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Gold Lightan: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
February 16, 2010 at 1:49 a.m. PST

Gold Lightan: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru, edited by staff

Character Overview

+ Powerful corner and wall pressure.
+ Fantastic Super Armor against hitstrings.
+ Can attack straight through non-cinematic Hyper and normal moves.
+ Great reach on his normals.
+ Extremely damaging combos, most relying on only 1 level of Hyper Meter.
+ Has a Snapback that can be comboed into.

- Very defensive players who abuse Baroque and run away the entire match.
- Easily landable Level 3 Hypers (i.e. Viewtiful Joe's Slow and Zoom).
- Characters with quick recoveries on their projectiles. (Yatterman's Kenda Magic)
- Grapplers that have command grabs with quick startup time. (Morrigan's Vector Drain)
- Fast multi-hitting moves that slow Lightan down. (Chun-Li's Lightning Legs)
- Cinematic moves or auto-combo moves. (i.e. Jun's Dancing Swan)
- Has some incredibly bad, almost unwinnable matchups.

Tatsunoko vs. Capcom Button Move Key

Gold Lightan is a Giant character in Tatsunoko vs. Capcom. Giant characters in TvC do not have partners and therefore cannot perform partner-specific gameplay techniques. However, they can still Baroque, Mega Crash, and Advance Guard like everyone else.

Giants such as Lightan have large amounts of Super Armor that makes them invulnerable to hitstun. While being struck does slow the Giants down animation-wise, they have the unique ability to counter-attack through hitstrings. They can still block if they choose, but they are not invulnerable to the blockstun of moves.

Playing Gold Lightan effectively involves keeping the pressure on your opponent at all times, and punishing every opening you can find without error. It is demanding and difficult since a very defensive player can leave very few openings.

One of the biggest things to watch out for are moves that involve cinematic auto-combos, such as Tekkaman Blade's Hard projectile, since there's no way to prevent being knocked away. If you're being struck by a lot of projectiles, dash through them and begin attacking. It's not worth trying to guard your way to their location; you'll take too much chip damage and lose time.

If you are using Lightan and you happen to be stuck in a combo string, you can use Baroque to cancel yourself back into a defensive blocking position. This only works if you Baroque between hits. When your opponent gets three levels of Hyper meter, play a lot more defensively. Your opponent will more than likely wait for a chance where you can't use Baroque to save yourself from one of your laggy normal or special moves and hit you hard. Next, beware of command grabs. All of the command grabs in the game work on the Giants without exception. If you notice a grappler getting close to you, just jab them out of range.

The Giants are the only characters in the game that can be stunned from being hit too many times. The only time this usually happens is if you happen to get caught in a big multi-hitting non-cinematic Hyper such as a giant laser. When this happens, you lose your Super Armor and can be launched and juggled just as much as any other normal character.

The next worst part is that the next combo after you are stunned is not damage scaled based on the previous Hyper that hit you. If you are ever caught in a scenario where you are stunned and your opponent has a powerful combo waiting, just Mega Crash to escape the stun.

It's possible to mash your way out of the stun, but there's simply not enough time to do it in this game before someone hits you.

The difference between Gold Lightan and PTX-40A Giant-wise is that Lightan is more of a poking, combo-centric character with a lot of far-reaching normals, where as PTX relies more on his special moves to achieve victory.

Lightan also relies more on creating openings in defense with pressure where as PTX relies more on mixups and juggles to deal damage. When faced together in battle, Lightan has a slight advantage because most of PTX's moves are ground-centric, where Lightan excels.

List of special moves to watch out for

• Tekkaman Blade's Medium and Hard Projectiles
• Casshern's Flying Drill
• Casshern's Friender Summon (Medium version)
• Tekkaman's Space Lariat
• Chun-Li's Lightning Legs
• Ken's Eagle Rush
• Jun's Dancing Swan
• Morrigan's Vector Drain
• Alex's Powerbomb
• Frank West's Great Swing

Special Moves

6.2 B
6.8 B
7.3 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Tank Slice (Gold Chop)
This move makes Gold Lightan swing his arm forward in a horizontal arc. This is a good offensive move to use against opponents since you can cancel into it from the last normal move in your BnB hitstring.

The Light version is very fast, safe, and easily comboable. The Medium and Hard versions are slower with more recovery time but are more damaging. The more important fact to note about the Medium and Hard Tank Slices is that you can combo into the Level 1 Hyper Gold Crash since these versions of the Slice knock your opponent down.

