure guessing game, for example I use it with Karas assist because it stunnes them for a bit so if it hits the Falchion will hit as well into a combo, besides being one of the best assist because of its defensive uses.

Something I’ve noticed about using Falchion is that when Blade leaves his space lance spinning in place, the lance acts as if Blade (the actual character) is on that side even though he may already be on the other side of the opponent! So if you call in your partner assist while the lance is on the other side, the partner will appear next to the lance instead of the side that Blade is standing after he teleports. This is some good info for those who wish to experiment with Blade’s mixup game.

*Credit to Evil_ToasterofFP: [media=youtube]ZSReJfeK1Xo#t=2m35s"[/media] Around 2:36 T. Blade baroque cancels a Falchion before teleporting to the opposite side of the opponent confusing the opponent even more by not being able to block correctly.

*Credit to VR-Raiden:

  • I encourage you to find your own unique way of confusing your opponent and post it under this thread and I’ll add it to this section with credit to you! [Note] - T. Blade has to be on point in your combo.

Now that your done reading my on goings about Tekkaman Blade, I encourage you to try these moves for yourself. I’m sorry if I couldn’t provide you with technical things such as amount of frames for moves, but I tried my best and will continue to update this thread with more info about Blade as I come across it.


#4

Amazing first guide for Blade Xaolin, keep up the good work :lovin:


#5

Good job on the guide, but I think you could work to be a bit more descriptive about the properties of the attacks themselves.

For example you completely fail to mention that the Voltekka super causes knockdown, making it good for DHC’s with the right partner and stuff like that.


#6

I actually figured that out on my own while practicing earlier today but thanks anyway!

Either way, a cross-up tactic I’ve found to be effective and safe is landing a heavy Katsbalger, wait for your opponent to land on the ground and then do a Falchion to quickly cross-up your opponent so that he’s the one in the corner. I usually do the heavy version, but I think the light and medium ones work too, but I have to confirm. Light is the quickest one, so if that one works, that should be the main option.

Also a combo that I’ve found to be very strong and simple, works best in corner but it’s not essential:

  • 5L, 5M, 2M, 5H, H ~ Shamshir, Crash Intrude.

It’s more efficient in the corner since you get to land more hits. As soon as you press 5H for the first time, quickly mash it. This move has decent hitstun, so the timing to cancel it into Crash Intrude isn’t too strict.


#7

could you use A, B, C and D to describe his moves? thats how its done here anyways, not meant to be disrespectful at your thread, but if you could use those notations instead, would be great for those used to this forums. Thanks a lot


#8

Couldn’t it at least be “P” instead of “D”? That may cause less confusion.


#9

I have changed the terminology to present a more correct appearance for the users of the TvC board, even though I wanted to stray away from the BlazBlue attack names.

You have been accredited for your findings!

For the rest, I have added on to combos #2-#4 to improve the hit-confirm into super/Baselard moves.

I have also added my own combo #12, I’ll continue to add more as I discover them.

@frustratedsquirrel: I have yet to mention some things as I’m in college and do a lot of work sometimes. I’ll add more as I find time. Although I did mention in combo #10 that Voltekka super puts the opponent in a juggle state, but I get what you mean.

Thanks for those who have thanked me back! =)


#10

To add to what Blue Lightning said in the corner you can actually do.

5L, 5M, 2M, 5H, 2H, 4H, H ~ Shamshir, Crash Intrude

without crash intrude the corner combo still does a good 16k worth of dmg and with a proper assist you can probably tack on a good amount more.

EDIT: With POLIMAR - 5L, 5M, 2M, 5H, 2H, 4H, H ~ Shamshir, (Assis about midway), Take 1 step forward, 5H, 4H, H ~ Shamshir, Crash Intrude. Once again this is a corner combo but it does do a good 29k dmg


#11

something important to remember about Falchion, the crossup occurs much earlier than you think, becausewhen blade gets to the other side (which occurs really quick, so its difficult to react at) the directions for the opponent will already been changed!, so you can play some tricks by using an assist plus Falchion, so that sometimes the assist hits normally and others it hits them from the back, it all depends on when you call your assist/use Falchion so its a pure guessing game, for example I use it with Karas assist because it stunnes them for a bit so if it hits the Falchion will hit as well into a combo, besides being one of the best assist because of its defensive uses.


#12

You’ve been accredited for your findings, thanks for adding on to the ever growing thread. Please experiment with more things and let us know what you find. =)

@changuillo: I’ve changed “Katzbalger” to “Falchion” as that’s what I believe you meant to say unless I’m wrong and you actually meant Katzbalger. Note Falchion is the crossup teleport

You’ve also been accredited for your information, thanks a lot.


#13

yeah Im still getting used to his moves names, so complicated…couldnt they just come up with something easier? like mashy lance, or rocket saws…lol


#14

Hrm I don’t see my favorite so far.

2A, 2A, 2B, C Katzbalger, launch after wallbounce, j.A, A Baselard xx Omnidirectional Super Voltekka

Does somewhere around 27 with 51 hits.


#15

You’ve been accredited but I’ve changed around your combo to maximize it’s potential and improve the hit-confirm into super. Thanks a lot and I hope you like my changes, if not I’ll add a separate combo with the way you wrote it.


#16

Don’t know if anybody has noticed this or not.

But if your in the corner and you do a air combo that ends with J.c you can land and do J.2C ues he has enough time to do this lol


#17

Well that wouldn’t serve any purpose other than to play around in the match lol, I’ll have to try it to screw with my friends! =p


#18

[media=youtube]ZSReJfeK1Xo#t=2m35s[/media]

You can Baroque a Falchion before you dash to the other side. Could be extremely useful.


#19

you can baroque it also when he goes to the other side and the lance wont return, also useful, remember that with T.Blade you need to confuse your opp, you cant get predictable


#20

lol I just watched this fight also, you’ve been accredited for the link.

By the way, notice how Keits efficiently uses Blade’s thruster dash to mix up with an air 2C cancelled into C ~ Falchion. Although at points he was just spamming Falchions because the opponent didn’t know how to block it. It’s like Akuma’s teleport on steroids!

@changuillo: Well I’ve previously stated that Falchion can be cancelled into a Crash Intrude, so what I said basically confirms what you just said because you don’t need to wait for the lance to return to start something.