Balguna Report post Posted January 9, 2015 Credits to Xie for the more refined list of changes: Teddie Standing AA (Normal) The longer the button is held, the longer the recovery is After the 8th hit, can no longer be jump canceled Increased counter hit window during the move By holding forward and the A button, the performance of the move also changes Standing AAA (Normal) Reduced the active frames of the last hit Standing AAA (Shadow) Can be normal canceled into Jumping 2C or Sweep Can be jump canceled Standing B Can be normal canceled into itself for a maximum of 3 times Increased untechable time on counter hit Does not increased untechable time after a wall bound has occured Standing B (2nd Hit Onward) Increased recovery On the 3rd swing, cannot be canceled on block On the 3rd swing, can be canceled into jump or skills on hit Crouching B Increased downward portion of hitbox Crouching C Can be special canceled Jumping A Frame difference when airblocked worsened Jumping B On counter hit, after the ground bounce, can be ground techable Recovery is worse when blocked Jumping C Increased recovery for the Persona Jumping 2C Persona now appears from the ground Does not hit opponents on the ground Can be normal canceled into Jumping C, Jumping A+B, and special canceled No longer causes Fatal Counters All D Attacks Changed the attack portion’s blowback, reduced untechable time Persona can no longer appear offscreen Persona is no longer projectile invincible, only projectile invincible during the held version Crouching D and Jumping 2D Persona appears slightly farther forward Persona slightly bounces now Jumping D and Jumping 2D Increased landing recovery Now counter hit state during the motion Sweep Creates a different number of fish depending on the number of times the move is used On the 3rd time the attack is used, it creates 3 fish The hit property of the 3 fish version is different from normal All Out Attack Becomes invincible at an earlier time Decreased recovery time Jumping A+B On hit, causes a ground bounce No longer has an All Out Rush follow-up Adjusted total performance, now works as a single hit overhead attack Items Various items now have a set 1P or 2P color MF-06 Brahman / Heavy Armor Agni / Turbo Recon Dyaus Can be destroyed by an opponent’s attack Dr. Salt Neo / Mystery Food X / Muscle Drink Can be knocked away by both player’s attacks Can no longer be picked up as they are disappearing Items cannot be picked up when a player is projectile invincible Item pickup range increased Mystery Food X Now reduces HP when acquired Muscle Drink Rage time has been reduced Bike Key When both player and opponent acquire the key at the same time, priority is given to the player If the opponent picks up the Bike Key, they gain 10 SP and the bike doesn’t come Can no longer be picked up as it is disappearing Can only be picked up while on the ground Item pickup range increased Dry Ice Disappears soon after landing on the ground Mobile Model Varna On counter hit, causes stagger Now foot attribute D-Type Prithvi After set on the ground, becomes Armor Invincible When not invincible, can be broken by opponent’s attacks When invincible, blocks opponent’s attacks and attacks When an opponent is overhead this item, it attacks Is not Armor Invincible during attacks Amagiya Buckets After the second row, horizontal placement is no longer affected by screen placement Teddie Decoy Increased the opponent’s hitstun time On successful counter, attack active frames reduced Bearscrew (All Versions) B and SB Versions are no longer Fatal Recovery State B Bearscrew Increased untechable time On hit, floats the opponent and allows for follow-ups Worsened frame difference when blocked D Teddievision Reduced total recovery D Teddie Warp Added a physical attack during the rush portion Puppet Teddie (All Versions) Can change the trajectory of the B and SB versions by inputting Up, Right, or Left After the attack, the B and SB version now fall faster The B and SB versions now cause a wall bounce on air hit The A version now only causes a wall bounce when near the corner For the airborne versions, can act after during the drop Reduced the landing recovery of the airborne versions A Puppet Teddie Reduced the recovery time B Puppet Teddie (Air) Increased the recovery time 2D Teddie (All Versions) Made the hurtbox during the animation lower Mystery Teddie SP Can now do D attacks during the cooldown gauge of Mystery Teddie SP SB Tomahawk Decreased startup time B Nihil Hand Increased startup time Guard Cancel Attack Increased recovery time Certain Persona Attacks Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Teddievision) Share this post Link to post Share on other sites
Balguna Report post Posted January 16, 2015 今回のシャドウクマは前より面白そうな感じするし、そこそこ強い "Shadow Teddie looks and feels more interesting, and reasonably strong". Not much news yet, but here's hoping they find something interesting. I'm interested how S.Teddie is going to shape up. 5AAA being jump and sweep cancellable should prove interesting at least. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 16, 2015 今回のシャドウクマは前より面白そうな感じするし、そこそこ強い "Shadow Teddie looks and feels more interesting, and reasonably strong". Not much news yet, but here's hoping they find something interesting. I'm interested how S.Teddie is going to shape up. 5AAA being jump and sweep cancellable should prove interesting at least. I can't picture in my head how 5AAA works with S.Teddie because that part of the auto combo left him in the air. Also is the poison damage "nerf" like liz's where it does the same damage but in less time, or was 5 seconds too much and now it only does 3 seconds? Share this post Link to post Share on other sites