This move can also reflect projectiles. The timing is a little tricky though, so most players don't bother with it. To reflect projectiles, simply input the move before the fireball actually reaches Lightan's hand. Lastly, this move hits twice, but both of the hits knock down on the Medium and Hard versions.

5.1 B
5.9 B
6.7 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Battleship Breaker (Gold Drop Kick)
Lightan takes a leap and throws his leg out, traversing about half the screen. This move has a very long, active hitbox and also conjures a different hitbox as Lightan is landing on the ground.

You can use this to punish mid-screen projectile throwers. The Light version travels the least amount of distance but starts up the fastest, but the Hard version does a Snapback. To understand how Snapbacks and other mechanics work, check out the basic gameplay guide.

This move has a horrible amount of recovery time, but you can use Baroque to make it safer. Also, you can combo into this move from Lightan's Launcher. If you're accidentally getting a command grab instead of the Hard Drop Kick due to input leniency, try to end your joystick movement a little faster.

8.1 B
9.3 B
10.3 B

Joystick Joystick Joystick Joystick
Gold Quake
Gold Lightan's Quake hitbox covers the entire ground, similar to C. Viper's EX Seismo Hammer from Street Fighter 4. If you land this move, you can Cancel it into Gold Crash after your opponent lands on the ground. It's a great psyche-out move to use in a corner after trying to pummel your opponent. It also must be blocked low, adding to the confusion.

The startup animation of this move is similar to Gold Crash's, so you can use that for psychological purposes as well.

Light version has the quickest startup and least damage, Hard has the opposite. You can land Gold Crash after landing any version of the move.

If you're being kept out from attacking due to one of the special moves listed above, then Gold Quake is your only offensive option. This is especially useful against characters like Tekkaman and Tekkaman Blade.

12 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick (When close, command grab)
Gold Press
To execute the 360 motion you must hit 6 points on the joystick, you do not have to do a true 360 motion, 225 degrees will work -- and you can start from any direction. The input leniency in Tatsunoko vs. Capcom means that you have to be careful when doing the half-circle motions explained earlier in this guide; doing a Hard Gold Chop or a Hard Drop Kick may result in this move instead.

The next bad part is that you can cancel into this move despite it being a command grab, and the last bad part is that this move has input priority over the half-circle motions. Be precise.

This body slam command grab does a lot of damage, but it is techable and thus escapable. The window to tech the move is smaller than Gold Lightan's regular grab making it useful as a surprise move. This move can also grab opponents out of the air. If you're really trying to psyche your opponent out, you can cancel into this attack from a normal move like your launcher.

Hyper Moves

14.2 B
In Air
13.2 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Gold Crash (Level 1)
This is a Hyper version of Gold Stomp. It's the most practical Hyper move that Lightan has and it leads into his Level 3 Hyper.

It has a large amount of startup time, but this can be eliminated by executing the motion while Lightan is airborne, since Lightan will fall straight into the ground to complete this move instead.

The Gold Crash performed while jumping and the Gold Crash performed while standing on the ground have different properties. The one performed in the air does less damage and can be blocked high or low. The one done on the ground does more damage and must be blocked low; also, the ground version can lift opponents off the ground after a knockdown.

Gold Crash is a great Hyper move to punish people performing laggy moves on the ground such as projectiles and special moves. It's also the most comboable.

16.8 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Gold Kick (Level 1)
Gold Lightan does a much more powerful version of his standing kick. This move has a lot of startup time and the hitbox only extends within Lightan's foot, so it's really hard to punish whiffed moves with. However, you can combo into this move from Lightan's launcher.

This Hyper move is really powerful, but if you use it in a combo it does about the same damage as a combo ending in Gold Crash would have done. Still, if you manage to land a launcher on someone's character by chance, then this is the ultimate punishing Hyper to Cancel into.

23.44 B
In Air
22.4 B

Joystick Joystick Joystick Joystick Joystick
Gold Finger Crash (Level 3)
You have to successfully land Gold Crash before you can execute this move. While Gold Lightan is sliding forward to deal his soul-crushing blow, do this motion. Gold Lightan's eyes should flash, and he will slam his opponent into the ground, hard.

This move does a great amount of damage and is also totally free, depending on whether you land Gold Crash or not. Doing this move after doing the standing version of Gold Crash does slightly more damage, but not much.

