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[P4AU] Shadow Teddie Combo Thread

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P4U2_Header_Combo_Thread_2.png

 

Will update for 2.0 eventually. More concrete damage/SP values to comee.

 

NOTE: As of time of writing, purple combos are for 2.0 only. Other combos will likely see slightly higher damage ratings due to Shadow Teddie getting a 10% damage buff in 2.0.

 

 

Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.
  • Will be updated if new, better combos are discovered.

 

Collapsed: General Notations Used:
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
hHop
hcHop Cancel
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
OMCOne More! Cancel
AoA~CAll Out Attack into C ender
AoA~DAll Out Attack into D ender
CHCounter Hit
FCFatal Counter
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.

 

 

Combo Theory
- Combos ending with j.B can be followed up with j.D/j.2D for item oki. This may or may not be desired depending on the item order.
- Allternatively, j.B enders can be replaced with j.236A for damage (and then j.236236[C] for missile corner carry/damage at the cost of 50 SP), but you lose knockdown.
- Height positioning is important for several combos. Getting the right height might require delaying some moves slightly. Experiment when practicing combos to get an idea for the right timing.
- Most combos can be started from a j.A starter or 236A CH starter.

- For Shadow Frenzy combos, damage given is without considering Poison or the ending move. Add about 1400 damage for (1), 900 damage for (2), and 500 damage for (3). See the Shadow Frenzy section for more details.
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Mid-screen
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Meterless
 

5AAAA

1362 damage, 25 SP

 

5AA > 2B > j.A > j.A > j.B > j.2C > j.214A/B

1886 damage, 23 SP, +Poison/Fear

 

Good midscreen combo for applying status effects. You lose knockdown, however.

 

(2A) > 5AA > 236B > 5AA > 2B > sj.A > j.B > j.2C > j.214A

1729 damage, 29 SP, +Poison

 

Side-swap combo. You get a bit more SP compared to the above combo, but no Fear.

 

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

~1600 damage

 

Standard BnB, good return on damage/SP/corner carry. You can omit the 2B and go straight into j.A j.A j.B instead to end with Teddie slightly closer to the opponent, at the expense of ~100 damage.

 

5AA > j.A > j.B > j.A > land > 2A+B

~1350 damage

 

Weaker than the first combo in most respects, but ends in sweep, which gives you slightly more pressure options. To make the combo easier to execute, delay the first j.A slightly, and make sure you land before inputting 2A+B or you'll get aerial AoA instead.

 

5C > dc. > j.A > j.B > j.A > 2B > j.A > j.A > j.B

~2000 damage

 

5C doesn't commonly get used in neutral, but if you do land it you get some decent damage and corner carry along with a chunk of SP.

 

5A FC > 5C > dc. > j.A > j.B > j.A > delay 5AA > 2A+B

~1800 damage

 

Fear/Fatal Recovery combo.

 

2C FC > 5AA > sj.C > j.B > j.A > land > 236C > 5B > 236D > 2B > 5B > 236B > 5AAA > 214A/B

3719 damage, 49 SP, +Poison/Fear

 

Pushes opponent into the corner. You can substitute 214A/B for 2A+B for knockdown instead.

 

2C FC > j.A > j.B > j.A > j.C > 2369B > 5AA > 2A+B

 

2C FC > j.A > j.B > j.A > j.C > 5C > dc. > j.A > j.A > j.B

 

Midscreen FC combos. The former does more damage, but the latter is more lenient on execution.

 

AoA~C > j.A > j.B > j.A > j.A > j.B

 

Meter

 

5AA > 236B > 214214B

~2500 damage, -50 meter

 

Pushes the opponent into the corner, but does lower damage compared to the other options. The advantage to this combo is that it's very easy to do and is still doable when Persona broken.

 

5AA > 2B > j.A > j.A > j.B > j.2C > j.236B > j.236236C

2678 damage, -50 meter

 

You can do j.236A > j.236236C > j.236B for a bit more damage if you're close enough to the corner.

 

5AA > 2B > j.A > j.B > j.A > j.2369A > j.236236[C] > land > dash > ]C[ > j.C > 2B > j.B

 

~2800 damage, -50 meter

 

Pushes opponent into the corner. The midair TK Bearscrew is to have the opponent as low as possible to make the missile detonation easier. If you're having trouble timing the detonation, you can omit the 2B at the start of the combo so the opponent is closer to the ground at a loss of about 200 damage.

