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[P4A] Teddie - Combo Thread (Old)

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This thread is for posting any and all combos for Teddie and for players to learn the best ways to go bearserk. All contributions are welcome. More coming soon!

Combo Videos / Miscellaneous

Persona 4: Arena Moves Video ~ Teddie | Watch Now

Basic Teddie Combo Video | Watch Now

Teddie Fatal Counter Combo Video | Watch Now

Teddie's Barrel FC Combo | Watch Now

Teddie Item Combo Video | Watch Now

Teddie Challenge Mode Combos | Watch Now

Teddie's Beary Impractical 10,000 Damage FC Combo | Watch Now

Teddie Fatal Counter Combo Video #2 | Watch Now

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Mid-screen

Normal Starters

(2A) 5AA 2B j.A j.A j.B

(2A) 5AA 5B IAD j.A land 2B j.A j.B

5AA 5B 236D 236236D

CH 2B IAD j.A land 2B j.A j.A j.B

FC 2C 5B 66 5AA IAD j.A j.C land 2B j.A j.214A

FC 2C 5B 66 5AA 5B 236D 236236D 236D 5B hj.C j.B j.A land 5B 5C 2B j.A j.236A

Skill Starters

-

Throw Starters

-

SP Skill Starters

-

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Near-corner

Normal Starters

5AA 5B 236D 236236D 236D 5B hj.C j.B j.A land 2B j.A j.A j.236A

5AA 5B 236D 66 236236D 5B hj.C j.B j.A land 5B 5C 2B j.A j.A j.B

2B j.A j.A j.236A j.236236D land 5B j.C j.B j.A 5B 5C 2B j.A j.B

CH 5B 66 5B hj.C j.B j.A land 5B 5C 2B j.B

CH 5B 5C 5B hj.C j.B j.A land 2A+B

Skill Starters

236A OB 5B 236D 236236D 236D 5B j.C j.B j.A land 5B 5C 2B j.A j.236A

With Dry Ice

CH 5C 5C 2C 5D 66 5AA 5B 236D 236236D 236D 5B 2B j.A j.A j.236A

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Corner

Normal Starters

(2A) 5AAA j.C land 5B 5C 2B j.A j.A j.B

(2A) 5AA 5B hj.C j.B j.A land 5B 5C 2B j.A j.B

FC A+B 5B hj.C j.B j.A 5B 5C 2B j.A j.236A 236236D

CH 5B 5B hj.C j.B j.A land 5B 5C 2B j.B

2A+B OC 5B hj.C j.B j.A land 5B 5C 2B j.A j.A j.236A

FC 2C 5B IAD j.A j.C 2B j.A j.A j.236B

FC 2C 5B IAD j.A j.C 236D 236236D 5B 5C 2B j.A j.236A j.236236D

FC 2C 5B 236D 236236D 5B hj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236D

FC 2C 5AA 5C 5B hj.C j.B j.A land 5B 22A 5AA 5B 22A 5AAA 214A+B

FC 5B 5AA 5C 5B hj.C j.B j.A land 5B 22A 5AAA 214B

(2A) 5A 5B 2369B j.236236D 5B hj.C j.B j.A 5B 5C 2B j.B j.D

Throw Starters

Throw 5B hj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236D j.214B

Throw 2A+B 2A 236A OB 5B hj.C j.A j.B j.A land 2B j.A j.236B

Air Throw OB 5B hj.C j.B j.A land 5B 5C 2B j.A j.B j.D

With Item #1 ~ MF-06S Brahman

5AA 5B 5C 5D 5A 2A+B 2B j.A j.A j.236A j.236236D 214B

With Item #3 ~ Dry Ice

Throw / 5AA 5B hj.C j.B j.A 5C 2C 5D SB.Puppeteddie

With Item #4 ~ Smart Bomb

5AA 5B hj.C j.B j.A 5B 5C 5D 2B j.A j.236236D 214A 214B

5AA 5B hj.C j.B j.A 5B 5C 5D 2B j.A j.236236D 214B SB.Puppeteddie

FC A+B 5B HJC j.B j.A 5B 5C 5D 2B j.A j.236A j.236236D 214214C j.236236D

With Item #5 ~ Oil Drum

FC 2C 5B 66 5AA IAD j.A j.C land 5C 236B OB 5D 2B j.B j.B j.B j.B land j.B j.B 236A j.236236C 214214D

With Item #8 ~ Lightning Ball

5AAA j.236236C 5D 5AA j.A j.B j.214A

5AAA j.236236C 5D 5AA 236A 214A

5AAA j.236236C 5D 5B 236B 214B

With Item #13 ~ Amagiya Bucket

5AA 5B hj.C j.B j.A 5B 5C 5D 2B JA J236A J236236D

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I was getting to that but if you can transcribe those combos before I can finish then it'd be appreciated.

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Teddie's combos are divided into three categories: midscreen, near corner/corner and with items. To be successful with Teddie, it is imperative to differentiate between them while in battle as well to know your starters to hitconfirm so you can carry them to the corner.

Starters:

2A/5A

2B/5B(Wallsplats on CH)

2C(Fatal Counter)/5C(Wallbounce on CH)

jA

Throw (combos near corner)

All Out Attack/Universal Overhead (A+B~C/D)

Enders:

jB

5D/2D/JD (Item)

Bearscrew (236A/B)

Puppeteddie(214A/B)

Teddievision (236C/D)

Tomahawk (236236C/D)

Midscreen

2A/5A

5AA>2B>j.A>j.A >j.B>j.D

2A>Puppeteddie

2C

2C FC>5B>(Dash 5AA,5B x3)>j.C>j.B>5B>5C>2C>5D(item)

Alright for Teddie's juicy combos in P4U, you must be near the corner and have at least 50SP for it to work. I haven't seen much of these combos being executed mid-screen but when the game comes in the states, we could try it midscreen as well.

2A/5A>5B>j.C>j.B>5B>5C>2B>j.A>Bearscrew(A)>Tomahawk(D)> Land Puppeteddie [Near Corner,50SP]

Near Corner Item

5AAA> TK Tomahawk (D)> 5D Lighting Drum>5AA>j.A>Lighting Drum Hits>Air Puppeteddie [Near Corner, Item,50SP]

5AAA> TK Tomahawk (D)> 5D Lighting Drum>5AA>Bearscrew>Lighting Drum Hits>Air Puppeteddie [Near Corner, Item,50SP]

jA>5AA>5B>j.C>j.B>5B>5C>5D Parachute Bomb>2B>j.A>Tomahawk (D)> Land Puppeteddie> Parachute Bomb Hits> Puppeteddie [Near Corner, Item,50SP]

5AA>5B>5C>5D(item)>5AA>2B>j.A>d.jA> Bearscrew(A)>Tomahawk (D)> Land Puppeteddie(A) [Near Corner, Item,50SP]

5AA>5B>5C>5D(item)>5AA>2B>j.A>d.jA> Bearscrew(A)>Tomahawk (D)> Land 2C > 2C [Near Corner, Item,50SP, Airthrow reset]

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Well its a shame you cant choose the items I can see why it can be a pain now i can do two of the ice combos now but its very rare that the chance will come up in a real match

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in general, it seems if you're gonna use a super, the television into missile doesn't seem as strong as 2b j.a j.236a j.236236c [two hits] because it is far less situational in relation to the corner and actually tends to do more damage and it's easier to confirm imo.

the 2c fatal counter seem to especially make a difference in terms of damage and ease of confirm when you do...

FC 2c 2b j.a j.236236c 66 [second hit] 5b etc (hj.c j.b j.a 5b 5c 2b hj.a j.b) === does 5.3k instead of 4.8k (with the other route) and is significantly easier to do

off 5a.......

5aa 2b j.a j.236a j.236236c 66 [second hit] 5b 5c 2b j.a j.b === does the same amount of damage and you can easier change the combo when it doesn't go into the corner

also, it should be mentioned that some of the combos in this thread have much stronger oki than others, so maybe we should alter the combos for maximum oki instead of damage? or have a set of combos that are for stronger oki? for example, if you're doing the bnb 5aa 2b j.a j.a j.b j.d..... doing a second j.a into j.b j.d isn't always a good idea because you're too far in the air and it's more difficult to bait dps/supers, and i even tend to think that just doing 5aaa into j.d makes for stronger oki.

SIDE NOTE TROLL COMBO THAT'S ACTUALLY PRACTICAL

FC 2c 5b 66 5aa 5aa 5aa 5aa 5c 2b j.a j.a j.b does actually more damage with the same oki but is more difficult

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in general, it seems if you're gonna use a super, the television into missile doesn't seem as strong as 2b j.a j.236a j.236236c [two hits] because it is far less situational in relation to the corner and actually tends to do more damage and it's easier to confirm imo.

the 2c fatal counter seem to especially make a difference in terms of damage and ease of confirm when you do...

FC 2c 2b j.a j.236236c 66 [second hit] 5b etc (hj.c j.b j.a 5b 5c 2b hj.a j.b) === does 5.3k instead of 4.8k (with the other route) and is significantly easier to do

off 5a.......

