Tenchi
Tenchi | |
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Tenchi is Pocket Rumble's shoto, armed with a fireball and powerful anti-air specials. He gains meter by doing specials, regardless of whether they connect, and uses it to perform a souped-up version of his fireball. He can dash to quickly move forward and backward.
Moveset[edit]
Normals[edit]
Input | Move | Description | Frame Data | Hit/Block stun | Notes | |||||
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12 | ||||||||
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18 | ||||||||
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16 | Low | |||||||
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KD / 21 | Low, knocks down | |||||||
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14 | High | |||||||
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20 | High, can cross up |
Throws[edit]
Input | Move | Description | Frame Data | Notes | |||||
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Knee Bash | Two consecutive knee bashes. |
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2 hits, becomes 5B if it whiffs | |||||
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Tomoe Nage | A knee bash followed by a backwards somersault throw. |
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2 hits, becomes 5B if it whiffs |
Dash[edit]
Input | Move | Description | Frame Data | Notes | |||||
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Forward Dash | Tenchi dashes forwards |
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Distance: | |||||
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Back Dash | Tenchi dashes backwards |
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Distance: |
Specials[edit]
Rumble Meter[edit]
Each special move Tenchi performs will add one peg to his Rumble Meter. After all six pegs have been filled, he can spend them to unleash a powerful Rumble Fireball.
Input | Move | Description | Frame Data | Hit/Block stun | Notes | |||||
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A faster, stronger, and scarier fireball. |
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KD / 35 | Cancels normal projectiles, 4 hits, juggles |
Stage[edit]
Combos[edit]
Midscreen Combos[edit]
j.A or j.B > 5A > 5A > 3A or 3B - 3A is safe on block, but doesn't knockdown
5B > 1B - Even if first hit of 1B doesn't connect, the second hit will still combo
2A > 3A or 3B
j.A or j.B > 5A > 5A > AB
(Anti-Air) 1A > 5A or 1B or 2B or 3B or AB - Height and spacing dependent
Corner Combos[edit]
j.A or j.B > 5A > 5A > 1B
Strategy[edit]
Tenchi is a character that wants to play at mid to long range. He has good pokes that are quick and long ranged.
Tenchi has a fireball on his down forward A which is great at controlling space and getting the opponent to jump, which can be covered by his multitude of anti-airs.
Anti-Airs:
1A is good at covering cross-up jumps
1B is good at catching jumps right in front of him
5B is good at catching Jumps a bit too far out for 1B
3B is good for catching far jumps
AB is great for all types of jumps aside from full-screen.
j.a is good for meeting opponents in the air, but can be impractical to use, especially when compared to his other anti-air options
Do be aware that the non-invulnerable anti airs do have a tendency to trade with certain jump attacks.
Tenchi's forward dash is another great neutral tool as it goes very far with little lag. Dash to throw is only 18 frames and goes quite a bit farther than his 2B, great for catching an opponent off guard looking for a poke, jump, or fireball.
Tenchi also has great burst damage due to his Rumble Fireball which builds very quickly, especially if the first parts of a round are spent throwing practically risk-less fireballs from full-screen. Tenchi can use his super very easily in combos. Even if its blocked it is *mostly* safe and does 2 damage on block, great for a chip KO. Due to the speed of Tenchi's super once he has it ready it is very scary for the opponent to jump or do something committal, like a fireball of their own. Tenchi can use this hesitation to approach and go on the offense more easily.
Tenchi has the fastest invulnerable reversals in the game, however they do have some crucial blind-spots that must be kept in mind. Both his 1A and 1B have very short range on the first hit and do not generally hit the hitboxes of low attacks. A spaced sweep from the opponent on a Tenchi's getting up from a knockdown cannot be punished by an invulnerable reversal.
One of Tenchi's biggest weaknesses is that he has trouble hitting opponents who block a lot. He lacks a grounded overhead option so his only way of beating blocking is a throw, which can be hard to set up. He can get around this issue by clever and crafty use of throwing after hitting opponents with his light normals, as well as an unpredictable dash throw. He also can make great use of chip damage with his down forward A fireball, a well spaced down forward B which can be plus on block, and his super which is an easy way to get guaranteed and safe chip damage off of a canceled normal.
History[edit]
- 0.3.4.0: Downback+A: knocks higher
- 0.3.1.0: Being hit during the active frames of downforward+B no longer puts you in a crouching position.
Characters | |
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Playable Characters | Tenchi • Naomi • Keiko • Quinn • June • Hector • Parker • Subject 11 |