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Lichmassacre (talk | contribs) m (→Introduction: Overhaul of pros/cons. Still a WIP, but mainly clearing up misconceptions of Tessa.) |
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* Can do jumping normals while backdashing | * Can do jumping normals while backdashing | ||
* Incredible air-to-air | * Incredible air-to-air | ||
* Max Mode is a great boon, but isn't necessary | * Max Mode is a great boon, but isn't necessary | ||
* One of her supers can juggle | * One of her supers can juggle | ||
* '''Good anti-airs''' | |||
* '''Busted command grab:''' To call Tessa's command grab strong is underselling it. With several ways she can reliably confirm into it or set it up, on top of being instant and even allowing her to counter aerial attacks with front step, Tessa uses it very often. Ending in a hard knockdown further gives Tessa some of the best okizeme in the game. | |||
* '''Godlike okizeme:''' Command grab is not the only way for Tessa to enact her okizeme gameplay. Any time she gets a hard knockdown, she's able to force the opponent to play by her rules thanks to her ghost setups. These are not only nearly impossible to avoid, but can cross-up the opponent on wakeup, and then further interrupt them with a delayed follow-up attack. | |||
* Command grab Exceed that extends combos | * Command grab Exceed that extends combos | ||
* | * '''Resistance to crouching light confirms when crouching herself:''' Due to an oversight, Tessa's hurtbox is raised above the ground whenever she's hit with a light attack while crouching. Granted, this assumes Tessa isn't holding down back. This also doesn't make Tessa completely immune to low hitting confirms entirely either, since she can still be hit by mid-hitting attacks for a combo. Against some matchups, however, this makes fighting Tessa much harder, notably with shotos like Violent Ken. This does not apply to low hitting heavy attacks. | ||
* | * '''The best non-boss character:''' Not explicitly a pro in of itself, but you could argue that Tessa is by far the strongest of the non-boss characters, making her viable in any meta. If you were to make up a hypothetical scenario where all 12 bosses are automatically better than everyone else, that still puts Tessa high up at #13 on the tier list. In reality, though she has some flaws, Tessa is more than capable of fighting every matchup in the game, even the strongest boss characters. Tessa gets to reap unique benefits that other characters simply don't have. | ||
| cons= | | cons= | ||
* | * '''Fat hurtbox:''' Though it may not look like it at first glance, Tessa's hurtboxes are bigger than average, which can lead her to getting hit more easily. Though the height matches her sprite, her hurtboxes are a little wider than they appear. | ||
* | * '''Weak zoning and startup on zoning moves:''' Tessa is not a zoner, despite the common misconception that she is one given that her kit is designed to look like a zoner. First, her zoning tools including ghost have slow startup which makes using them a bit risky. Second, the attacks themselves are for the most part okay at best. Her fireball is slow and small, for example, and doesn't let her play fireball wars. | ||
* Hard to do Light chains | * Hard to do Light chains | ||
* Command grab ends combos | * Command grab ends combos | ||
* Command grab range is stubby | |||
* Can only use one trap at a time | * Can only use one trap at a time | ||
* Can't cancel most crouch attacks | * Can't cancel most crouch attacks | ||
* Exceed effectiveness is random | * '''Inconsistent Exceed effectiveness:''' The damage Tessa's exceed does is random due to the random nature of how the meteors spawn. They aren't guaranteed to fully connect depending on where Exceed is done, the character it's performed on, and where the meteors fall. It's still a powerful Exceed, but its effectiveness isn't reliable. | ||
* | * '''Unorthodox playstyle:''' Tessa is arguably one of the hardest characters in the game. Execution-wise, she's not too difficult, but her gameplay isn't terribly straightforward. Often when someone wants to play her in SVC, they try to play her as a zoner. In short, Tessa is not a zoner, a grappler, or even a rushdown fighter, but a footsies, oki-looping character. Getting used to playing her this way on top of all the other SVC knowledge required, including GCFS tech and matchup knowledge, can make getting good with Tessa take a lot of effort. Attempting to play her relying entirely on getting in to do command grab isn't going to get Tessa far, either. | ||
}} | }} | ||
Revision as of 18:33, 29 March 2024
タバサ, Tabasa | |
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Difficulty | Difficult |
Max Mode Needed? | Up to you, but it helps |
Tier Placement | Top Tier (S) |
Standing Hitbox | ? |
Crouching Hitbox | Tall |
