SvC Chaos: SNK Vs Capcom/Tessa: Difference between revisions

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==Normal Moves==
==Normal Moves==
''s.LP -'' (Far) Tessa does a simple attack with her staff. It has bad startup, but nice recovery. You can use this move as a poke, and only that. (Close) A double-slap. Good to use on Light Attacks, but whiffs on low crouching chars. Any hit can be normal canceled, and this move can chain into itself, and other Light Attacks. <br>
''s.LK -'' (Far) An attack with Al(Her cat, if you want to make Tessa use the other cat, Evan, choose the other color). It looks like it hits low, but it hits mid. It's generally used as a poke, to hit as a meaty attack(The reach can help). Can't be normal canceled, and can't chain into any Light Attack. (Close) Like the Far one, but with less reach. It's probably the best finisher for her short Light Attack chains. Can be normal canceled, but cannot chain into the other Light Attacks. <br>
''s.HP -'' (Far) Just a poking move with ice magic, but the reach isn't what it looks like. You can't hit your opponent with the tip of the ice thing, and if it whiffs, you can eat a combo. Can't be normal canceled too. (Close) A move for combos, but this isn't her best one. Just avoid this move, due to the bad startup. <br>
''s.HK -'' (Far) This move is nice for poking(The HK attack are the best normals too). Faster, and the reach is what it looks like. Cannot be normal canceled. (Close) Her best normal for combos. It's the most damaging, and has great startup(When compared to the cl.HP). Just learn how to use this.


''s.LP -'' <br>
''j.LP -'' The Diagonal and the Neutral versions are the same. Just an attack with her staff. Can be used as a jump-in attack, or as an air-to-air move(The reach helps). <br>
''s.LK -'' <br>
''j.LK -'' (Diagonal) A "kick" with her cat. Strange to use as a jump-in move(It can whiff on some characters if you try), but it has a decent angle. (Note: The cat is the attack here, not Tessa's leg.) (Neutral) Nice defensive move. Can be used as an air-to-air, due to the great reach. It can be used as a neutral jump-in too, but it's a little dangerous. <br>
''s.HP -'' <br>
''j.HP -'' The Diagonal and the Neutral versions are the same. Tessa will stop in the air, and will use her ice magic. This move is bad as a jump-in attack, due to the "stop". Interestingly enough, this move can be used after a backdash, like the dash hops on [[Darkstalkers]](It's probably the only normal with this feature in this game) <br>
''s.HK -''  
''j.HK -'' The Diagonal and the Neutral versions are the same. An attack with her "Dragon Tail". This is probably her best jump-in attack, because it can crossup(A little tricky, but it still can). Learn how to crossup with this move, and you'll do fine in your matches.


''j.LP -''<br>
''cr.LP -'' An attack with her... Magic bird? Dunno, but this move can be normal canceled, and can chain into all of the Light Attacks. <br>
''j.LK -''<br>
''cr.LK -'' Just another attack with her cat. Has nice reach, and hits low this time. You can use this move as a poke, but this move can't be normal canceled(Just imagine you canceling a cat, or do it in MAXIMUM Mode). <br>
''j.HP -''<br>
''cr.HP -'' Maybe... A normal anti-air? Not! She doesn't have reliable anti-airs, just don't use this, unless if you need a poke. Can't be normal canceled too. <br>
''j.HK -''
''cr.HK -'' Just another sweep that hits low, but this move can't be normal canceled(Unlike most of the other cr.HKs).


''cr.LP -'' <br>
''cr.LK -'' <br>
''cr.HP -'' <br>
''cr.HK -''
==Command Moves==
==Command Moves==
'''''Inroad Fowl'''''
'''''Inroad Fowl'''''

Revision as of 14:14, 27 July 2016

"My analysis of you is 78 percent complete... Can I get a bit more cooperation?" By: Tessa/Tabasa

Introduction

Tessafacesvc.png

This mage lady is Tessa/Tabasa(I'll call her Tessa), from the lost jewel of the niche's Capcom Board (CPS3) Warzard(a.k.a. Red Earth in Japan),and she is probably the most popular character of the game along with Leo of the awful Capcom Fighting Evolution/Jam. Here, she is very good for advanced players, because she is very technical(She can do basic things, but her game is really advanced).

The Mage researcher's Good and Bad Things

Good Things:

  • Has nice reach on her normals;
  • Her Command Grab has nice reach(It even has some glitches, and you can combo with it after a normal too);
  • Has nice moves to create pressure games;
  • Has a Super that can juggle on the corner;
  • Exceed is an unblockable grab that can juggle your opponent after it hits(Thanks to it, Tessa has amazing 100% combos in MAXIMUM Mode);
  • Has nice MAXIMUM Mode options(And an easy infinite);
  • Can use a jumping normal after a backdash(Pretty unique in the game).

Bad Things:

  • Very hard to Learn and Master(Yeah, she is strong, but very hard to use)
  • Her projectiles have bad startup;
  • Has bad anti-airs(She has a DP-Like move, but... She stops for a little time before hitting with it, and I won't talk about her anti-airs in the normal moves);
  • Although it can look like, you can't juggle after her Command grab;
  • You can't do two trap moves on your opponent(Sadly, but it's okay, she would be broken if she could do that);
  • Can't cancel most of her crouching attacks(3 of them, to be exact);
  • Isn't very friendly with Light Attack chains.

