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Kuuhaku

[P4A] Teddie Vs Chie

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:ballTD: vs. :ballCHIE:

Offensive Strategy

Defensive Strategy

  • If Chie for some reason tries to use her auto combo as a block string, you can DP between Rampage A and SkullCracker.
  • Chie's 5A is plus. Do not try to hit buttons when she's using this to pressure you.



    Match Up Specific Notes

    • Chie's 2A can sometimes go under some of Teddie's normals. This can be obnoxious to deal with.

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When on knockdown and Chie uses 5D/2D, you can use your DP to safely explode to the other side.

Puppeteddie can help quite a bit as it helps to break Chie's approach and in most cases, her airdash to you.

Teddievision is able to help in situations such as Agneyastra being pulled from across the screen though generally you won't be using it as often as in fights against say Elizabeth or Yukiko. Though if you do use Teddie Warp, it's best to use the D version and use 2-D Teddie to psyche out Chie and proceed with a throw, sweep, or a combo if you're that skilled.

Using 2B might actually help out a lot more then you think. Often times Chie seems to like using the airdash as a way to approach you (perhaps to use j.B and J.A?) When that happens, 2B will help out at stopping that since it's air-unblockable.

It's not recommended to use Circus Teddie in this fight because double jump + midair Counter =Miss and 50 SP wasted (Unless you used Circus Teddie for breathing room which isn't uncommon). So the only bet where you can hit Chie would be if she were stuck with Oil Drum or the Amagiya Buckets. You could try to use it after Tomahawk but this method is more of a guessing game for them which 65% of the time works IF Chie knows this method well. Other times where they don't, they'll use Counter and end up getting hit during the tiny recovery frame that's present. Or they just get hit...

When on air-air against Chie, your air normals really help out a lot in this sort of moment. Also don't forget that your air throw is an option since normal Teddie's usually don't air throw that much. So it's good to remember it to surprise Chie.

Hope this helps and that I wasn't useless. ^_^;; And also hope that this part of the P4A forum could be more... populated...

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This is supposed to be a tough matchup, but not having the oki option will throw a lot of Chie players off. Get your items out and space yourself out of her 5A range and you'll win.

On teddie circus, I love this move, but you shouldn't be using it outside of combos, item gimmicks, and tech traps. Sometimes you can sneak it in against characters that can't DP when broken, but the very highest level talent will just jump over it and you've wasted 2 meter.

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Throwing out j.a and j.c in neutral is usually a good idea. These moves make it difficult for chie to get in. If chie starts to try double jumping over you, you can try anti-airing with 2b or 2C, which will fatal her out of a possible j.c feint attempt, but usually this just gives you an opportunity to run under her and summon more items.

I am not afraid to throw out b-bearscrew if they're just charging at me. It's safe on block, and it will catch them running recklessly toward you.

A-bearscrew will beat chie's 5c and 5a pokes, so that's a good move to throw out in a tight spot, especially if you have OMC meter.

Bat (5b) is a good tool, but be careful as chie can just hop over it and punish you, and most people do.

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