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

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[[image:Tessasvc.gif|"My analysis of you is 78 percent complete... Can I get a bit more cooperation?" By: Tessa/Tabasa|right]]
{{TOClimit|3}}
=Introduction=
{{SVC Character Subnav|name=Tessa}}
[[image:Tessafacesvc.png|right]]
This mage/witch 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'''''
{| class="wikitable" style="float:right; margin-left: 10px;"
|-
! align="center" colspan="2" | タバサ, Tabasa
|-
! align="center" colspan="2" | [[image:Tessasvc.gif|"My analysis of you is 78 percent complete... Can I get a bit more cooperation?"|center]]
|-
| '''Category''' || Normal
|-
| '''Playstyle''' || Unorthodox footsies vortex
|-
| '''Difficulty''' || Difficult
|-
| '''Max Mode Needed?''' || Up to you, but it helps
|-
| '''Tier Placement''' || Top Tier (S)
|-
| '''Standing Hitbox''' || ?
|-
| '''Crouching Hitbox''' || Tall
|-
| '''Defense Modifier''' || 223
|-
| '''Wall Jump''' || No
|}


''Good Things:''
==Introduction==
* Has nice reach on her normals;
[[image:Tessafacesvc.png|right]]
* Her Command Grab has nice reach(It even has some glitches, and you can combo with it after a normal too);
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.
* Has nice moves to create pressure games;
* Has the best air-to-air in the game(By only pressing two buttons);
* 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 in there);
* Can use a jumping normal after a backdash(Pretty unique for her in this game).


''Bad Things:''
{{ ProConTable
* Very hard to Learn and Master(Yeah, she is strong, clearly High Tier, but she is very hard to use)
| pros=
* Her projectiles/long-range things have bad startup;
* '''Some great normals:''' Between most of her command normals, cl.B, her close heavies, and most of her jump attacks, Tessa has a reliable set of normals to play footsies with.
* 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);
* '''Can do jumping normals while backdashing:''' A minor boon, but something Tessa can use to stop people from trying to chase her down.
* Although it can look like, you can't juggle after her Command grab;
* '''Max Mode is a great boon, but isn't necessary:''' Tessa gets a myriad of benefits with Max Mode between low confirms and Max Mode combos, but several other aspects of her kit are already so strong that you don't need to rely on Max Mode, either. She plays reliably well whether you use max mode or not.
* You can't do two trap moves on your opponent(Sadly, but it's okay, she would be broken if she could do that);
* '''Bird and Cat normals:''' Tessa has access to a few command normals that have either a cat or bird attack for her, which are some of the best command normals in the game when used right. Cat allows Tessa to safely anti-air and also lets her combo into her bird. By itself, it's a safe but annoying air-to-air, but when used in a juggle, results in a hard knockdown.
* Can't cancel most of her crouching attacks(3 of them, to be exact);
* '''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.
* Isn't very friendly with Light Attack chains.
* '''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.
* '''Easy setups into hard knockdown:''' Whether it's Tessa's command grab, or her bird normal, Tessa can very easily confirm a hard knockdown, whether it be through a punish, or through a simple combo that lets her end in the bird normal. And since her oki is busted, this makes the frequency of hard knockdowns even more busted. Off of Tessa's supers, too, she can score a hard knockdown.
* '''Command grab Exceed that extends combos:''' Though random, Tessa's Exceed can be a great boon for Tessa. It does high damage, is itself a fast command grab, and can even extend her already strong combos. Which, of course, leads to her oki.
* '''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=
* '''Some bad normals:''' Yes, the wiki says Tessa has great normals, but there's other normals which are pretty mediocre. Notably, her heavy crouching and standing buttons are either too slow for their own good, or suffer from SVC hitbox jank that punishes Tessa. Other attacks like df.C are situational at best, and only add to the misconception that Tessa is primarily a zoner.
* '''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.
* '''Command grab range is stubby:''' Tessa has to basically get in the opponent's face for her to land command grab, or else it whiffs and she's vulnerable, if only briefly. With front step, this should never be an issue, but in neutral or outside of combos, you need to be careful when using it.
* '''Can only use one spell at a time:''' Tessa's specials can only co-exist one at a time on screen, depending on the special moves in question. Tessa hardly needs more than one special at a time, but poor use of her spells can potentially mess up Tessa's setups.
* '''Low confirms locked behind Max Mode:''' Tessa only has access to heavy starters if she is outside of Max Mode. They still remain viable combos, but Tessa will struggle with some hit-confirms and have fewer ways of opening the opponent up. Reason being, she can't cancel most of her low attacks.
* '''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.
}}


=Moves List=
<center>{{FrameDataKey-SVC}}</center>


==Normal Moves==
==Move List==
''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>
===Normal Moves===
''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>
====Close Normals====
''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>
===== <span class="invisible-header"></span> =====
''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.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=cl.A
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{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=5
|Active=1, (4), 2
|Recovery=5
|Total=17
|Hit Adv='''2nd= +5'''
|Block Adv='''2nd= +3'''
|Invulnerability=
|description=* 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.
}}
}}


''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>
===== <span class="invisible-header"></span> =====
''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>
<font style="visibility:hidden" size="0"></font>
''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>
{{MoveData
''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.
|image=
|subtitle=
|caption=
|name=cl.B
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=3
|Active=3
|Recovery=6
|Total=12
|Hit Adv=+3
|Block Adv=+1
|Invulnerability=
|description=* 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.
}}
}}


''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>
===== <span class="invisible-header"></span> =====
''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>
<font style="visibility:hidden" size="0"></font>
''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>
{{MoveData
''cr.HK -'' Just another sweep that hits low, but this move can't be normal canceled(Unlike most of the other cr.HKs).
|image=
|subtitle=
|caption=
|name=cl.C
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=9
|Active=3
|Recovery=6
|Total=18
|Hit Adv=+11
|Block Adv=+9
|Invulnerability=
|description=* A move for combos, but this isn't her best one. Just avoid this move, due to the bad startup.
}}
}}


==Command Moves==
===== <span class="invisible-header"></span> =====
'''''Inroad Fowl''''' ''(aka Bird)''
<font style="visibility:hidden" size="0"></font>
* d+HK (In the air only; you can hold the button to delay the hit) - This is one of the things that make Tessa a good character. ''"Why? It's just a little bird..."'' Yeah, but not only that. It can just beat '''ANY''' move in the air in the whole game, because the bird can't take damage(Meaning that no one can trade hits in the air when against it, your opponent will just lose). Oh, it can defeat air projectiles too, and I think [[Demitri Maximoff (SvC)|Demitri's]] ES fireball(It destroys normal projectiles, is very horizontal, and can be used in the air) can be included in this list. Oh, it can be a combo starter against tall characters too, but more details about this will be on her combos section. Well, you'll need to learn how to use this move, it's very useful for her game(If you like zoning, you can use this, and if you like to be broken against your opponent in the air, abuse of this move).
{{MoveData
|image=
|subtitle=
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|name=cl.D
|data=
{{AttackData-SVC
|Damage=
|Counter Dmg=
|Guard=Mid
|G. Crush=
|Stun=
|Meter=
|Cancel=
|Startup=4
|Active=7
|Recovery=16
|Total=27
|Hit Adv=-3
|Block Adv=-5
|Invulnerability=
|description=* Her best normal for combos. It's the most damaging, and has great startup(When compared to the cl.C). Just learn how to use this.
}}
}}


'''''Flask (Tachi)'''''
====Far Normals====
* f+HP (You can hold the button to delay the hit) - This move is good for zoning, and can be used as an anti-air(Probably her best one), or as a meaty attack. It's very fast too, and you can even delay the hit(Dangerous, but you can). If you release the button pressed when the Flask isn't falling down, the ice magic will aim upwards. If you release it after the Flask passes Tessa's hat, the ice magic will be like her f.HP, but with way better reach. If you hold the button until the end(Or until it hits your opponent), the Flask will just be destroyed, but Tessa will recover faster than the two other versions mentioned before(On the other versions, Tessa points with her finger to fire the ice magic). Learn how to use this move if you like zoning games. (Important note: In case you hold the Flask until the end, it can act as a low-hitting move, but it depends of where it hits. And no, it won't act as an overhead if you throw the Flask on the opponent's head while he/she's crouching.)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=st.A
|data=
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|Total=20
|Hit Adv=+4
|Block Adv=+2
|Invulnerability=
|description=* 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.
}}
}}


'''''Flask (Shagami)'''''
===== <span class="invisible-header"></span> =====
* df+HP (You can hold the button to delay the hit) - This version isn't that useful when compared to the version above. It can do anything that the move above can do: When you hold, Tessa will roll her Flask on the ground, and the attack will hit low(The above can do it), but your opponent can easily jump over it. ''"No worries! I can just release the button to predict his/her jump!'' Don't even try it. You'll just eat a damaging combo. Avoid this move, the above is just better.
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|name=st.B
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{{AttackData-SVC
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|Recovery=12
|Total=20
|Hit Adv=-4
|Block Adv=-6
|Invulnerability=
|description=* 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.
}}
}}


'''''Haul Flapper'''''
===== <span class="invisible-header"></span> =====
* df+LK - Decent move for combos(In the ground). Tessa uses her cat to do an attack aiming upwards. It's said that it can juggle without a counter hit, assuming that it hits your opponent in the air(Like an anti-air, but I don't know if it's reliable). It's fast, has almost no recovery, and can be used on some ground combos.
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|Meter=
|Cancel=
|Startup=21
|Active=6
|Recovery=19
|Total=46
|Hit Adv=-5
|Block Adv=-7
|Invulnerability=
|description=* 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.
}}
}}


'''''Restive Kitten'''''
===== <span class="invisible-header"></span> =====
* df+HK - This is the move. It's like a stronger version of the Haul Flapper above. Very useful, and I can confirm that you can juggle if this move hits your opponent(It sends your opponent flying right above you, and you know what this means... FREE DAMAGE GUYS!!!!) It can easily combo after a normal, and Tessa even has some easy-to-land infinites with it in MAXIMUM Mode. Oh! did I said that you can followup her Exceed with this move? Yeah, that's the real juggle, and her Exceed is a setup for the infinite mentioned, which is amazing for her. The cat will go higher, but a little slower than the "LK version".
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|Total=32
|Hit Adv=-3
|Block Adv=-5
|Invulnerability=
|description=* This move is nice for poking(The D attack are the best normals too). Faster, and the reach is what it looks like. Cannot be normal canceled.
* Has a lingering hurtbox that doesn't go away until the recovery completely finishes, so it's easy to whiff punish.
}}
}}


==Special Moves==
====Crouch Normals====
'''''Chakra Wave'''''
===== <span class="invisible-header"></span> =====
* QCF+P (In the ground or in the air) - A standard projectile for her zoning game. The recovery of this move is very bad(No matter how you use it), and the best way to use it is to catch jumpers(By using the air version). If [[Earthquake (SvC)|EQ]] has meter, he can easily punish you by using this projectile.
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|Startup=5
|Active=5
|Recovery=4
|Total=14
|Hit Adv=+3
|Block Adv=+1
|Invulnerability=
|description=* An attack with her... Magic bird? Dunno, but this move can be normal canceled, and can chain into all of the Light Attacks.
}}
}}


'''''Winder Fist''''' ''(aka Dragon)''
===== <span class="invisible-header"></span> =====
* QCF+K - Tessa transforms her arm into a dragon. This part of the move won't do anything special, but it can combo after the cancelable Heavy Attacks.
<font style="visibility:hidden" size="0"></font>
**Follow-Ups:
{{MoveData
***''She's On Enemy''
|image=
**** QCF+K after the above hits - The dragon will grab your opponent and throw him/her to the other side of the screen(It's not unblockable). If you whiff the move above, you still can use this followup. You can use this move on combos, you can need.
|subtitle=
|caption=
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|data=
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|Recovery=7
|Total=16
|Hit Adv=+2
|Block Adv=+0
|Invulnerability=
|description=* 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 Max Mode).
}}
}}


'''''Reverie Sword'''''
===== <span class="invisible-header"></span> =====
* DP+P - Her... DP-Like move. Not that good for an anti-air, because she stops after using it, and it doesn't have invincibility frames, making it a risky move to use. It should be better if you stick with the LP version, because you can juggle(With almost any air attack) after it, and it has infinites with this version in MAXIMUM Mode too.
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|Stun=
|Meter=
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|Startup=17
|Active=6
|Recovery=15
|Total=38
|Hit Adv=-1
|Block Adv=-3
|Invulnerability=
|description=* 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.
}}
}}


'''''Jamming Ghost''''' ''(aka Ghost)''
===== <span class="invisible-header"></span> =====
* DP+K - One of Tessa's moves to do pressure games. It helps on zoning too(Some characters can hardly jump over it), but it's easy to block. If the ghost hits, four ghosts will surround your opponent, and move when he/she moves. They will attack him at the same time after some seconds, and that's what makes him/her block, leaving you open to move and do pressure things. The best ways to use it are on punish situations, or if you make your opponent fall on it. (Important note: While the ghosts are surrounding your opponent, you can't use the Cat Bomb, her Chakra Wave, or another Ghost)
<font style="visibility:hidden" size="0"></font>
{{MoveData
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|Stun=
|Meter=
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|Startup=9
|Active=4
|Recovery=22
|Total=35
|Hit Adv=SKD
|Block Adv=-8
|Invulnerability=
|description=* Just another sweep that hits low, but this move can't be normal canceled(Unlike most of the other cr.HKs).
}}
}}


'''''As Sent Proof'''''
====Jumping Normals====
* HCB+P (While near from your opponent) - Tessa's unblockable grab. This move is very good to use(It even has some unblockable glitches), and the reach can help you(It can be used after any normal if you need more damage). Although it can look like, no, you can't juggle after this move, but it's still good to use(The gliches will be explained later).
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
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|Active=10
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Invulnerability=
|description=* Neutral/Diagonal Jumping Attack
* Just an attack with her staff. Can be used as a jump-in attack, or as an air-to-air move(The reach helps).
}}
}}


==Super Moves==
===== <span class="invisible-header"></span> =====
'''''Tricicle Edge'''''
<font style="visibility:hidden" size="0"></font>
* QCF(2x)+P (You can hold the button to delay the hits) - This is a cool super. You can juggle after this move, but only if does one/two hits. It can even be a followup for the Exceed! Good damage after incredible damage! It can combo into itself too, but only on the corner. If you hold the button until it hits the ground, it can hit low too(Like the other Flask moves), which is good, but you can't juggle after this version of the move.
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|description=* Neutral Jumping Attack
* 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.
}}
}}


'''''Death Phenomeno''''' ''(aka Cat Bomb)''
===== <span class="invisible-header"></span> =====
* HCB(2x)+K - Another move for pressure games. It's hard to hit(Can only hit while close from your opponent), but it has hit-confirm combos(Some of them will be on her combos section). If it hits, a timer will appear on the opponent's head. When the timer reaches zero(0), an explosion animation will occur(The explosion does incredible damage too, like when the super hits, which makes him/her block it). You can use the super as an anti-air too, but can you react with two HCBs? (Important note: While the timer is on the opponent's head, you can't use the Ghost Special Move)
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|description=* Diagonal Jumping Attack
* 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.)
}}
}}


===Exceed===
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'''''Meteo Fall''''' ''(aka Meteor)''
<font style="visibility:hidden" size="0"></font>
* HCB(2x)+AC (While near from your opponent) - Another unblockable grab with incredible reach and damage(Dunno if it has the same glitches mentioned before). After the move hits, many meteors will fall on your opponent, but where they will land is random(It's not the only random Exceed in this game). Like her Command grab, it can be used after any normal too, leading to more damage. Like said in the "Good and Bad things", you can juggle after the Exceed hits, but only if your opponent is on the reach. I think Tessa has 100% combos in normal mode due to the juggle, but I can't confirm that(I can confirm that she has 100% combos in MAXIMUM Mode involving this Exceed).
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|description=* Neutral/Diagonal Jumping Attack
* 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)
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}}


=The Basics=
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'''''Tessa's glitch with the unblockable grab'''''
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|description=* Neutral/Diagonal Jumping Attack
* 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.
}}
}}


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 [[https://www.youtube.com/watch?v=APYRaiB_hWM 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.)
===Command Normals===
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|description=* This is one of the things that make Tessa a good character. ''"Why? It's just a little bird..."'' Yeah, but not only that. It can just beat '''ANY''' move in the air in the whole game, because the bird can't take damage(Meaning that no one can trade hits in the air when against it, your opponent will just lose). Oh, it can defeat air projectiles too, and I think [[Demitri Maximoff (SvC)|Demitri's]] ES fireball(It destroys normal projectiles, is very horizontal, and can be used in the air) can be included in this list. Oh, it can be a combo starter against tall characters too, but more details about this will be on her combos section. Well, you'll need to learn how to use this move, it's very useful for her game(If you like zoning, you can use this, and if you like to be broken against your opponent in the air, abuse of this move).
}}
}}


'''''Another Glitch'''''
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<font style="visibility:hidden" size="0"></font>
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|description=* This move is good for zoning, and can be used as an anti-air(Probably her best one), or as a meaty attack. It's very fast too, and you can even delay the hit(Dangerous, but you can). If you release the button pressed when the Flask isn't falling down, the ice magic will aim upwards. If you release it after the Flask passes Tessa's hat, the ice magic will be like her f.C, but with way better reach. If you hold the button until the end(Or until it hits your opponent), the Flask will just be destroyed, but Tessa will recover faster than the two other versions mentioned before(On the other versions, Tessa points with her finger to fire the ice magic). Learn how to use this move if you like zoning games. (Important note: In case you hold the Flask until the end, it can act as a low-hitting move, but it depends of where it hits. And no, it won't act as an overhead if you throw the Flask on the opponent's head while he/she's crouching.)
}}
}}


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.
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<font style="visibility:hidden" size="0"></font>
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|description=* This version isn't that useful when compared to the version above. It can do anything that the move above can do: When you hold, Tessa will roll her Flask on the ground, and the attack will hit low(The above can do it), but your opponent can easily jump over it. ''"No worries! I can just release the button to predict his/her jump!'' Don't even try it. You'll just eat a damaging combo. Avoid this move, the above is just better.
}}
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'''''Tessa's gameplan'''''
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<font style="visibility:hidden" size="0"></font>
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|description=* Decent move for combos(In the ground). Tessa uses her cat to do an attack aiming upwards. It's said that it can juggle without a counter hit, assuming that it hits your opponent in the air(Like an anti-air, but I don't know if it's reliable). It's fast, has almost no recovery, and can be used on some ground combos.
}}
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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 MAXIMUM Mode, just be offensive, you have easy infinites 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.
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<font style="visibility:hidden" size="0"></font>
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|description=* This is the move. It's like a stronger version of the Haul Flapper above. Very useful, and I can confirm that you can juggle if this move hits your opponent(It sends your opponent flying right above you, and you know what this means... FREE DAMAGE GUYS!!!!) It can easily combo after a normal, and Tessa even has some easy-to-land loops with it in Max Mode. Oh! did I said that you can followup her Exceed with this move? Yeah, that's the real juggle, and her Exceed is a setup for the loop mentioned, which is amazing for her. The cat will go higher, but a little slower than the "B version".
}}
}}


'''''Some Combos''''' ''(Without MAXIMUM Mode)''<br>
===Throws===
Tessa has many options for combos, I'll only put some good ones to practice.
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''1-'' [Optional Bird(Tall opponents only), Jump Attack] cl.HK, DP+LP, Bird/j.HK - ''7 hits; 9 with the optional things''
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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 (SvC)|Hugo]]/[[Earthquake (SvC)|EQ]]). As you know, you can juggle after the last hit of the DP+LP, and the two options are good(The Bird will knockdown, and the j.HK will reset your opponent, this will be explained later). If you're on midscreen, and you're having problems with the j.HK, just use a j.LP instead. You can cancel the cl.HK into her Command grab, just if you don't like his combo.
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''2-'' [Optional Bird(Tall opponents only), Jump Attack] cl.HK, QCF+K(2x) - ''3 hits; 5 with the optional things''
===Special Moves===
===== <span class="invisible-header"></span> =====
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|description=* A standard projectile for her zoning game. The recovery of this move is very bad(No matter how you use it), and the best way to use it is to catch jumpers(By using the air version). If [[Earthquake (SvC)|EQ]] has meter, he can easily punish you by using this projectile.
}}
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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).
===== <span class="invisible-header"></span> =====
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|description=* Tessa transforms her arm into a dragon. This part of the move won't do anything special, but it can combo after the cancelable Heavy Attacks.
}}
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|description=* The dragon will grab your opponent and throw him/her to the other side of the screen(It's not unblockable). If you whiff the move above, you still can use this followup. You can use this move on combos, you can need.
}}
}}


''3-'' [Optional Bird(Tall opponents only), Jump Attack] cl.HK, df+HK, df+LK, Bird/j.HK - ''4 hits; 6 with the optional things''
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|description=* Tessa's DP.
* Not a good anti-air because Tessa lacks i-frames and has mediocre hitboxes on the attack, while also not covering much space. The heavy version travels higher but is still not good. Don't use it as an anti-air.
* DP is much better used as a combo tool, especially since Tessa can then combo into bird for her oki.
* Tessa also has corner max mode loops with DP she can use.
}}
}}


Another reset/knockdown setup. It can be a variation of the first combo(If you use DP+LP instead of the df+LK, but it's easier with the df+LK only). Like in the first combo, if you're having problems with the j.HK, just use the j.LP instead.
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<font style="visibility:hidden" size="0"></font>
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|description=* One of Tessa's moves to do pressure games. It helps on zoning too(Some characters can hardly jump over it), but it's easy to block. If the ghost hits, four ghosts will surround your opponent, and move when he/she moves. They will attack him at the same time after some seconds, and that's what makes him/her block, leaving you open to move and do pressure things. The best ways to use it are on punish situations, or if you make your opponent fall on it. (Important note: While the ghosts are surrounding your opponent, you can't use the Cat Bomb, her Chakra Wave, or another Ghost)
}}
}}


''4-'' [Optional Bird(Tall opponents only), Jump Attack] cl.HK, QCF(2x)+P - ''(Up to) 4 hits; 6 with the optional things''
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<font style="visibility:hidden" size="0"></font>
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|description=* Tessa's unblockable grab. This move is very good to use(It even has some unblockable glitches), and the reach can help you(It can be used after any normal if you need more damage). Although it can look like, no, you can't juggle after this move, but it's still good to use(The gliches will be explained later).
}}
}}


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.
===Super Moves===
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<font style="visibility:hidden" size="0"></font>
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|description=* This is a cool super. You can juggle after this move, but only if does one/two hits. It can even be a followup for the Exceed! Good damage after incredible damage! It can combo into itself too, but only on the corner. If you hold the button until it hits the ground, it can hit low too(Like the other Flask moves), which is good, but you can't juggle after this version of the move.
}}
}}


''5-'' [Optional Bird(Tall opponents only), Jump Attack] cl.HK, df+HK, df+LK(You can supercancel it if you want, but works if you wait a brief moment), QCF(2x)+P - ''(Up to) 6 hits; 8 with the optional things''
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
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|description=* Another move for pressure games. It's hard to hit(Can only hit while close from your opponent), but it has hit-confirm combos(Some of them will be on her combos section). If it hits, a timer will appear on the opponent's head. When the timer reaches zero(0), an explosion animation will occur(The explosion does incredible damage too, like when the super hits, which makes him/her block it). You can use the super as an anti-air too, but can you react with two HCBs? (Important note: While the timer is on the opponent's head, you can't use the Ghost Special Move)
}}
}}


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)
===Exceed===
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|description=* When the command grab whiffs, Tessa finishes her animation before the Exceed super flash even finishes allowing her to act again, yet the opponent still cannot move until after the flash animation finishes, making this Exceed more or less impossible to punish.
* Another unblockable grab with incredible reach and damage(Dunno if it has the same glitches mentioned before). After the move hits, many meteors will fall on your opponent, but where they will land is random(It's not the only random Exceed in this game). Like her Command grab, it can be used after any normal too, leading to more damage. Like said in the "Good and Bad things", you can juggle after the Exceed hits, but only if your opponent is on the reach. I think Tessa has 100% combos in normal mode due to the juggle, but I can't confirm that(I can confirm that she has 100% combos in Max Mode involving this Exceed).
}}
}}


''6-'' (Midscreen only) [Optional Bird(Tall opponents only), Jump Attack] cl.HK, Exceed(The Exceed is random, but the combo will work most of the time), df+HK, df+LK, QCF(2x)+P - ''(Up to) 18 hits(Exceed is random, and the Super can hit 1/2 times); 20 with the optional things''
==Strategy==
===Basic Strategy===
'''''Anti-air Grab Glitch'''''


This is a combo with the Exceed involved. It does so much damage too(I could '''KILL''' [[Ryu (SvC)|Ryu]] with it). You can add another Super(That's why I murdered Ryu), you know, to add more damage. You need to learn it, but it's just a midscreen variation(The easier to land). The corner variation is below.
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 [[https://www.youtube.com/watch?v=APYRaiB_hWM 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.)


''7-'' (Corner only) [Optional Bird(Tall opponents only), Jump Attack] cl.HK, Exceed, df+HK, df+LK, HCB(2x)+K - ''(Up to) 16 hits; 18 with the optional things''
'''''Unblockable Oki Setup'''''


This is it, 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.
After landing Tessa's command grab midscreen, buffer 623B (ghost), jump and throw a j2D (bird) over your downed opponent's body and then jump again to land behind them. The opponent will not able to block the ghost while Tessa will land in position for a free combo. This oki cannot be looped as the ghosts stay on the screen for too long to be used again after another command grab, but they can instead be used to juggle off of 623A and allow Tessa time to position for a left/right reset. This oki allows Tessa to do loads of damage of her easy-to-land grab, so it's an essential technique to learn.


''8-'' [Optional Bird(Tall opponents only), Jump Attack(Make sure you crossup this time)] cl.HK, df+LK, Exceed, df+HK, df+LK, Any Super here(Depends of where you are) - ''(With the Ice Magic Super, up to) 19 hits; 21 with the optional things. (With the Cat bomb, up to) 16 hits; 18 with the optional things''
'''''Tessa's gameplan'''''
 
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.
 
''9-'' [Optional Bird(Tall opponents only, and no Jump Attack here)] cl.HP, cr.LK/HK/f.HK


This is just a link. Found this while testing a combo on the training mode(It's possible, but I don't know if it's useful in a real match). Dunno if you can normal/MAX cancel one of the normals to add damage.
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=
===Advanced Strategy===
'''''Resets'''''
'''''Resets'''''


Resets are important here, it's said on almost every character's section. Tessa has easy reset setups with her DP+LP(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.
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.
 
'''''Some Combos''''' ''(With MAXIMUM Mode)''<br>
Tessa's MAXIMUM Mode combos just involve... Her Exceed. I don't know many combos, but I can add some useful ones here. If you know some more combos, just add them below.
 
''1-'' [Optional Bird(On tall characters), Jump Attack] cl.HK, DP+LP, (MAX cancel the first hit) df+HK, (Wait a moment) DP+LP, (Cancel again) df+HK, ... (When you want, after a df+HK), df+LK, Any Super(Depends of where you are, you know that) - ''(Dunno how many hits it can get, but I got 10 hits on the infinite part, ending with the df+HK, so... In my case) 13/15 hits(Depends of the Super used in the combo); 15/17 hits with the optional things''
 
You should learn it, just for the combo below(It won't work with the DP+HP 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 MAXIMUM Mode. If you want to begin the infinite with the df+HK, 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).


''2-'' [Optional Bird(On tall characters), Jump Attack] cl.HK, Exceed, df+HK, DP+LP, (MAX cancel the first hit) df+HK, ... (After any df+HK) df+LK, Any Super - ''(I'll do some math here... Assuming that the first df+HK is part of the infinite, and all meteors hit your opponent...) (Up to, in my case)25/27 hits(Depends of the Super used); 27/29 hits with the optional things''
====Match-Ups====


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 MAXIMUM Mode infinite. Learn it, and have fun with it. If you're having problems with it, just stick with the infinite above, it can help you too, but don't worry, you have another options for combos with the Exceed.
==Combos==
<center>{{Template:ComboNotationKey-SVC}}</center>


=Match-Ups=
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===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ 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 (SvC)|Hugo]]/[[Earthquake (SvC)|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===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ 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.
|-
|}


{{Navbox-SVC}}
[[Category: SvC Chaos]]
[[Category: SvC Chaos]]

Latest revision as of 02:36, 28 July 2024

タバサ, Tabasa
"My analysis of you is 78 percent complete... Can I get a bit more cooperation?"
Category Normal
Playstyle Unorthodox footsies vortex
Difficulty Difficult
Max Mode Needed? Up to you, but it helps
Tier Placement Top Tier (S)
Standing Hitbox ?
Crouching Hitbox Tall
Defense Modifier 223
Wall Jump No

