				----------------------------
				TESSA: FINAL MIX - MOVESLIST                      
				----------------------------                                                            


*Note that naming scheme is from the "All About Warzard" guide. All names from the Japanese 
version have been retained except for "Purring Sweep". 


---Key Notation=---------------------------------------------------------------------------

F  = Forward           x = LP (Light Punch)          a = LK (Light Kick) 

B  = Back              y = MP (Medium Punch)         b = MK (Medium Kick)   

D  = Down              z = HP (Heavy Punch)          c = HK (Heavy Kick)

U  = Up                s = Start 
         

P = Punch              K = Kick

PP / KK = 2 punches / 2 Kicks



---=Basic System=------------------------------------------------------------------------

Jump Up           = U 

Jump Forward      = UF

Jump Backwards    = UB

Walk Forward      = Hold F

Walk backward     = Hold B

Crouch            = Hold D             

High Guard        = Hold B as opponent attacks

Low Guard         = Hold DB as opponent attacks

Dash/Run          = F, F (can attack or jump during this)

Back Dash         = B, B (invincible during startup)       

Air Recovery      = x+y when falling in midair

Ground Recovery   = x+y when falling near the ground

Quick Get Up      = Tap any button while down on the ground

Wake Up Roll      = F or B while down on the ground

Taunt 		  = s (ground only)


---=Advanced Techniques=----------------------------------------------------------------------

Ground
------

Howl Flapper   = DF + LK

Restive Kitten = DF + MK

Icicle Edge    = Hold HP, release to aim attack based on flask's position while in midair

Iceberg Blade  = While crouching, hold HP, release to attack at desired distance 

Brave Pigeon   = Hold HK for a duration to strengthen attack (standing or crouching)
            

Air
---

Purring Sweep	       = D + LK (at peak of jump)

Avalanche Hatchete     = Hold HP, release to aim attack based on flask's position while in midair

Brave Pigeon           = Hold HK for a duration to strengthen attack


While Running
-------------
 
Evasive Air - Forward  = U during Forward Dash

Evasive Air - Backward = U during Back Dash

Sudden Stop            = B during Forward Dash

Sudden Crouch          = DB during Forward Dash


---=Special Combinations=------------------------------------------------------------

Pop Wand = LP repeatedly (Standing, crouching, or air)


---=Red Earth Specifications=--------------------------------------------------------

High Jump      = D, U (can steer Tessa by pressing F or B while airborne)

Pursuit Attack = U + K  while opponent is knocked down to the floor
*Name: Celestial Pursue

Guard Break    = Countinuously attack while opponent's blocking

Counter Impact = Counter opponent's attack with your own

Ultimate Guard = P + K (Ground only, can also be done during a regular guard)
*Name: Incantation Wall

Ultimate Guard Counter = B, DB, D + P during Ultimate Guard
*Name: Vengence Pursue


---=Throws=----------------------------------------------------------------------------------- 

Ascend Proof - Close, F / B + HP 


---=Special Techniques=------------------------------------------------------------------------

Chakra Wave - D,DF,F + P (Ground)
-----------
Description: Tessa shoots out an energy ball. Strength of button determines power, speed, and 
             duration of the energy ball

LP - Fast execution, slow movement, short duration
MP - Average execution, average speed, average duration 
HP - Slow Execution, fast speed, long duration, multiple shot


Air Chakra Wave - D,DF,F + P (Air)
---------------
Description: While in midair, Tessa shoots out an energy ball. Strength of button determines 
             power, speed, and duration of the energy ball.

LP - Fast execution, slow movement, short duration
MP - Average execution, average speed, average duration 
HP - Slow Execution, fast speed, long duration, multiple shot

Reverie Sword - F,D,DF + K
-------------
Description: Tessa calls forth a sword and leaps into the air, cutting anything in her path. 
             Button strength determines height, attack range, and number of hits.


Glace Cannon - D,DF,F + K 
------------
Description: A cannon is summoned to shoot out a magical ice bug that runs along the ground. 


Electron Cannon - F,D,DF + K
---------------
Description: A cannon is summoned to shoot out a magical electric bug that flies upward into the
             air.


Flamma Cannon - B,D,DB + K
-------------
Description: A cannon is summoned to shoot out a magical fire bug that flies straight towards 
             the opponent.  


Might Cannon - Randomly appears during either Glace Cannon, Electron Cannon, or Flamma Cannon
------------
Description: A cannon is summoned to shoot a large, heavy cannonball that cannon be stopped. 
             Button pressed determines angle which the cannonball travels.

LK - Short flight, rolls along the ground
MK - Flys straight
HK - Flies up in an arc 


Jamming Ghost - F,DF,D,DB,B + P 
-------------
Description: Summons a ghost that, when attached, haunts the opponent with random attacks.
             Button strength determines speed of ghost and number of attack attempts.

LP - Slow moving, 1 attack attempt
MP - Moderate moving, 2 attack attempts
HP - Fast moving, 3 attack attempts


Death Phenomeno - F,DF,D,DB,B + K (Hits Upclose)
----------------
Description: Tessa conjures up an 'appeal' spell that brings up certain death if close enough to
             the opponent. Button strength determines number of cat balloons and duration before 
             they explode.

LK - Four cat balloons
MK - Six cat balloons
HK - Ten cat balloons


Dragon's Roar - D,D + P
-------------
Description: Tessa blows away her enemies with her dragon mantle. Button strength determines power,

 	     distance, and number of hits

LP - Short distance, fast attack
MP - Long distance, multihitting attack
HP - Average distance, single hit plus energy blast



---=MYSTIC BREAKS=------------------------------------------------------------------------------ 
*Note that these require at least one full bar of energy in the Power Guage in order to use.


Tricicle Edge - D,DF,F x2 + P (Standing)
-------------
Description: Tossed flask that emits triple ice spikes. The higher the level the more flasks/ice
             spikes that are utilized.
Lvl1 : 1 flask, 3 ice spikes
Lvl2 : 2 flasks, 4 ice spikes
Lvl3 : 3 flasks, 8 ice spikes


Tricicle Blade - D,DB,B x2 + P (Crouching)
--------------
Description: Rolling flask that shoot up triple ice spikes. The higher the level the more flasks/ice
             spikes that are utilized.
Lvl1 : 1 flask, 3 ice spikes
Lvl2 : 2 flasks, 4 ice spikes
Lvl3 : 3 flasks, 6 ice spikes


Tricicle Hatchet - D,DF,F x2 + P (Air)
----------------
Description: Thrown flask from the air that emits triple ice spikes. The higher the level the more 
             flasks/ice spikes that are utilized.
Lvl1 : 1 flask, 3 ice spikes
Lvl2 : 2 flasks, 4 ice spikes
Lvl3 : 3 flasks, 6 ice spikes


Hyper Cannon - D,DF,F x2 + K 
------------
Description: Random cannons are summoned to shoot out elemental cannonballs. The higher the level,
             the more hits.
Lvl1 : Fast Cannonball
Lvl2 : Slow Cannonball
Lvl3 : 2 cannonballs (slow & fast)



---=GAMEPLAY=------------------------------------------------------------------


1) CHAIN COMBO SYSTEM
   ------------------

Tessa has a free-chaining ability with LP, for she can repeatedly chain LP into itself whether
it hits the opponent or not
 
LP->LP (Stand, Crouch, Jump; can be done infinitely)


2) SPECIAL & SUPER CANCEL SYSTEM
   -----------------------------

All specials and Mystic Breaks can be cancelled into except for Death Phenomeno. Tessa has no
cancel points in her MP, HP, or HK (whether standing, crouching, or jumping,), since they serve
as projectiles. 

The following all are cancel points to both specials and Mystic Breaks:

 Standing  - LP, LK, MK (any hit)
 Crouching - LP, LK, MK (any hit), DF+LK
 Air       - LP, LK, MK (any hit)


---=RED EARTH SYSTEM=------------------------------------------------------------------------

Guard Break 
-----------
Repeatedly attack a blocking opponent to temporarily stun and disable his/her guard. Guard Break 
meter will go down by 1 pt after every 5 sec of no impact on your opponent's guard. Once a Guard 
Break has taken place, the meter will reset to 0. Meter will not increase if opponent is using 
Ultimate Guard or a similar move utilizing a HitOverride.

Guard Break Range = 20 pts

Basics = 1 pts

Specials = 1-2 pts

Mystic Breaks = 3 pts


Counter Impact 
--------------
All moves (except Mystic Breaks for the moment) gain new traits if they hit an opponent who's in 
mid-attack animation. The traits vary depending on the type of attack it is, its main purpose in
battle, etc. Some of the traits are:

-10 pts damage increase 
-Increased pushback
-Increased hit pause
-Increased stun time
-Change in x/y velocity
-Cause a knockdown

You'll know when a Counter Impact has taken place when your opponent flashes white, which serves 
as an indication to take advantage of the benefits that come along with that particular attack.

On top of that, when Tessa's normal flasks (MP and HP) cause a Counter Impact, they gain unique 
interactions which include: 

-Increased duration of frozen stateon grounded opponents
-Longer pausetime on midair opponents 
-No invincibility during frozen states

These attributes not only slows down the opponent more, but open up more opportunities for Tessa 
to follow up with another attack which normally she cannot do.


---=NOTES=-----------------------------------------------------------


Basic Moves
-----------

-Air Chakra, Reverie Sword, Death Phenomeno, and Ultimate Guard can be done during Forward Dash. 
 
-Air Chakra Wave can be done during Back Dash.

-During Evasive Air, any attack can be done.

-The barrier that protects Tessa during Ultimate Guard will change height according to whether
 the opponent is doing a high or low attack. This is merely a cosmetic feature, however, for
 Tessa will not get hit if the attack, albeit a low one, hits higher animation-wise.


Normal Attacks
--------------

-Staff can chain combo by repeatedly pressing LP while standing, crouching, or jumping. 
 If you jump and immediately press LP rapidly, it will stick to the opponent and repeatedly 
 hit the opponent. Outside of this, Tessa has no chain combo ability.

-The staff is a unique part of Tessa's arsenal, for it is with her throughout all rounds and 
 follows her. The staff can be commanded to attack on the dime no matter where it's at. With that
 In mind, be aware that it will not teleport to her side and protect her. Use these point to 
 your advantage to utilize it either upclose or from far away.

-Brave Pigeon has 3 levels depending on how long you hold the button. If standing or crouching, 
 1st level is between 0-35 ticks, 2nd level is between 36-70 ticks, and 3rd level is 71 & up. For
 the jump version, 1st level is between 0-20 ticks, 2nd level is between 21-40 ticks, and 3rd 
 level is 41 & up.

-A fully charged Brave Pigeon cannot be blocked. If you try to block it, it will cause a Guard 
 Break automatically.

-All ice flasks can hit the opponent for minimum damage. On top of that, if they hit the ground, 
 a weak ice attack will come out.

-If Tessa is hit as she begins to throw a flask, she will drop it. As it falls, it can still hit
 the opponent if close enough.

-All HP attacks can hit the opponent twice. Although timing is tricky, if you release HP just as 
 Tessa, ice flask touches the opponent, not only will it break on the opponent, but the ice spike 
 will also be projected. 

-If Tessa lands suddenly during Jump MP or Jump HP and she is still holding the flask, she will 
 drop it instead of throw it. As it falls, it can still hit the opponent if close enough.

-For all of Tessa's moves that involve her cats, one of two cats will come out depending on the 
 side of the screen she's on. If she's on the left side, Aru (grayish-blue) will attack, while 
 on the right side of the screen Ibun (purple) will come out. No special bonuses depending on 
 which cat comes out like strength boost or speedy hits , for this is all cosmetic. 

-Howl Flapper acts as a light attack that hits high. It will only knock down the opponent if it
 hits as a Counter Impact (opponent can still do an air recovery). 

-Restive Kitten acts like a launcher, allowing Tessa to juggle with another attack. It will also
 launch the opponent for air combos if it hits as a Counter Impact.


Special Techniques
------------------

-There is slight invincibility during the startup of all versions of Dragon's Roar, although each
 one has a different time duration. LP version is invincible to both physical and projectile 
 attacks, MP version is invincible to only physical attacks, while HP is invincible to only 
 projectile attacks. None are invincible to super/hyper attacks and projectiles.

-Although Jamming Ghost homes onto opponent's location, it does this rather slowly. An opponent
 can easily outmanuever the ghost with a well-timed jump or other evasive manuevers.

-Once Jamming Ghost connects, 4 ghosts will periodically attack in a random manner. Their attacks
 are blockable, but their attack pattern varies.  The ghosts will also try to attack but not commit
 to it if the opponent is attacking. 
 
-There is a slight delay while the ghost materializes during the startup ofJamming Ghost, so if 
 Tessa's hit during this time, the ghost will disappear.

-The cannon during all cannon-related moves will hit the opponent upclose.

-Ice bug of Glace Cannon can only be blocked low, which happens when it's running along the ground.

-Death Phenomeno will only hit standing and airborne opponents

-Once Death Phenomeno connects, there is a countdown that indicates when the cat balloons will 
 explode. To ensure all balloons connect, Tessa has to prevent herself from getting hit. In 
 defense, the more the opponent hits and knocks down Tessa, the faster he/she can remove each 
 balloon.

-Might Cannon cannot be blocked. If you try to block it, it will cause a Guard Break automatically.

-Tessa is invincible during startup of Reverie Sword, while her sword can cancel out projectiles 
 if timed correctly. 
 

Mystic Breaks
-------------

-All ice flasks can hit the opponent for minimum damage. On top of that, if they hit the ground
 or the opponent, a weak ice spike will come out.

-All flasks of the Tricicle Mystic Breaks can hit the opponent twice. Although timing is tricky, 
 if you release the corresponding P just as an ice flask touches the opponent, not only will it 
 break on the opponent, but the ice spike will also be projected.

-Tricicle Blade can only be blocked low, meaning that standing and jumping opponents won't be 
 able to defend against this.

-Tricicle Hatchete can only be blocked high or while in the air.

-Cannons during Hyper Cannon will hit upclose.