Introduction
Tessa, also known as Tabasa, is a witch that debuted in the niche CPS3 Capcom fighting game Red Earth/Warzard, and has since been relegated to being a guest appearance in the annals of Capcom's long history of forgotten IPs. At the very least, though, she made her (perhaps unexpected) appearance in SVC a very compelling one as the strongest of the non-boss characters and one of the best zoners in the game as a whole. She takes quite a bit of practice to do well with her, but once you get a hang of her, she has plenty to offer that forces nearly any character to play her game.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, (4), 2 | 5 | 17 | 2nd= +5 | 2nd= +3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 3 | 6 | 12 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 3 | 6 | 18 | +11 | +9 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 7 | 16 | 27 | -3 | -5 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 4 | 4 | 20 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 12 | 20 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 21 | 6 | 19 | 46 | -5 | -7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 2 | 21 | 32 | -3 | -5 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 5 | 4 | 14 | +3 | +1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 3 | 7 | 16 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 17 | 6 | 15 | 38 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 4 | 22 | 35 | SKD | -8 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 10 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 13 | 7 | 12 | ~33 | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 3, 3 | - | - | - | - | - | |
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Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
She's On Enemy qcf K |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40x3 | 45 | Mid (Low on feet) | 4x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56 (Explosion 24) | 56 (Explosion 24) | Mid (Explosion Unblockable) | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
96 (Meteor 8x11) | 96 (Meteor 8) | Throw | 0 | 0 | 0 | X | 0 | 1 | 20 | 21 | SKD | X | No invul on whiff, full invul throughout only if Exceed connects | |
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Strategy
Basic Strategy
Tessa's glitch with the unblockable grab
Yeah, the glitch mentioned above. It's very important for her game, and can make you win many matchups(Or, and it works with most of the cast, I think). "What I need to do to make it work?" Just wait for a jump. If he/she performs any normal attack, quickly do a GCF, and then do the Command grab's input. "But I can do it when my opponent's on the ground!" Yeah, but if you do it when he/she's is jumping, you'll still hit your opponent(While he/she is still in the air). It's very good to make your opponent stop jumping, which helps for her zoning game(I mean, never jump against Tessa). If you need some examples, click [here] to watch them. (Note: Here, I just used the GCF example because is seems easier to do, she has some more options to make the glitch work, just watch the video and you'll see.)
Another Glitch
This glitch is with the grab too, but it's kind of a better way to use the Ghost. First, just make the Command Grab hit(You can use the glitch above to do that, kind of a followup), and when you can move, perform the ghost's input. Now, just quickly do a Super Jump(Or dash and jump), but try to land on the other side of your opponent. Your opponent will wakeup with his back turned, meaning that he/she will have to block the ghost to the other side, which is a common glitch in the Neo-Geo games. You can abuse of this glitch with Tessa. Oh, did I said that you can followup with any combo after the ghost hits? Learn this glitch, that's one of the things that makes Tessa an OP char.
Tessa's gameplan
Tessa can be a zoning char(The best one), or a close-range char(The most technical one, but maybe stronger), just choose. If you choose "zoning", just spam things(Especially her Ghost and the projectiles), that's how zoning works. Know your anti-airs(They are very situational), and punish them when you need with a damaging combo. Her zoning game is the best if you like to build meter. When you score a knockdown, it's better to do the standard projectile(From far away), and after it, a ghost(If he/she jumps, he/she will meet the ghost). If you go to the Max Mode, just be offensive, you have easy loops to land. If you choose "close-range", you'll be offensive everytime, and make sure you land the glitches(That means, don't jump that much). If you score a knockdown, you can do meaty moves from far away, like her standard projectile, or you can prepare your ghost, and be free to do what you want(The ghost can make your opponent be aware of jumping too, like an Aegis Reflector). Good luck in your future matches.