When playing as Gold Lightan it is more than likely that you will accumulate lots of Hyper meter, so don't be afraid of using this move to finish someone off, especially a troublesome character whose matchup favor is against you.

Normal Moves

Joystick Joystick Joystick
Fist Slam (Overhead Attack)
Gold Lightan winds up and slams his fist into the ground. The range on this is great, it knocks down when it hits the opponent on the ground and it has to be blocked high. The recovery time is huge, making it a prime candidate for Baroque if blocked. The hitbox on the move is active for a really long time while the fist is coming down, so you can catch people jumping with it as well, but it won't knock down airborne opponents.

Joystick Joystick Joystick
Kick Poke
Pressing back plus the Medium Attack button does the same kick as a regular medium kick, but it is slightly slower and hits twice instead of once. This move is also extremely damaging for a poke and works great against PTX-40A. Also, you can land this normal after a regular standing medium kick.

Joystick (In the air)
Gold Stomp
Gold Lightan slams both of his feet into the ground. The shockwave is very small and usually only works if the opponent is directly beneath you. This move can be canceled into Gold Crash from the air, but your reaction time has to be pretty good.

Joystick Joystick Joystick
Lightan's launcher has more startup time than the launchers of other characters, but the delay in execution usually throws opponents off. If your timing is good, you can smack people trying to jump over you out of the corner with the ending animation. The only bad part of this launcher is that your opponent has to be fairly close to you for it to hit.

You can combo into this move from a standing Hard Attack, and you can cancel the launcher itself into Gold Drop Kick and Gold Kick for big damage and a potential Snapback.

Joystick or Joystick Joystick Joystick
Gold Lightan's throw is a little different than everyone else's in that he will attempt to do a throw even if an opponent is not near him. This grabs airborne opponents as well as grounded ones and does good damage.

Unfortunately, the amount of time to tech this throw is huge, making it totally worthless. It is better to execute the 360 throw (Gold Press) than this since they both serve the same function while the 360 throw gives opponents less time to escape and does more damage.


Keep in mind that any time you land Gold Crash you can also land Gold Finger Crash. Also, it's very easy to add Baroque in the middle of these combos for more damage.

Crouching Medium Attack, Standing Hard Attack, Cancel into Hard Tank Slice, Cancel into Gold Crash
Your ground bread and butter combo. Does a lot of damage. If you're having trouble with Hard Tank Slice coming out use the Medium version instead.

Standing Light Attack 3x, Standing Medium Attack, Kick Poke
Feel free to add as many Light Attacks as you want to to the beginning of this combo. This is Lightan's combo of choice against opponents in the air and is really damaging for a combo with so few inputs.

Crouching Medium Attack, Standing Hard Attack, Launcher, Cancel into Gold Kick
A variation of your ground combo. Only works if your opponents are close enough to get hit with your launcher. Substitute Gold Drop Kick if you don't want to use meter or if you want to use the Snapback.

Jumping Hard Attack, Cancel into Gold Crash
A risky way to land your Hyper, since the opponent must be grounded and your reaction time must be fast.

Gold Quake, Cancel into Gold Crash
A way to land Gold Crash fullscreen.

Fist Slam, Baroque Cancel, Gold Crash
You have to be quick to pull this off, but the rewards are worth it with such a fast long-range overhead move.

Crouching Hard Attack, Cancel into Gold Crash
You can cancel Gold Lightan's sweep into Gold Crash as well. It's also possible to combo into the sweep from a standing Hard Attack.

Tatsunoko vs. Capcom Storyline

Lightan is a golden warrior who came to Earth from the Robot Dimension to save humanity from the invasion of King Ibalda.

He retains the form of a small pocket-sized lighter until summoned. When he is called, he transforms into a giant robot traveling along the Rainbow Road and crushes enemies with his dynamic moves.

His signature move, "Gold Crash," pierces straight into his opponents' heart with his "hand sword" and crushes their core.

Character origins

Golden Warrior Gold Lightan is an anime series by the Tatsunoko company. Gold Lightan starts out as a small golden lighter than transforms into a 200 ton and almost 100 foot tall robot.

Lightan is owned by a young boy named Hiro and the show mainly focuses on the plot of defending earth from an alien robot invasion. Golden Lightan is aided by several other giant robots throughout the series.

Also, Lightan's Gold Crush Hyper move is actually his big special attack from the show.


JCT21 said on August 10, 2011 at 7:58 a.m.

The only way someone can beat this guy is if they teleport to the other side often.


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