Moves List

Normal Moves

s.LP - (Far) Tessa does a simple attack with her staff. It has bad startup, but nice recovery. You can use this move as a poke, and only that. (Close) A double-slap. Good to use on Light Attacks, but whiffs on low crouching chars. Any hit can be normal canceled, and this move can chain into itself, and other Light Attacks.
s.LK - (Far) An attack with Al(Her cat, if you want to make Tessa use the other cat, Evan, choose the other color). It looks like it hits low, but it hits mid. It's generally used as a poke, to hit as a meaty attack(The reach can help). Can't be normal canceled, and can't chain into any Light Attack. (Close) Like the Far one, but with less reach. It's probably the best finisher for her short Light Attack chains. Can be normal canceled, but cannot chain into the other Light Attacks.
s.HP - (Far) Just a poking move with ice magic, but the reach isn't what it looks like. You can't hit your opponent with the tip of the ice thing, and if it whiffs, you can eat a combo. Can't be normal canceled too. (Close) A move for combos, but this isn't her best one. Just avoid this move, due to the bad startup.
s.HK - (Far) This move is nice for poking(The HK attack are the best normals too). Faster, and the reach is what it looks like. Cannot be normal canceled. (Close) Her best normal for combos. It's the most damaging, and has great startup(When compared to the cl.HP). Just learn how to use this.

j.LP - The Diagonal and the Neutral versions are the same. Just an attack with her staff. Can be used as a jump-in attack, or as an air-to-air move(The reach helps).
j.LK - (Diagonal) A "kick" with her cat. Strange to use as a jump-in move(It can whiff on some characters if you try), but it has a decent angle. (Note: The cat is the attack here, not Tessa's leg.) (Neutral) Nice defensive move. Can be used as an air-to-air, due to the great reach. It can be used as a neutral jump-in too, but it's a little dangerous.
j.HP - The Diagonal and the Neutral versions are the same. Tessa will stop in the air, and will use her ice magic. This move is bad as a jump-in attack, due to the "stop". Interestingly enough, this move can be used after a backdash, like the dash hops on Darkstalkers(It's probably the only normal with this feature in this game)
j.HK - The Diagonal and the Neutral versions are the same. An attack with her "Dragon Tail". This is probably her best jump-in attack, because it can crossup(A little tricky, but it still can). Learn how to crossup with this move, and you'll do fine in your matches.

cr.LP - An attack with her... Magic bird? Dunno, but this move can be normal canceled, and can chain into all of the Light Attacks.
cr.LK - Just another attack with her cat. Has nice reach, and hits low this time. You can use this move as a poke, but this move can't be normal canceled(Just imagine you canceling a cat, or do it in MAXIMUM Mode).
cr.HP - Maybe... A normal anti-air? Not! She doesn't have reliable anti-airs, just don't use this, unless if you need a poke. Can't be normal canceled too.
cr.HK - Just another sweep that hits low, but this move can't be normal canceled(Unlike most of the other cr.HKs).

Command Moves

Inroad Fowl

  • d+HK (In the air only; you can hold the button to delay the hit) -

Flask (Tachi)

  • f+HP (You can hold the button to delay the hit) -

Flask (Shagami)

  • df+HP (You can hold the button to delay the hit) -

Haul Flapper

  • df+LK -

Restive Kitten

  • df+HK -

Special Moves

Chakra Wave

  • QCF+P (In the ground or in the air) -

Winder Fist

  • QCF+K -
    • Follow-Ups:
      • She's On Enemy
        • QCF+K -

Reverie Sword

  • DP+P -

Jamming Ghost

  • DP+K -

As Sent Proof

  • HCB+P (While near from your opponent) -

Super Moves

Tricicle Edge

  • QCF(2x)+P (You can hold the button to delay the hits) -

Death Phenomeno

  • HCB(2x)+K -

Exceed

Meteo Fall

  • HCB(2x)+AC (While near from your opponent) -

The Basics

She is focused in two zones,long range trap projectiles and short ranges with throws,but can be defeated easily in jum-in games due to her short range and damaging anti-airs.


COMBOS

1.-Jump D, standing D, As Sent Proof or Reverie Sword

2.-Jump B, standing D, Wonder Fist, Sea's Anemone

3.-Jump D, standing D, Restive Kitten, Haul Flapper, Inroad Fowl

19)Jump D, standing D, Tricicle Edge

20)Jump D, standing D, Restive Kitten, Haul Flapper, Tricicle Edge

Jump D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Tricicle Edge

Jump D, standing D, Meteor Fall, Restive Kitten, Haul Flapper, Death Phenomeno (corner)

)Jump D, standing C, Tricicle Edge, Tricicle Edge

Crossup D, standing D, Haul Flapper, Meteor Fall, Restive Kitten, Death Phenomeno

Advanced Strategy

Match-Ups