Waku Waku 7/Tesse: Difference between revisions

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EX Denshi Kousen        qcf + LK+HK  
EX Denshi Kousen        qcf + LK+HK  


== WakuWaku ==


== DokiDoki ==
== DokiDoki ==
Line 840: Line 839:
                                                     opponent
                                                     opponent


=Combos=
 
=Strategies=




[[Category: Waku Waku 7]]
[[Category: Waku Waku 7]]
{{Waku Waku 7}}
{{Waku Waku 7}}

Revision as of 01:46, 17 April 2021

WW7 tesse.png

Tesse is the 7th automaton developed by Dr. Lombrozo. Each part of her body can be easily replaced. She loves human beings and wishes to become one.

Tesse is a zoner, with unique projectiles, her projectiles give a lot of ground and air control, long limbs normals with a good damage output

Mauru
Pros Cons
  • PLACEHOLDER
  • PLACEHOLDER


Normal Moves

5A

Standing Normals

5A
5A
Damage Guard Dizzy Cancel
11 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 (7) 4 3 +8 +1
  • PLACEHOLDER
5B
5B
Damage Guard Dizzy Cancel
27 Mid 5 n
Startup Active Recovery Adv. Hit Adv. Guard
19 4 14 +7 -3
  • PLACEHOLDER
5C
5C
Damage Guard Dizzy Cancel
13 Mid 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +10 +1
  • Tied with 2A as fast Tesse normal
5D
5D
Damage Guard Dizzy Cancel
33 Mid 20 n
Startup Active Recovery Adv. Hit Adv. Guard
11 19 11 KND -15
  • PLACEHOLDER

Crouching Normals

2A
2A
Damage Guard Dizzy Cancel
10 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 2 7 +2 -2
  • PLACEHOLDER
2B
2B
Damage Guard Dizzy Cancel
25 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
8 9 17 KND -11
  • PLACEHOLDER
2C
2C
Damage Guard Dizzy Cancel
12 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +10 +1
  • PLACEHOLDER
2D
2D
Damage Guard Dizzy Cancel
30 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
9 32 9 KND -26
  • PLACEHOLDER


Air Normals

J.A
J.A
Damage Guard Dizzy Cancel
11 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
4 7 GND - -
  • PLACEHOLDER


J.B
J.B
Damage Guard Dizzy Cancel
27 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
3 15 GND KND -

This move with JC and JD are also tied for faster normals of tesse but the fact that you have to wait until the jump animations reachs the higher point is not ctechnically tied


J.C
J.C
Damage Guard Dizzy Cancel
13 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
3 4 GND - -
  • PLACEHOLDER


J.D
J.D
Damage Guard Dizzy Cancel
33 high 25 n
Startup Active Recovery Adv. Hit Adv. Guard
3 13 GND KND -
  • PLACEHOLDER


Command Normals

6.A
6A
Damage Guard Dizzy Cancel
11 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
7 18 11 KND -16
  • Air unblockable


6.B
6B
Damage Guard Dizzy Cancel
29 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
8 23 15 WSL -23
  • Air unbloclable
3.C
3C
Damage Guard Dizzy Cancel
11 Low 10 -
Startup Active Recovery Adv. Hit Adv. Guard
7 18 11 KND -14
  • Air Unblockable


3.D
3D
Damage Guard Dizzy Cancel
26 Low 10 -
Startup Active Recovery Adv. Hit Adv. Guard
8 23 15 KND -23
  • Air unblockable


Universal Mechanics

Throw
Ground Throw
4/6B
Damage Guard Dizzy Cancel
38 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 21F.
Air Throw
Air Throw
J.4/6B
Damage Guard Dizzy Cancel
38 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 21F.
Command Grab
WakuWaku Nage
63214B
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -


Air Command Grab
Air WakuWaku Nage
J.63214B
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -


Universal Overhead
Chirachira Skirt
A/B+C/D
Damage Guard Dizzy Cancel
27 High 5 -
Startup Active Recovery Adv. Hit Adv. Guard
21 6 26 KND -17
  • Air unblockable


Pursuit
GuriGuri Tadon
When a opponent is down 8+any move
Damage Guard Dizzy Cancel
16 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
48 2 (18) 2 40 KND -47
  • Universal Pursuit mechanich
  • In general is not very used due to long start up and that you can mash out of knockdown to get up quicker


Rissing attack
Nobinobi Antennae
When down, [8]
Damage Guard Dizzy Cancel
27 High 10 -
Startup Active Recovery Adv. Hit Adv. Guard
8 20 9 KND -14
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it most of the time


Super mode
Super Mode
Any 3 buttons
Damage Guard Dizzy Cancel
55 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
17 52 31 KND -69
  • 1~77F: invincible.

Special Moves

623X
Arekore Poi
236A/B
WW7 Tesse 236A B cup sprite.png
WW7 Tesse 236A B Saucer sprite.png
WW7 Tesse 236A B Book sprite.png
WW7 Tesse 236A B RadioDog sprite.png
WW7 Tesse 236A B RadioBird sprite.png
WW7 Tesse 236A B Cactus sprite.png
WW7 Tesse 236A B Bomb sprite.png
WW7 Tesse 236A B Shell sprite.png
Cup Damage Guard Dizzy Cancel
7 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
2~22 - 39 -22 -36

While [A] is held, Tesse cycles through 8 different items within a thought bubble. ]A[ to use that item. [B] makes the thought bubble invisible, but Tesse's voice is still heard and all the items cycle at the same frame rate as they do with [A]. Hearing her voice becomes quite important because she cycles through the items with each syllable she speaks, making it easier to determine which one she's on.