 

5AA > 5B > 236D > 236236[D] > 236D > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.B

 

~3200 damage, -50 meter

 

Corner carry combo from P4A. Harder to do now because of changes in missile recovery.

 

236C+D FC 236C j.A j.A j.B j.C dash j.A j.A j.B

 

-25 SP
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Corner

Meterless

5AA > 5B > 236B > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.B

2816 damage, 38 SP

 

Also doable with throw starter (omit the first 5B), losing about 200 damage and 2 SP.

 

2B (air hit) > j.A > j.A > j.B > j.2C > j.C > j.B

2000 damage, 24 SP

 

5AA > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.A > j.B

 

Standard corner combo from P4A. Also works with throw as a starter.

 

5AAA > j.C > 5B > 5C > 2B > j.A > j.A > j.B

 

Slightly less damage (~200) than the above combo, but gives more SP and is easier on execution. Also chains into Shadow Frenzy combos.

 

j.C > dash > 5B > 5C > 2B > j.A > j.B > j.A > j.A > j.B

 ~2654 damage

[/collapse]

 

 

 

Shadow Frenzy

 

Note: Enders have three forms:

 

(1) 214214AB

 

Highest damage ender (adds around ~1400 damage), but pushes the opponent out of the corner. Ender of choice when going for the kill or to squeeze out as much damage before Awakening.

 

(2) 236236CD j.B

 

Does about 500 less damage than (1), but retains corner knockdown. Go for this if you desire to retain corner pressure and don't want to use items.

 

(3)  j.B 236236A/B/A+B

 

Item super oki. You'll typically precede this ender with a missile explosion; if the last move before ender is 236236[C], don't hold the [C] so you can squeeze out a bit more damage. What version of item super you prefer to use is dependent on the item order.

 

 

 

Midscreen, Shadow Frenzy
5AA > 2B > j.A > j.A > j.B > j.2C > j.236B > Shadow Frenzy > j.A+B > j.236236[C][D] > land > dash > 2A+B > j.A+B > j.A+B > j.214A > j.236A > j.236236[C] > 5C > Ender

~4072 damage, +Poison, +Ender

Requires 100 Meter, Burst

New midscreen route for 2.0.

5AAAA > Shadow Frenzy > 5C > d.c > j.A > j.A > j.236A > j.236236[C] > 236236D > 236236[C] > Ender

~3100 damage, +Ender

Very easy Shadow Frenzy combo. Since you don't connect Poison in this one, does the least damage overall.

5AAAA > Shadow Frenzy > 5C > dc. > j.A > j.A > j.236A > j.236236[D] > 214A > ]D[ > 236236[C] > Ender

~3200 damage, +Poison, +Ender

Easier than the below combo and builds more meter before Shadow Frenzy, but slightly less damage. Note that 214214AB will not connect after 236236[C], so you'll either have to go for 214214B (slightly more damage, but still unreliable connection) or 214214A (almost guaranteed to connect, but least damage).

5AA > j.A > j.B > j.A > j.2369A > Shadow Frenzy > j.236236[C] > dash > ]C[ > jump > j.236B > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender

~3488 damage, +Poison, +Ender

Midscreen Shadow Frenzy combo. Does about 4.9k with (1), along with any Poison damage (so does about 6k on Narukami), but pushes opponent out of the corner again. With (2) you get about 4.5k and corner knockdown.

The { j.236236[D] 214A j.236A ]D[ } portion is important to learn since it's a key part of almost all of Shadow Teddie's corner combos, and racks up a lot of damage due to Poison. With his better starters you can apply Poison multiple times, greatly increasing damage.

 

 

 

Corner, Shadow Frenzy
5AAAA > Shadow Frenzy > 236236[D] > j.236B > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender

Baby Shadow Frenzy combo. Easy to do, but as you might expect doesn't have the punch of other combos. There's enough meter to do a 236236A/B before the ender if you're going for (1), but most items aren't that effective during Nihil Hand's long animation.

5AA > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 5C > Ender

~3818 damage, +Poison, +Ender

Requires 50+ meter, Burst

New combo route thanks to the new aerial All-Out Attack and 236B. Easier compared to 1.1's standard route. Note that this is only using 50 meter, not 100.

5AA > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 5C > j.A+B > j.B > j.2C > j.A+B >  j.236A > j.236236[D] > 214A > ]D[ > Ender

5502 damage, +Poison(2), +Ender

Requires 100 meter, Burst.

Much better damage.