Introduction

Tessafacesvc.png

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
  • Some great normals: Between most of her command normals, cl.B, her close heavies, and most of her jump attacks, Tessa has a reliable set of normals to play footsies with.
  • Can do jumping normals while backdashing: A minor boon, but something Tessa can use to stop people from trying to chase her down.
  • Max Mode is a great boon, but isn't necessary: Tessa gets a myriad of benefits with Max Mode between low confirms and Max Mode combos, but several other aspects of her kit are already so strong that you don't need to rely on Max Mode, either. She plays reliably well whether you use max mode or not.
  • Bird and Cat normals: Tessa has access to a few command normals that have either a cat or bird attack for her, which are some of the best command normals in the game when used right. Cat allows Tessa to safely anti-air and also lets her combo into her bird. By itself, it's a safe but annoying air-to-air, but when used in a juggle, results in a hard knockdown.
  • 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.
  • Easy setups into hard knockdown: Whether it's Tessa's command grab, or her bird normal, Tessa can very easily confirm a hard knockdown, whether it be through a punish, or through a simple combo that lets her end in the bird normal. And since her oki is busted, this makes the frequency of hard knockdowns even more busted. Off of Tessa's supers, too, she can score a hard knockdown.
  • Command grab Exceed that extends combos: Though random, Tessa's Exceed can be a great boon for Tessa. It does high damage, is itself a fast command grab, and can even extend her already strong combos. Which, of course, leads to her oki.
  • 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.
  • Some bad normals: Yes, the wiki says Tessa has great normals, but there's other normals which are pretty mediocre. Notably, her heavy crouching and standing buttons are either too slow for their own good, or suffer from SVC hitbox jank that punishes Tessa. Other attacks like df.C are situational at best, and only add to the misconception that Tessa is primarily a zoner.
  • 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.
  • Command grab range is stubby: Tessa has to basically get in the opponent's face for her to land command grab, or else it whiffs and she's vulnerable, if only briefly. With front step, this should never be an issue, but in neutral or outside of combos, you need to be careful when using it.
  • Can only use one spell at a time: Tessa's specials can only co-exist one at a time on screen, depending on the special moves in question. Tessa hardly needs more than one special at a time, but poor use of her spells can potentially mess up Tessa's setups.
  • Low confirms locked behind Max Mode: Tessa only has access to heavy starters if she is outside of Max Mode. They still remain viable combos, but Tessa will struggle with some hit-confirms and have fewer ways of opening the opponent up. Reason being, she can't cancel most of her low attacks.
  • 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.
SVC Chaos: SNK VS Capcom Frame Data Glossary
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.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
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 -
  • 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.

cl.B
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 -
  • 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.

cl.C
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 -
  • A move for combos, but this isn't her best one. Just avoid this move, due to the bad startup.

cl.D
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 -
  • Her best normal for combos. It's the most damaging, and has great startup(When compared to the cl.C). Just learn how to use this.

Far Normals

st.A
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 -
  • 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.

st.B
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 -
  • 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.

st.C
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 -
  • 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.

st.D
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 -
  • This move is nice for poking(The D attack are the best normals too). Faster, and the reach is what it looks like. Cannot be normal canceled.
  • Has a lingering hurtbox that doesn't go away until the recovery completely finishes, so it's easy to whiff punish.

Crouch Normals

cr.A
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 -
  • An attack with her... Magic bird? Dunno, but this move can be normal canceled, and can chain into all of the Light Attacks.

cr.B
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 -
  • 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 Max Mode).

cr.C
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 -
  • 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.D
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 -
  • Just another sweep that hits low, but this move can't be normal canceled(Unlike most of the other cr.HKs).

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 8 10 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Just an attack with her staff. Can be used as a jump-in attack, or as an air-to-air move(The reach helps).

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 6 - - - - -
  • Neutral Jumping Attack
  • 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.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 10 6 - - - - -
  • Diagonal Jumping Attack
  • 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.)

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 13 7 12 ~33 - - -
  • Neutral/Diagonal Jumping Attack
  • 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)

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 11 3, 3 - - - - -
  • Neutral/Diagonal Jumping Attack
  • 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.

Command Normals

Inroad Fowl - Bird
j.2D (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is one of the things that make Tessa a good character. "Why? It's just a little bird..." Yeah, but not only that. It can just beat ANY move in the air in the whole game, because the bird can't take damage(Meaning that no one can trade hits in the air when against it, your opponent will just lose). Oh, it can defeat air projectiles too, and I think Demitri's ES fireball(It destroys normal projectiles, is very horizontal, and can be used in the air) can be included in this list. Oh, it can be a combo starter against tall characters too, but more details about this will be on her combos section. Well, you'll need to learn how to use this move, it's very useful for her game(If you like zoning, you can use this, and if you like to be broken against your opponent in the air, abuse of this move).

Tachi Flask
f.C (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This move is good for zoning, and can be used as an anti-air(Probably her best one), or as a meaty attack. It's very fast too, and you can even delay the hit(Dangerous, but you can). If you release the button pressed when the Flask isn't falling down, the ice magic will aim upwards. If you release it after the Flask passes Tessa's hat, the ice magic will be like her f.C, but with way better reach. If you hold the button until the end(Or until it hits your opponent), the Flask will just be destroyed, but Tessa will recover faster than the two other versions mentioned before(On the other versions, Tessa points with her finger to fire the ice magic). Learn how to use this move if you like zoning games. (Important note: In case you hold the Flask until the end, it can act as a low-hitting move, but it depends of where it hits. And no, it won't act as an overhead if you throw the Flask on the opponent's head while he/she's crouching.)

Shagami Flask
df.C (Hold to delay)
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This version isn't that useful when compared to the version above. It can do anything that the move above can do: When you hold, Tessa will roll her Flask on the ground, and the attack will hit low(The above can do it), but your opponent can easily jump over it. "No worries! I can just release the button to predict his/her jump! Don't even try it. You'll just eat a damaging combo. Avoid this move, the above is just better.

Haul Flapper
df.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Decent move for combos(In the ground). Tessa uses her cat to do an attack aiming upwards. It's said that it can juggle without a counter hit, assuming that it hits your opponent in the air(Like an anti-air, but I don't know if it's reliable). It's fast, has almost no recovery, and can be used on some ground combos.

