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{{TOClimit|3}} | |||
{{SVC Character Subnav|name=Tessa}} | |||
''''' | {| 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 | |||
|} | |||
==Introduction== | |||
[[image:Tessafacesvc.png|right]] | |||
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. | |||
'' | {{ ProConTable | ||
* | | pros= | ||
* | * '''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. | |||
* Can't cancel most of her | * '''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. | |||
| 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. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Normal Moves== | ==Move List== | ||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|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. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
* | {{MoveData | ||
|image= | |||
|subtitle= | |||
|caption= | |||
|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. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=4 | |||
|Recovery=4 | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=2 | |||
|Recovery=21 | |||
|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. | |||
}} | |||
}} | |||
== | ====Crouch Normals==== | ||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
* | |subtitle= | ||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=3 | |||
|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). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|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). | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|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). | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
=== | |data= | ||
{{AttackData-SVC | |||
* | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=10 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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.) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=7 | |||
|Recovery=12 | |||
|Total=~33 | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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) | |||
}} | |||
}} | |||
' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=(n)j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Overhead | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup=11 | |||
|Active=3, 3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
This | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=j.2D (Hold to delay) | |||
|caption= | |||
|name=Inroad Fowl - Bird | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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). | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.C (Hold to delay) | |||
|caption= | |||
|name=Tachi Flask | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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.) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.C (Hold to delay) | |||
|caption= | |||
|name=Shagami Flask | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Haul Flapper | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.D | |||
|caption= | |||
|name=Restive Kitten | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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". | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=(Jump) qcf P | |||
|caption= | |||
|name=Chakra Wave | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf K | |||
|caption= | |||
|name=Winder Fist | |||
|data= | |||
{{AttackData-SVC | |||
|version=No follow-up | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
{{AttackData-SVC | |||
|version=She's On Enemy | |||
|subtitle=qcf K | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
'' | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Reverie Sword | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp K | |||
|caption= | |||
|name=Jamming Ghost | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb P | |||
|caption= | |||
|name=As Sent Proof | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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). | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P (Hold to delay) | |||
|caption= | |||
|name=Tricicle Edge | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=40x3 | |||
|Counter Dmg=45 | |||
|Guard=Mid (Low on feet) | |||
|G. Crush=4x3 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb x2 K | |||
|caption= | |||
|name=Death Phenomemo ~ Cat Bomb | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=56 (Explosion 24) | |||
|Counter Dmg=56 (Explosion 24) | |||
|Guard=Mid (Explosion Unblockable) | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|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) | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|63214}}{{Motion|63214}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Meteo Fall | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=96 (Meteor 8x11) | |||
|Counter Dmg=96 (Meteor 8) | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=0 | |||
|Active=1 | |||
|Recovery=20 | |||
|Total=21 | |||
|Hit Adv=SKD | |||
|Block Adv=X | |||
|Invulnerability=No invul on whiff, full invul throughout only if Exceed connects | |||
|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). | |||
}} | |||
}} | |||
'' | ==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 [[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.) | |||
'' | '''''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= | ===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+ | 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== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
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. | |||
|- | |||
|} | |||
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 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 | |
---|---|
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
Tessa, also known as Tabasa, is a witch that debuted in the niche CPS3 Capcom fighting game Red Earth/Warzard, and has since been relegated to being a guest appearance in the annals of Capcom's long history of forgotten IPs. At the very least, though, she made her (perhaps unexpected) appearance in SVC a very compelling one as the strongest of the non-boss characters and one of the best zoners in the game as a whole. She takes quite a bit of practice to do well with her, but once you get a hang of her, she has plenty to offer that forces nearly any character to play her game.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
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.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
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.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, (4), 2 | 5 | 17 | 2nd= +5 | 2nd= +3 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 4 | 4 | 20 | +4 | +2 | - | |
|
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 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 21 | 6 | 19 | 46 | -5 | -7 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 2 | 21 | 32 | -3 | -5 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 5 | 4 | 14 | +3 | +1 | - | |
|
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 | - | |
|
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 | - | |
|
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 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 8 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 10 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 13 | 7 | 12 | ~33 | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 3, 3 | - | - | - | - | - | |
|
Command Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
She's On Enemy qcf K |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
40x3 | 45 | Mid (Low on feet) | 4x3 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56 (Explosion 24) | 56 (Explosion 24) | Mid (Explosion Unblockable) | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
96 (Meteor 8x11) | 96 (Meteor 8) | Throw | 0 | 0 | 0 | X | 0 | 1 | 20 | 21 | SKD | X | No invul on whiff, full invul throughout only if Exceed connects | |
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Strategy
Basic Strategy
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 | |
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May change to numpad notation much later down the road. |
For all of Tessa's combos that can be done with a jump-in, j.2D can be used as the jump-in but only against tall characters.