wiredgod Report post Posted January 16, 2015 I watched some of Mad's nico stream yesterday. Initial impression is that Teddie is about the same or slightly stronger. The nerfs aren't as important as I initially thought and cancelling bat into bat on block is extremely strong. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 16, 2015 I watched some of Mad's nico stream yesterday. Initial impression is that Teddie is about the same or slightly stronger. The nerfs aren't as important as I initially thought and cancelling bat into bat on block is extremely strong. Can't they just roll through bat, bat though? I couldn't tell from the change video if that was Naoto microdash attacking or rolling. Share this post Link to post Share on other sites
wiredgod Report post Posted January 16, 2015 Can't they just roll through bat, bat though? I couldn't tell from the change video if that was Naoto microdash attacking or rolling. Maybe, but if they mistime the roll they'll get fatal countered and put in the corner Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 16, 2015 Maybe, but if they mistime the roll they'll get fatal countered and put in the corner Bat ain't fatal and roll counter isn't either. Has to be fatal counter move but i know exactly what your talking about. Share this post Link to post Share on other sites
Balguna Report post Posted January 17, 2015 Bat > Bat blockstrings are I imagine going to be quite useful; changing the timing differently or even using 5C can bait rolls. The danger is just mashing into a third bat, since you can't cancel into anything if it's blocked. I'm curious if bat > bat > bat is going to change in Shadow Frenzy. If they let you still cancel after the third bat in a blockstring during it, we could see some interesting item setups. Don't forget that Moja and Mad are still tweeting about Teddie changes; I'm not doing very well in translating them, but Moja seems to be experimenting with Shadow Teddie more, and he got a 7.8k combo off Puppeteddie A FC. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 18, 2015 Bat > Bat blockstrings are I imagine going to be quite useful; changing the timing differently or even using 5C can bait rolls. The danger is just mashing into a third bat, since you can't cancel into anything if it's blocked. I'm curious if bat > bat > bat is going to change in Shadow Frenzy. If they let you still cancel after the third bat in a blockstring during it, we could see some interesting item setups. Don't forget that Moja and Mad are still tweeting about Teddie changes; I'm not doing very well in translating them, but Moja seems to be experimenting with Shadow Teddie more, and he got a 7.8k combo off Puppeteddie A FC. If S.Teddie is getting 7.8k off of FC Puppeteddie then his damage must not have gotten lowered as far as i though considering bearscrews and missile damage got nerfed. I was getting about the same amount of damage with non-update Teddie from Puppeteddie fatal. Also when it says D moves can be used after Item super, is it only Teddievision and Teddiewarp or is Missile D allowed? Also if i'm forgetting a move please tell me. Share this post Link to post Share on other sites
Balguna Report post Posted January 18, 2015 The damage nerfs were in the loketests, not sure if they made it to the patch since they didn't show up in the patchnotes. Pretty sure 'D moves' means D normals, like throwing items. I don't think Teddievision and such were disallowed during the cooldown period. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 18, 2015 The damage nerfs were in the loketests, not sure if they made it to the patch since they didn't show up in the patchnotes. Pretty sure 'D moves' means D normals, like throwing items. I don't think Teddievision and such were disallowed during the cooldown period. Yeah i tested it Teddievision does work in cooldown. But if it's only item throw (D moves) then whats the point of the cooldown? Share this post Link to post Share on other sites
Balguna Report post Posted January 18, 2015 To prevent you from using Mystery Teddie SP continuously. Probably not a factor for regular Teddie, who has better uses for his SP, but more for S. Teddie, who would otherwise be able to rain items continuously after a knockdown with Berserk.. Access to D moves means you can still throw items while waiting for it to cool down, but at a slower rate. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted January 21, 2015 Found a 2.0 Teddie match and it had Teddiewarp D attack in it. What it is is the animation of Teddie sliding on his stomach as he exits the TV is the attack and it combos into 5A (this was all I saw and he only did it once.) For now I don't know if 2D Teddie slide under cross up is still a thing but I don't see why it would be taken out. The match was posted by FFxStrife on his youtube channel and it's Shinjuku Sportsland Singles [01]. Match starts at 3:58 (I know i should be posing this in the video archive but I don't know how to do it). Share this post Link to post Share on other sites
dinotail Report post Posted January 21, 2015 teddie plays an extremely bait-y frame trap style offense now (at least MADs day 1 teddie did) you really need to capitalize on item setups it looks like. I was first a little doubtful about his viability but he looks good enough, we'll find out in a month or so if this is true or not. Share this post Link to post Share on other sites
Magaki Report post Posted January 22, 2015 -Updated the first post with the actual changes and kept the twitter links. -Second post have the loketest changes in it instead. Found a 2.0 Teddie match and it had Teddiewarp D attack in it. What it is is the animation of Teddie sliding on his stomach as he exits the TV is the attack and it combos into 5A (this was all I saw and he only did it once.) For now I don't know if 2D Teddie slide under cross up is still a thing but I don't see why it would be taken out. The match was posted by FFxStrife on his youtube channel and it's Shinjuku Sportsland Singles [01]. Match starts at 3:58 (I know i should be posing this in the video archive but I don't know how to do it). Either do it manually by using [ url ] and finishing with [ /url ] (without the spaces). Or if you directly want a sentence with a link, do [ url="link" ] "sentence" [ /url ]. Speaking of a video thread, I would suggest one of the main posters to make a new one for 2.0. I wish I could do it but I don't have the free time to take care of it unfortunately. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted February 4, 2015 Thanks to wiredgod for posting the shadow teddie links, it's confirmed that bearscrew B works like how CH bearscrew B works, but now hit (probably only once but the opponent got CH 5B and still got the followup). J.b, J.2C, bearscrew B works as a combo (I figured it would in my head but now it's confirmed) Throw, Nihil hand A is a new combo (probably only A version). Air AoA does indeed do alot of damage instead of going for all out rush (This is probably only shadow Teddie but SP Tomahawk works after Air AoA). Probably just my imagination but it looks like J.A CH floats the opponent longer. Just posting this for those who don't click the links, but you can see all this if you do. -Edit Watching the rest of the video I found: D Teleport new hit portion hits airborn opponents if they are low enough to the ground. Loses attack attribute if player inputs another move before the attack hits the opponent (meaning the startup of the move you just inputted doesn't get the attack frames added on from the warp.) From what I can see it looks like rage drink lasts 3 seconds of rage after picking it up (in game timer) Item throw now has what I can Kanji syndrome (meaning we lose cards if we don't hold down the button when we start up item throw and a projectile is currently inside Kintoki Douji, just like Kanjis D moves except we can actually prevent a card loss) The animation of Teddie wagging his finger after the attack portion of his DP is now shorter by a lot, meaning we have a bigger chance of not getting hit if they block the DP, however the blocked frames were decreased, meaning they can move after blocking faster. I remember seeing items had to be croutched on to be picked up, this is false. Lets just hope we can't hit rage drink away before we push the opponent into it. Share this post Link to post Share on other sites
Balguna Report post Posted February 4, 2015 2C damage was lowered from 1140 to 900. Tomahawk (or at least the mid-air D version) seems to have the explosion damage buffed from 1500 to 1650. The Warp attack does 400 damage. Note that you can't pick up items while rolling, since you're projectile invincible. Like all Shadows, S. Teddie now does 90% of his original's damage rather than 80%. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted February 4, 2015 2C damage was lowered from 1140 to 900. Tomahawk (or at least the mid-air D version) seems to have the explosion damage buffed from 1500 to 1650. The Warp attack does 400 damage. Note that you can't pick up items while rolling, since you're projectile invincible. Like all Shadows, S. Teddie now does 90% of his original's damage rather than 80%. This is based on Arena damage and not Ultimax right? Share this post Link to post Share on other sites
Balguna Report post Posted February 4, 2015 Those are the changes in 2.0 from 1.1. Our corner damage seems to be buffed at least in 2.0 since you should be able to go j.A > j.A > j.B > j.2C > j.236B > j.236236[D]. Still funny that nobody really uses Mystery Teddie SP though despite the buff. Share this post Link to post Share on other sites
Magaki Report post Posted February 7, 2015 Souji dropped Teddie for Ken This kinda confirms that we are indeed low tier in 2.0 Ohh well. Let's hope the TL will evolve favourably for us. Share this post Link to post Share on other sites
Balguna Report post Posted February 10, 2015 2.0 Shadow Teddie combo video by Moja Nothing incredibly new, but a good base for learning the character; combo thread has been updated accordingly. 236B looks like it will be a very useful combo tool for both variants of Teddie. We haven't seen anything for normal Teddie yet, but I imagine you should be able to go 5AA > 236B > stuff for slightly more damaging combos at the loss of some corner carry (which isn't too big of a deal for Teddie). You should even be able to do actual air followups (even ending into the new j.2C into status) now due to 236B floating on hit. Mild speculation, but I suspect Nihil Hand's minimum damage might be lowered slightly; I can only guess based on the video, but I suspect it might have gone from 1400 > ~1050. Share this post Link to post Share on other sites
Balguna Report post Posted March 2, 2015 New Shadow Teddie CMV by Moja Share this post Link to post Share on other sites
wiredgod Report post Posted March 3, 2015 New Shadow Teddie CMV by Moja Lets keep content on this thread to a minimum and only discuss technical differences between 2.0 Teddie and previous version. There's not much more to say here with the finished patch notes being out Share this post Link to post Share on other sites