Advanced Strategy
Resets
Resets are important here, it's said on almost every character's section. Tessa has easy reset setups with her DP+A(You can juggle with a normal after the attack, making your opponent land without getting a knockdown). The resets aren't hard things to do, you just need patience. After any reset combo, just do any grab move(Time well, and you can get the hit). This reset can be done everywhere, so you can prepare her glitch by using this. You don't need to learn it too, it's just here because it's useful.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
For all of Tessa's combos that can be done with a jump-in, j.2D can be used as the jump-in but only against tall characters.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.2D,) cl.C, cr.B / cr./st.D | TBA | TBA | TBA | TBA | This is just a link, not terribly useful. |
(j.2D, j.X,) cl.D, dp A, j.X | TBA | TBA | TBA | TBA | Easy combo to begin. The optional Bird is in there just if you need more damage(You don't need to learn how to use the Bird as a combo starter, but if you want, practice on Hugo/EQ). As you know, you can juggle after the last hit of the DP+A, and the two options are good(The Bird will knockdown, and the j.D will reset your opponent, this will be explained later). If you're on midscreen, and you're having problems with the j.D, just use a j.A instead. You can cancel the cl.D into her Command grab, just if you don't like his combo. |
(j.2D, j.X,) cl.D, df.D, df.B, j.X | TBA | TBA | TBA | TBA | Another reset/knockdown setup. It can be a variation of the first combo(If you use DP+A instead of the df+B, but it's easier with the df+B only). Like in the first combo, if you're having problems with the j.D, just use the j.A instead. |
(j.2D, j.X,) cl.D, qcf K x2 | TBA | TBA | TBA | TBA | Just a combo with the dragon. The combo is simple, and as damaging as the above. Oh, after the dragon finisher, your opponent will wakeup with his back turned(Meaning that he/she will wakeup facing the wrong side), you can throw a projectile on your opponent here, and maybe, it can hit him/her(If he/she knows this trick, he/she'll know how to block). |
(j.2D, j.X,) cl.D, qcf x2 P | TBA | TBA | TBA | TBA | Just a combo to hit-confirm the super(She has better options, but it's still good to use). You can add another Super after the Super, but only if it does two hits. The damage is very good too. |
(j.2D, j.X,) cl.D, df.D, df.B, (SC or delay) qcf x2 P | TBA | TBA | TBA | TBA | A more damaging version of the combo above, but works better on midscreen(The Super won't even be on the screen if used on the corner). Good to practice, damaging, and you can add another Super after the Super(You already knew that) |
(Midscreen only) (j.2D, j.X,) cl.D, Exceed, df.D, df.B, qcf x2 P | TBA | TBA | TBA | TBA | This is a combo with the Exceed involved. It already does a ton of damage, but you can add another super to add more damage, also. You need to learn it, but it's just a midscreen variation(The easier to land). The corner variation is below. |
(Corner only) (j.2D, j.X,) cl.D, Exceed, df.D, df.B, hcb x2 K | TBA | TBA | TBA | TBA | This is the corner variation, and one of the best hit-confirms for the Cat bomb. It won't insta-kill, but you can apply pressure on your opponent. Watch out, if Tessa takes damage(Not chip damage), the timer will stop. |
(j.2D, j.X crossup,) cl.D, df.B, Exceed, df.D, df.B, super | TBA | TBA | TBA | TBA | Another good combo, but a very hard one. Can do 100% damage on certain characters too. If you're having problems with it, just stick with the two above. This is just a more damaging version. Which super you use depends on your position. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.2D, j.X,) cl.D, dp A(1), (C)df.D, [(delay) dp A(1), (C)df.D,]xN, df.B, super | TBA | TBA | TBA | TBA | You should learn it, just for the combo below(It won't work with the DP+C too, just to say). If you're having problems with the below, just stick with this one(That's why it's here). It can't KO your opponent, but it's a good way to use your meter in Max Mode. If you want to begin the loop with the df+D, go ahead, but it will be harder. Again, after the QCF(2x)+P Super, you can add another one(If you haven't fully spend your meter, do it, you won't lose anything). Which super you use depends on your position. |
(j.2D, j.X,) cl.D, Exceed, df.D, [(delay) dp A(1), (C)df.D,]xN, df.B, super | TBA | TBA | TBA | TBA | This one can guarantee a KO(If the Exceed helps). It's harder than the above, because it's a mix of some normal mode combos, and her Max Mode loop. If you're having problems with it, just stick with the loop above, it can help you too, but don't worry, you have other options for combos with the Exceed. |