Restive Kitten
df.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is the move. It's like a stronger version of the Haul Flapper above. Very useful, and I can confirm that you can juggle if this move hits your opponent(It sends your opponent flying right above you, and you know what this means... FREE DAMAGE GUYS!!!!) It can easily combo after a normal, and Tessa even has some easy-to-land loops with it in Max Mode. Oh! did I said that you can followup her Exceed with this move? Yeah, that's the real juggle, and her Exceed is a setup for the loop mentioned, which is amazing for her. The cat will go higher, but a little slower than the "B version".

Throws

Kof.lp.pngKof.lk.png Throw
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 - - - - - - -

Kof.sp.pngKof.sk.png Throw
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 - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Chakra Wave
(Jump) qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A standard projectile for her zoning game. The recovery of this move is very bad(No matter how you use it), and the best way to use it is to catch jumpers(By using the air version). If EQ has meter, he can easily punish you by using this projectile.

Winder Fist
qcf K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
No follow-up - - Mid - - - - - - - - - - -
  • Tessa transforms her arm into a dragon. This part of the move won't do anything special, but it can combo after the cancelable Heavy Attacks.
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 - - - - - - - - - - -
  • The dragon will grab your opponent and throw him/her to the other side of the screen(It's not unblockable). If you whiff the move above, you still can use this followup. You can use this move on combos, you can need.

Reverie Sword
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • Tessa's DP.
  • Not a good anti-air because Tessa lacks i-frames and has mediocre hitboxes on the attack, while also not covering much space. The heavy version travels higher but is still not good. Don't use it as an anti-air.
  • DP is much better used as a combo tool, especially since Tessa can then combo into bird for her oki.
  • Tessa also has corner max mode loops with DP she can use.

Jamming Ghost
dp K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • One of Tessa's moves to do pressure games. It helps on zoning too(Some characters can hardly jump over it), but it's easy to block. If the ghost hits, four ghosts will surround your opponent, and move when he/she moves. They will attack him at the same time after some seconds, and that's what makes him/her block, leaving you open to move and do pressure things. The best ways to use it are on punish situations, or if you make your opponent fall on it. (Important note: While the ghosts are surrounding your opponent, you can't use the Cat Bomb, her Chakra Wave, or another Ghost)

As Sent Proof
hcb P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Tessa's unblockable grab. This move is very good to use(It even has some unblockable glitches), and the reach can help you(It can be used after any normal if you need more damage). Although it can look like, no, you can't juggle after this move, but it's still good to use(The gliches will be explained later).

Super Moves

Tricicle Edge
qcf x2 P (Hold to delay)
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 - - - - - - -
  • This is a cool super. You can juggle after this move, but only if does one/two hits. It can even be a followup for the Exceed! Good damage after incredible damage! It can combo into itself too, but only on the corner. If you hold the button until it hits the ground, it can hit low too(Like the other Flask moves), which is good, but you can't juggle after this version of the move.

Death Phenomemo ~ Cat Bomb
hcb x2 K
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 - - - - - - -
  • Another move for pressure games. It's hard to hit(Can only hit while close from your opponent), but it has hit-confirm combos(Some of them will be on her combos section). If it hits, a timer will appear on the opponent's head. When the timer reaches zero(0), an explosion animation will occur(The explosion does incredible damage too, like when the super hits, which makes him/her block it). You can use the super as an anti-air too, but can you react with two HCBs? (Important note: While the timer is on the opponent's head, you can't use the Ghost Special Move)

Exceed

Meteo Fall
Hcb.pngHcb.pngKof.lp.pngKof.sp.png
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
  • When the command grab whiffs, Tessa finishes her animation before the Exceed super flash even finishes allowing her to act again, yet the opponent still cannot move until after the flash animation finishes, making this Exceed more or less impossible to punish.
  • Another unblockable grab with incredible reach and damage(Dunno if it has the same glitches mentioned before). After the move hits, many meteors will fall on your opponent, but where they will land is random(It's not the only random Exceed in this game). Like her Command grab, it can be used after any normal too, leading to more damage. Like said in the "Good and Bad things", you can juggle after the Exceed hits, but only if your opponent is on the reach. I think Tessa has 100% combos in normal mode due to the juggle, but I can't confirm that(I can confirm that she has 100% combos in Max Mode involving this Exceed).

Strategy

Basic Strategy

Anti-air Grab Glitch

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.)

Unblockable Oki Setup

After landing Tessa's command grab midscreen, buffer 623B (ghost), jump and throw a j2D (bird) over your downed opponent's body and then jump again to land behind them. The opponent will not able to block the ghost while Tessa will land in position for a free combo. This oki cannot be looped as the ghosts stay on the screen for too long to be used again after another command grab, but they can instead be used to juggle off of 623A and allow Tessa time to position for a left/right reset. This oki allows Tessa to do loads of damage of her easy-to-land grab, so it's an essential technique to learn.

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
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

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

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

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.

Game Navigation

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SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
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Iori Yagami
Kasumi Todoh
Kim Kaphwan
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Capcom Characters
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Tessa
Vega
Violent Ken