Tekkaman: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide
Last updated on Dec. 13, 2009
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
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• Space Lance •
Makes Tekkaman throw his lance which works kind of like a boomerang. He'll need to catch it on its way back or he'll be unarmed, and being so shortens the reach of his normal moves.
If you miss the lance while it's coming back it will be returned to you with time.
If you're hit while it's returning, the lance will stick in the ground waiting to be picked up by walking over it, like Vega's claw in the Street Fighter games. From there you can also grab it with your Space Lariat or changing characters will return it to you as well.
This is a very good projectile once you learn how to use it, but the trade offs can be limiting.
The strength of the button determines the number of hits, speed and damage. Light is fast, but only hits one time. Hard hits 5 times, but is slower.
(Can also be done in the air)
• Helicopter Lance (Zanga Kazaguruma) •
Tekkaman spins his lance above his head. It has terrific range and does nice damage, plus it works well in combos.
When used in the air, this doesn't have as much range as on the ground, but it's still handy.
The button pressed determines the speed and damage on this attack.
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• Space Lariat (Tech Winn) •
Executing this move makes Tekkaman throw out his rope and attempt to lasso his opponent. If you use the Light Attack you can do a follow up after wards with another move, while with Medium and Hard versions you can't combo after landing them, but they do more damage.
(Press an Attack Button rapidly, can also be done in the air)
• Gatling Lance •
Think of this like E. Honda's Hundred Hand Slap. The range is awesome and it's easy to combo into. This gives Tekkaman a nice combo that pushes back his opponent letting you use your exceptional range capabilities even more.
The Light version will continue to fire away without stopping when you're mashing the button, but the Medium and Hard versions will pause briefly while you're jabbing your lance.
One of Tekkaman's best regular moves.
Hyper Moves
(Can also be used in the air)
• Hyper Laser Beam (Level 1, Vol Tekka) •
This will likely remind you of Ironman's Proton Cannon from the Marvel vs. Capcom games. Tekkaman fires a big laser beam from the shark gem in his forehead. There's a bit of start up and recovery time, but it does a lot of damage.
• Laser Space Lance (Level 1, Daikaiten Space Lance) •
This Hyper move does a lot of damage too. Tekkaman throws up his lance and shoots a laser at it causing the beam to reflect off the lance and spread out a bit.
A solid anti air move as the lance can hit your opponent and the beam will juggle them on the way down.
This attack has a bit of start up time, but it's still very good.
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• Space Knights Formation (Level 3) •
Tekkaman will toss out his rope and if it hits he'll impale his enemy on his lance, throw them into the air and punch them with the aid of a Pegas. This also does a lot of damage, and it's not too hard to combo into either.
Normal Moves
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• Launcher •
This will launch your opponent up into the air.
Assists
| Partner Assist | Variable Counter | Variable Combination |
| Space Lariat | Down-Toward + Hard Attack (Launcher) | Hyper Laser Beam |
Tatsunoko vs. Capcom Storyline
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.
Character origins
Tekkaman is from the Tekkaman: The Space Knight anime series by Tatsunoko. The show takes place in the 21st century and Earth is becoming uninhabitable. Scientists send out a ship to look for a new planet when they're attacked by aliens.
To respond to this new threat, Dr. Amachi creates a 'Pegas' (basically a giant flying robot) which can transform someone into a 'Tekkaman'. The main purpose of this invention is to battle the aliens who are preventing them from finding a new Earth.
There's a couple of reboots for this series that were released in the 1990s that change up the plot quite a bit and the Tekkamen go from being a human invention to the leaders of the alien army. A few side with the humans though and wage war on their former comrades.
The double-bladed weapon you see the Tekkaman wielding in the image above is called a 'Space Lance', which is their weapon of choice.
Contributions to this guide by Gnik.

Posted by Tatsu-Man on May 28, 2009 at 10:31 a.m. #1
YA Tekkaman "is" the man!!
Posted by specs on May 29, 2009 at 7:44 a.m. #2
SPACE LANCE!!!
Posted by baz on May 30, 2009 at 6:13 p.m. #3
He's pretty good and cheap, good secondary character!
Posted by khoi on June 2, 2009 at 2:14 a.m. #4
luckily they didn't name him "technoman." i remember looking at a dvd of it and seeing that ugly title.
Posted by olibata on June 21, 2009 at 11:31 a.m. #5
this guy does ridiculous damage. i got a couple of combos for him. 1. light-med-heavy-launcher-super jump and as you jump charge down-light-helicopter lance. 2. A hard space lance can combo into his hyper laser beam so do that everytime. The combo is Light space lariat(make sure opponent crosses over) and continue holding back. Once they crossover(and you're still holding back, which will be forward when they crossover), press hard to do space lance - hyper laser beam. This requires good timing. 3. Standing forward+hard(he does two hits) can combo into any hyper move w good spacing. It owns when your opponent switches character and misses(and if u use space knights formation). hope this helps
Posted by MechAlucard on October 10, 2009 at 2:02 p.m. #6
Personally I'm looking forward to Tekkaman Blade. When it comes out here I swear to god if they call him technoman I will just import the Japanese game instead.
at least Tekkaman has great range and some cheap attacks. his major weakness is that he loses his lance if you don't throw it right. then again that's not such a big deal because it comes back in few seconds any ways.
Posted by mikey on October 12, 2009 at 7:20 p.m. #7
He has to be GOD tier man there's no doubt in my mind
Posted by Anonymous on February 3, 2010 at 3:02 p.m. #8
Better combo than 1.:
L, M, H, launch, jump, L, M, M, H windmill. In the corner you can do a second jump after the two M's, then, L, M, H windmill. You can do it full-screen, but it may whiff on certain characters.
4. L, M, H, ->H, fireball assist (done shortly after your ->H input) ~ H tek lance ~ Voltekka. This does 20B+ damage, but it doesen't work in the corner due to the lance flying off screen. The assist isn't needed against some characters, but certain characters don't get hit if you don't do it.
5. Tek win (against grounded opponent), jL, M, H windmill. Does 10B, but IDK how useful Tek win is.
Posted by Anonymous on February 4, 2010 at 10:10 a.m. #9
Update:
After a H air windmill, you can link into another H air windmill. Just charge during the first, then activate the second with link timing.
Posted by Ryan D. on February 8, 2010 at 1:06 p.m. #10
Hyper Laser Beam comes out faster when Tekkaman isn't holding his lance, so the game is just asking you to use the Hard Space Lance to hit-confirm into a his (faster) Hyper Laser Beam.
Also, even just basic combos do a ton of damage with this guy, but he's really slow and his launcher is kind of weird.
Posted by Darkneos on February 9, 2010 at 8:29 p.m. #11
Kind of like Tekkanman blade better. This version is too slow for my style.
Posted by Anthony Andolora/ D-BOY on March 1, 2010 at 12:22 a.m. #12
Tekkaman & Tekkaman Blade are the coolest characters in the game team them both up for insane Hyper combo's!!!. Slow are you kidding!!!????. Learn the combos!!! try this one on for size. Do a basic chain combo, then launch your victim in the air and call your Tekkaman and or Blade in as your 2nd partner and preform hyper combo #1 in the air PEGAS comes he lands on him and then launches his VOLTEKKAAAAAA!!!!!!!!!!!!!!!!!! not as good as BLADE'S but very deadly!!!.
Posted by Teh Return of Pizza Guy on March 3, 2010 at 12:38 p.m. #13
Tekkaman is beyond 'cheap'. His combos take the damage of uncomboed hyper combos and his Tek Lancer special is stronger than most character's ultimate's. If he isn't God Tier, than I don't know who is.
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