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.2D,) cl.C, cr.B / cr./st.D | TBA | TBA | TBA | TBA | This is just a link, not terribly useful. |
(j.2D, j.X,) cl.D, dp A, j.X | TBA | TBA | TBA | TBA | Easy combo to begin. The optional Bird is in there just if you need more damage(You don't need to learn how to use the Bird as a combo starter, but if you want, practice on Hugo/EQ). As you know, you can juggle after the last hit of the DP+A, and the two options are good(The Bird will knockdown, and the j.D will reset your opponent, this will be explained later). If you're on midscreen, and you're having problems with the j.D, just use a j.A instead. You can cancel the cl.D into her Command grab, just if you don't like his combo. |
(j.2D, j.X,) cl.D, df.D, df.B, j.X | TBA | TBA | TBA | TBA | Another reset/knockdown setup. It can be a variation of the first combo(If you use DP+A instead of the df+B, but it's easier with the df+B only). Like in the first combo, if you're having problems with the j.D, just use the j.A instead. |
(j.2D, j.X,) cl.D, qcf K x2 | TBA | TBA | TBA | TBA | Just a combo with the dragon. The combo is simple, and as damaging as the above. Oh, after the dragon finisher, your opponent will wakeup with his back turned(Meaning that he/she will wakeup facing the wrong side), you can throw a projectile on your opponent here, and maybe, it can hit him/her(If he/she knows this trick, he/she'll know how to block). |
(j.2D, j.X,) cl.D, qcf x2 P | TBA | TBA | TBA | TBA | Just a combo to hit-confirm the super(She has better options, but it's still good to use). You can add another Super after the Super, but only if it does two hits. The damage is very good too. |
(j.2D, j.X,) cl.D, df.D, df.B, (SC or delay) qcf x2 P | TBA | TBA | TBA | TBA | A more damaging version of the combo above, but works better on midscreen(The Super won't even be on the screen if used on the corner). Good to practice, damaging, and you can add another Super after the Super(You already knew that) |
(Midscreen only) (j.2D, j.X,) cl.D, Exceed, df.D, df.B, qcf x2 P | TBA | TBA | TBA | TBA | This is a combo with the Exceed involved. It already does a ton of damage, but you can add another super to add more damage, also. You need to learn it, but it's just a midscreen variation(The easier to land). The corner variation is below. |
(Corner only) (j.2D, j.X,) cl.D, Exceed, df.D, df.B, hcb x2 K | TBA | TBA | TBA | TBA | This is the corner variation, and one of the best hit-confirms for the Cat bomb. It won't insta-kill, but you can apply pressure on your opponent. Watch out, if Tessa takes damage(Not chip damage), the timer will stop. |
(j.2D, j.X crossup,) cl.D, df.B, Exceed, df.D, df.B, super | TBA | TBA | TBA | TBA | Another good combo, but a very hard one. Can do 100% damage on certain characters too. If you're having problems with it, just stick with the two above. This is just a more damaging version. Which super you use depends on your position. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.2D, j.X,) cl.D, dp A(1), (C)df.D, [(delay) dp A(1), (C)df.D,]xN, df.B, super | TBA | TBA | TBA | TBA | You should learn it, just for the combo below(It won't work with the DP+C too, just to say). If you're having problems with the below, just stick with this one(That's why it's here). It can't KO your opponent, but it's a good way to use your meter in Max Mode. If you want to begin the loop with the df+D, go ahead, but it will be harder. Again, after the QCF(2x)+P Super, you can add another one(If you haven't fully spend your meter, do it, you won't lose anything). Which super you use depends on your position. |
(j.2D, j.X,) cl.D, Exceed, df.D, [(delay) dp A(1), (C)df.D,]xN, df.B, super | TBA | TBA | TBA | TBA | This one can guarantee a KO(If the Exceed helps). It's harder than the above, because it's a mix of some normal mode combos, and her Max Mode loop. If you're having problems with it, just stick with the loop above, it can help you too, but don't worry, you have other options for combos with the Exceed. |