5aa 2b j.a j.236a j.236236c 66 [second hit] 5b 5c 2b j.a j.b === does the same amount of damage and you can easier change the combo when it doesn't go into the corner

also, it should be mentioned that some of the combos in this thread have much stronger oki than others, so maybe we should alter the combos for maximum oki instead of damage? or have a set of combos that are for stronger oki? for example, if you're doing the bnb 5aa 2b j.a j.a j.b j.d..... doing a second j.a into j.b j.d isn't always a good idea because you're too far in the air and it's more difficult to bait dps/supers, and i even tend to think that just doing 5aaa into j.d makes for stronger oki.

SIDE NOTE TROLL COMBO THAT'S ACTUALLY PRACTICAL

FC 2c 5b 66 5aa 5aa 5aa 5aa 5c 2b j.a j.a j.b does actually more damage with the same oki but is more difficult

lol ill give that a try seems like one of those if i feel cocky fuck it

damn brkrdave i thought you were going to drop teddie for Labrys haha guess we got that competition

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Stole this from Japanese matchvids:

5AA 2B super-jump j.A (3 hits) j.B j.D

Fall down on the opponent with j.A and it's a safe-jump. I've also seen players air-turn air-backdash to cross them up.

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I been doing this in the corner.

5aa, 5b, sj.5c, j.b, j.a, 5b, 5c, 2b, j.a, jc.a, 236a, 236236D [hold D], explode it when they are close from falling, 236236C [mash C to explode asap]. Does 3.6k-4k

if you end it with circus bear instead of another rocket I'm sure it'll be way more...but i haven't figured out the timing for it :X

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Hi, new to the game and I came here to learn some BnB's for Teddie and ran in to trouble with one of the combos listed above. In the first post on the Mid-screen combo section..

(2A) 5AA 5B IAD j.A land 2B j.A j.B

I can't seem to ever the get the IAD j.A to connect after the 5B. The opponent/dummy is always too far away. Would love some tips and maybe a video of it being done if you guys know of one. Thanks.

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hmm been trying corner loop stuff from the combo video linked.. after the 5c wall bounce are they doing a throw whiff cancel?

Sent from my SGH-T999V using Tapatalk 2

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Near corner

5AA 5B 236D 236236D 236D 5B hj.C j.B j.A land 2B j.A j.A j.236A

Having a hard time hitting the 5B after Teddie Warp, I've really only hit it once. Is it the screen positioning? Doing Teddie Warp to late? I have no clue.

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Near corner

5AA 5B 236D 236236D 236D 5B hj.C j.B j.A land 2B j.A j.A j.236A

Having a hard time hitting the 5B after Teddie Warp, I've really only hit it once. Is it the screen positioning? Doing Teddie Warp to late? I have no clue.

The trick is to hold D during 236236D and don't let the rocket explode until it's slightly past them. You want the rocket explosion to whiff, this allows you to follow up with 5B after the Teddie Warp without too much hitstun deterioration. If you see them caught on fire from the rocket during the warp, you let it explode too early.

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I'm having a combo that's right under that one..

5AA 5B 236D 66 236236D 5B hj.C j.B j.A land 5B 5C 2B j.A j.A j.B

I'm not sure on how I can get a dash out before the 236236D and still have it hit in time?

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I'm having a combo that's right under that one..

5AA 5B 236D 66 236236D 5B hj.C j.B j.A land 5B 5C 2B j.A j.A j.B

I'm not sure on how I can get a dash out before the 236236D and still have it hit in time?

This combo is transcribed incorrectly, it should read:

5AA 5B 236D 236236D 66 5B hj.C j.B j.A land 5B 5C 2B j.A j.A j.B

Basically, if you're within dashing distance to the corner, you don't need to use the Teddie Warp to get close enough for 5B, you can just dash. If you know you're close to the corner but can't actually see the corner, do the Teddie Warp variation.

Finally bear in mind that if you have meter, you always want to end with 2B hj.A 236A 236236D Tomahawk (hold) 214B or 214A+B (release D right as the 214B or 214A+B is hitting). If you time this correctly they will not be able to air tech which gives you guaranteed oki based on the status ailment you give them.

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I respect that pun.

I've finally realized that the step turn after AA is punshable on block. Looks like I'm going to have to hitconfirm legitimately now.

Does anyone have any tips on setting up a 2C fc in the corner? I can't ever get a C to hit because it always gets jabbed.

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Shit duck youre playing Persona? Nice and didnt think you would use Teddie also lol

The oki thing is tricky though Im starting to get this marvel vibe having to do those oki into reset setups saw someone toss that missile on the floor while jumping up and throwing that persona

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