Each item has various properties and guard levels, and move across the screen in different ways.

Cup travels in a low arc being slow

Voice Line: E~

Saucer Damage Guard Dizzy Cancel
7 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
23~44 - 39 -22 -36
  • Low Arc, Travels fast

Voice Line: to~

Book Damage Guard Dizzy Cancel
22 High 5 -
Startup Active Recovery Adv. Hit Adv. Guard
45~66 - 40 -22 -36
  • Mid Arc, Travel fast

Voice line: N~

Radio Dog Damage Guard Dizzy Cancel
22 low 5 -
Startup Active Recovery Adv. Hit Adv. Guard
67~88 - 39 -22 -36
  • Ground, Travels slow
  • Voice Line: to~
Radio Bird Damage Guard Dizzy Cancel
22 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
89~110 - 40 -24 -36
  • Air, Travels slow
  • Voice line: Doko
Cactus Damage Guard Dizzy Cancel
33 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
111~132 - 39 DZY -36
  • High Arc, Travels slow

Voice Line: Dakke

Bomb Damage Guard Dizzy Cancel
44 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
133~154 - 39 -14 -36
  • Ground, travels Fast
  • Voice Line: Are~
Shell Damage Guard Dizzy Cancel
66 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
155~198 - 39 KND -36
  • Air, Travels Fast

Voice line: Yada~

Super Special Moves

EX Moves


EX Himitsu Arekore Poi qcf + LP+HP (hold hold LP+HP for:

                          LP+HP to cycle           0 seconds = tea cup, plate,
                          item combinations          book; the book is an   
                          and release to use         overhead
                          these item               1 second = plate, book,
                          combinations; there        robot dog; the book is
                          is no item bubble as       an overhead and the
                          it is hidden)              robot dog must be
                                                     blocked low
                                                   1.5 seconds = book, robot
                                                     dog, robot bird; the 
                                                     book is an overhead and
                                                     the robot dog must be
                                                     blocked low
                                                   2 seconds = robot dog,
                                                     robot bird, cactus; the 
                                                     robot dog must be 
                                                     blocked low and the 
                                                     cactus dizzies opponent
                                                     if it connects (not
                                                     blocked)
                                                   2.5 seconds = robot bird,
                                                     cactus, bomb; cactus
                                                     dizzies opponent if it
                                                     connects (not blocked)
                                                   3 + seconds = cactus, bomb,
                                                     bullet bill; cactus
                                                     dizzies opponent if it
                                                     connects (not blocked)
                                                     and bullet bill grounds
                                                     opponent
                                                       Note that most likely
                                                       even if one item is
                                                       "destroyed", the rest
                                                       will make it through
                                                       (unless it's up against
                                                       a super projectile, of
                                                       course)

EX Air Himitsu Are. Poi qcf + LP+HP in air hold LP+HP for:

                          (hold LP+HP to cycle     0 seconds = tea cup, plate,
                          item combinations          book; the book is an  
                          and release to use         overhead
                          these item               1 second = plate, book,
                          combinations; there        robot dog; the book is
                          is no item bubble as       an overhead and the
                          it is hidden)              robot dog must be
                                                     blocked low
                                                   1.5 seconds = book, robot
                                                     dog, robot bird; the 
                                                     book is an overhead and
                                                     the robot dog must be
                                                     blocked low
                                                   2 seconds = robot dog,
                                                     robot bird, cactus; the 
                                                     robot dog must be 
                                                     blocked low and the 
                                                     cactus dizzies opponent
                                                     if it connects (not
                                                     blocked)
                                                   2.5 seconds = robot bird,
                                                     cactus, bomb; cactus
                                                     dizzies opponent if it
                                                     connects (not blocked)
                                                   3 + seconds = cactus, bomb,
                                                     bullet bill; cactus
                                                     dizzies opponent if it
                                                     connects (not blocked)
                                                     and bullet bill grounds
                                                     opponent
                                                       Note that most likely
                                                       even if one item is
                                                       "destroyed", the rest
                                                       will make it through
                                                       (unless it's up against
                                                       a super projectile, of
                                                       course)

EX Chikuchiku Attack f, d, df + LP+HP grounds opponent EX Chuuchuu Attack b, d, db + LP+HP this move allows Tesse

                                                   to regenerate her lifebar
                                                   if the move connects (not
                                                   blocked); grounds opponent

EX Denshi Kousen qcf + LK+HK


DokiDoki

Super


Chou Denshi Kai Kousen hcb, f + LK+HK


HaraHara

Hara Hara


Chou Denshi Eraser d, d + LK+HK/LP+HP unblockable; move will track

                                                   to opponent when finally
                                                   executed; Tesse will fall
                                                   down onto the ground after
                                                   the blast, and all wake up
                                                   options are still available
                                                   to her from there; grounds
                                                   opponent

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun