Pocket Rumble

Pocket Rumble

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Tenchi Tutorial
By frig
A guide to the basics of Danny Deerhoof. Current as of Beta 0.3.5.
   
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Mobility


Tenchi's movement is pretty standard. He has a two-way uncancelable ground dash, which moves him quickly a short distance, but leaves him totally vulnerable. Still, backdashing is a good way to escape some situations, like jump-ins or certain reversals, and forward dashing is good for enforcing pressure if you're playing rushdown Tenchi. Not much else to say! I guess you can use it in footsies if you're feeling brave, but be sure to learn your spacing. "Shimmying," dashing in and either attacking or dashing out, can be powerful in the right hands.
Normals
Standing A


Tenchi's standing A is very standard-- it's a fast jab that cancels into itself, but has super-short range. It's an excellent combo starter for him, though, as it can combo into any of his specials, or even his super, if canceled quickly. Even though it only works point-blank, a two-jab string is your most fearsome hit confirm.

Standing B


One of the very best pokes in the game. It's deceptively fast, surprisingly safe, and out-ranges most equivalent options from other characters. It also applies generous hitstun, making it a decent hit confirm, but at longer ranges it will only combo into down-forward specials or super. You can use it to punish opponents trying to backdash out of your jab/throw range, and it's a very low-risk anti-air vs. mid-range jump-ins and Naomi's hype hops. It's even safe to meaty most reversals with, or punish a Naomi for whiffing Geyser. It's very whiff punishable itself, though, and loses to increased-priority specials when their hitboxes collide, so try not to be too predictable with it.

Crouching A


Your main tool for footsies, which you'll be playing a lot once you have meter. This move is quick, it hits low, and it has pretty good range. Perfectly safe on block and virtually impossible to whiff punish, so use this a lot when you're fishing for a hit confirm. Combos into down-forward specials and super at all ranges.

Crouching B


Tenchi's sweep. Hits low and knocks down. With its very respectable range, it excels at punishing whiffed or max-range blocked moves that other characters have a lot of trouble dealing with. Starts up pretty fast, but has considerable recovery and doesn't combo into anything, making it situational. Great for throwing out as an almost reversal-proof meaty or continuing a max-range blockstring into fireball.

Jumping A


Excellent aerial poke. Its huge range and quick speed lets it stuff most other jump moves easily, and it will always combo into cr.A off an advancing jump-in. Use this to control space versus someone who's jumping a lot or is scared to DP. Be careful, though, because this loses to j.B moves if the hitboxes clash. If you hit someone air-to-air with this, buffer a fireball as soon as you hit the ground to force them to block or DP. Hits high like all other jump moves.

Jumping B


Decent crossup with a lot of hitstun and a ton of active frames, but ZERO horizontal range. Requires somewhat specific positioning for it to actually cross up, but not too hard to use once you've got the hang of it. It's difficult but possible to win air-to-air exchanges with this move. Not a safejump, since all air normals cause a brief no-guard period once you touch the ground, so using this as oki against most characters will get you blown up. Can instant-overhead, but that's punishable even on hit, so save it for bold kills.

Throws


These are the most standard throws of All Time. 2 damage and a knockdown. Like all throws in Pocket Rumble, you can choose which direction you want to throw your opponent in the middle of the animation, regardless of which command you started the throw with.





Image: Forward throw and back throw.

Buffering a fireball after one of these forces your opponent to block or DP. Throwing someone into the corner, buffering a fireball, then buffering a super fireball is guaranteed damage at a certain range, except against Parker-- if they try to jump, they get hit by the fireball and it combos into super for 5 hits. If they block, that's 2.5 chip damage. If they DP, the super catches their recovery for 4 hits. Get your opponent too scared to do anything but block!

Side note: Forward throw has more frame advantage than back throw.
Specials
DF+A, or "Fireball"


Tenchi's most important special. A staple combo ender and effective keepaway tool. Causes a lot of blockstun-- almost enough to keep someone totally locked down at fullscreen. Throwing them in bunches is also the best way to build meter! Has a lot of recovery, though, so don't use it at close range unless you want to get jump-in punished. Fireballs are destroyed upon contact with any other projectile.

DB+A, or "Air Antlers"


Your "safer" reversal/anti-air. Use this for anti-air juggles and against crossups or really deep jump-ins. Invulnerable until its apex, recovery until grounded. Pretty safe to whiff at longer ranges, if you don't want to build meter with fireballs. This attack cannot hit crouching opponents, so pick your reversal wisely.

DF+B, or "Charge Antlers"


Increased priority, lots of active frames, and long range make this your go-to for whiff punishes and mid-range pressure. Excellent for catching opponents jumping over your fireballs, and very safe on block at max range due to pushback. It's the only special that will always combo from st.B. Causes a juggle knockdown, but you won't get any follow-ups unless you hit with it really late in the corner. You can go for a meaty with this move, but it's usually really unsafe against DP characters. Use this a lot, but know when to use it a lot.

It's safe to meaty with at a very specific range, though-- and with a very specific timing. Hit someone into the corner with your super, and wait for them to "bounce" during their knockdown. Begin buffering Charge Antlers right when they reach the apex of their little "bounce." If you're at the proper range, this antler charge is safe on block, able to combo into itself on hit, and out of range to be counterhit by any reversal!

DB+B, or "Antler Flip"


With two hits and lightning-fast + invulnerable startup, this is your most menacing reversal. It's also your go-to ender for your most powerful corner combos. Don't rely on it, though, because it's ridiculously punishable on block or whiff-- the recovery even lasts until a few frames after you've touched ground. Also, it won't hit opponents going for a cross-up; Use Air Antlers for that. Lastly, while it might look like a good chip killer, the second hit will whiff crouching opponents, giving them an opportunity to turn the tables in a big way.
Meter
Tenchi gains meter by performing special moves. All specials fill one peg of meter, amounting to 1/6th of the bar. When the bar is full, he can perform his ultimate move:

A+B: The "Rumble Fireball"


A super-charged fireball that costs full meter. Deals 4 hits of damage, and is not destroyed by most normal projectiles. This is Tenchi's most powerful combo ender, and his gameplan revolves around landing it. Thankfully, there are plenty of ways to do this-- you can combo it from any of his normals (except sweep,) or set it up with a fireball trap. Under certain circumstances, you can even combo it from some of his specials. It also does a nasty 2 chip damage, which is sure to dissuade your opponent from just sitting in guard. The fear of the fireball is Tenchi's most powerful tool.
Combos
(Note: "xx" denotes a cancel. ">" denotes a link.)

  • cr.A xx Fireball (2 damage)
  • st.A(x2) xx Charge Antlers (3 damage, knockdown)
  • j.A > st.A xx Antler Flip (4 damage, knockdown)
  • j.A > cr.A xx Air Antlers (3 damage, knockdown, good oki setup)
  • st.B xx Charge Antlers (2 damage, knockdown, max range option)
  • j.B > st.A(x2) xx Rumble Fireball (7 damage, knockdown, max damage without anti-air)
  • Anti-air Air Antlers > Charge Antlers (2 damage, knockdown)

Advanced:
  • j.B > st.A(x2) xx Antler Flip (5 damage, knockdown, corner only)
  • Anti-air Air Antlers > Rumble Fireball (5 damage, knockdown, timing-and-spacing-dependent)
  • Meaty Charge Antlers > Rumble Fireball (5 damage, knockdown, corner only)
  • Meaty Charge Antlers > st.B xx meaty Charge Antlers (2 damage, dumb reset loop, corner only)
  • Meaty Charge Antlers > Air Antlers > Antler Flip (4 damage, knockdown, corner only, must meaty on last active frame)
  • Anti-air Air Antlers > Air Antlers > Air Antlers > Air Antlers > Rumble Fireball (8 damage, knockdown, corner only, very difficult)
  • Anti-air Air Antlers > Air Antlers(x4) > Antler Flip (7 damage, knockdown, corner only, very VERY difficult)
  • Anti-air Air Antlers > Air Antlers(x5) (6 damage, knockdown, corner only, pixel-and-frame-perfect, for all intents and purposes impossible, but hey it gains a full bar of meter)



Image: Proof 8-hit is real.

Anti-Reversal Sweep OS


(Thanks, Ada!)
That's It!
Thanks for reading. This one took a while, huh? I'll try to keep it updated to reflect any changes made to Tenchi in the coming patches, but hopefully he won't change too much. Ol' reliable Tenchi.

Be sure to check out our Wiki[pocketrumblewiki.com] and recommend the game to all your friends!

See you on Ranked!
4 Comments
Taiko 17 Jan, 2023 @ 8:33pm 
godly guide man +rep :truelove13:
Pixeller 24 Feb, 2017 @ 11:05pm 
Nice! Thanks. :SBpenguin:
Floyd 29 Nov, 2016 @ 1:38am 
Nice guide.. Thanks
DBZFORMERS 30 Jul, 2016 @ 9:13pm 
nice!:steamhappy: