AcidicEnema wrote:
Buktooth actually states that a Chun-li Tessa match would go 6:4.
Go read the FAQ.
I had read it before, I hadn't taken it seriously when I did , which was a year ago , possibly two. Anyway, I went over it again, and I'm amazed you would outright say:
Buktooth's Chunli FAQ at gamefaqs is a pretty good description of what the game is like at high level.
....
Buktooth wrote:(tessa)
every single Tessa looks for is GCFS into command grab, into
ghosts cross up.
Once you take that away (with low B's buffered into grab) the
only thing she really has left is a weak keepaway game. She can't even stop
Chun Li's jump from the ground; she has to do her jumping bird thingie. Just be
sure to watch out for her Exceed since it's a super grab.
At first I thought it might have been a joke, but since it seems I was wrong... lets 'correct' this...
Tessa is probably the character with the 'most' anti air options, she can stop Chun Li's jump with the following:
- Restive Kitten(DF + D)
- Haul Flapper(DF + B)
- C Flask
- Death Phenomeno(Heart special)
- Tricicle Edge(Ice special)
- Inroad Fowl(Bird)
In fact, the only thing she 'can't' stop Chun Li's jump with is her uppercut(Reverie Sword), other than that, she has a vast myriad of options which effectively counter a simple jump in.
Assuming that for some unknown reason a Tessa player decides to 'not' use the Inroad Fowl at ALL against a Chun Li player's jumps, there are still plenty of other ways of stopping the aerial attacks.
To call Tessa's keep away game 'weak' is... laughable.
Chun Li vs Demitri - 7:3
------------------
Just keep jumping at him. At worst, his uppercut will trade with your jumping
D in your favor.
Ummm...

?
I can see why you believe the high end game in SvC chaos is broken now, if these are really what you consider 'accurate assesments of high level play'.