5AA > 5B > 236B > 5B > 5C > 2B > sj.A > j.B > j.2C > j.236B > j.236236[C] > Shadow Frenzy > j.236236[D] > 2A+B > 214A > ]D[ > Ender

4312 damage, +Poison, +Ender

Requires 100 meter, Burst

Notably lower damage compared to the above combo, but only uses 50% Burst.

5AAA > j.C > 5B > 5C > 2C > Shadow Fury > 236236[D] > 2AB > j.236B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender

~4300 damage, +Poison, +Ender

Standard 1.1 Shadow Frenzy corner combo. Does about 4.3k without factoring in Poison; Poison will add about ~1200 damage on a character with 9.5k health.

The combo above has the best return, but the execution can be tricky. There are various ways to make the combo easier in the middle portions at the expense of damage; you can do j.A j.236A after the sweep, or omit the j.236A entirely. You can also forego the sweep. However mastering corner combos means learning these routes well, as they play a part in his stronger starter combos.

Throw > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > Ender

3786 damage, +Poison, +Ender

Requires 50+ meter, Burst

Adjusted combo for the proration off throw starter.

j.B CH > j.236A > Shadow Frenzy > j.A+B > j.A+B > j.236B > j.214A > j.236236[C] > 2A+B > 22A > 5B > 5C > Ender

~4600 damage, +Poison, +Ender

Requires 50+ meter, Burst

j.C > dash > 5B > 5C > 2C > Shadow Fury > 236236[D] > 2AB > j.236B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > j.236A > j.236236[D] > 214A > j.236A > ]D[ > Ender
6807 damage, +Poison(2), +Ender

2C FC > 236C > 5B > j.236B > 2A > 214A > Shadow Fury > j.C > 5C > s.j.236A > 236236[D] > 2AB > 214A > ]D[ > j.236A > j.236236[D] >  214A > j.236A > ]D[ > 236236[C] > Ender

6774 damage, +Poison(3), +Ender

2C FC > 5D (Parachute Bomb) > 5B > t.k.236A > 2A > 214A > Shadow Fury > j.C > land > 214A > j.236A > Parachute Bomb hits > j.236236[D] > 2AB > 214A > ]D[ > 5C > s.j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > Ender

7081 damage, +Poison(4), +Ender

2C FC > 5B > j.C > j.B > 236C > 5B > 236C > j.A > j.236A > 2A > 5B > 5C > d.c. > 5B > 236D > Shadow Fury > 236236[D] > 236D > 5B > 236CD > 236236[D] > 236D > 2AB > s.j.236A > j.236236[D] > 214A > ]D[ > Ender

6380 damage, +Poison, +Ender

Carries opponent from corner to corner.

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EDIT: New Shadow Teddie CMV by Moja: https://www.youtube.com/watch?v=in70VyW1qBE

 

Will update combo thread soon with the new combos.

 

Went to the lab today and worked out a couple Mystery Teddie SP midscreen combos:

 

5AAAA > 236236A (Agni, Mystery Food, Smart Bomb) > 5A > j.A > j.B > (Mystery Food Hits) (Agni Hits) > 214A/B/A+B

2087 damage, +Poison or 2149 damage, +Fear/Rage

 

You'll also pick up a few ticks of Poison damage during the combo (only from 2.0 onwards, since Mystery Food only inflicts Silence and Fear in 1.1). You can choose to refresh a choice of status with Puppeteddie. Alternatively you can end with Sweep to add about 200 damage and knockdown, or 214214B for 3245 damage total.

 

5AAAA > 236236B (D-Type Prithvi, Ball Lightning, Amagiya Buckets) > 2B > j.A > j.A > (Ball Lightning hits) > j.B > (Prithvi hits) > dash > 214A/B/A+B > Buckets hit

2887 damage, +Panic, +Poison/Fear/Rage

 

Double status combo. Also pushes opponent into the corner from midscreen.

 

In addition, doing 5AAAA > 236236A when Oil Drum is any of the next three items will give you immediate drum oki, and pushes opponent into the corner.

 

Haven't worked out any equivalents for regular Teddie yet, these are just for S.Teddie. The nice thing about these combos is that they'll give 20+ SP before Mystery Teddie SP, even in 2.0.

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A 1.1 combo that I came up with, midscreen into corner.  Works about starting distance or closer.

 

5AA > delay 5B > 236D > Frenzy > 236236[D] > 236D > 2A+B > j.236B > j.236A > j.236236[D] > 214A > j.236A > ]D[ > 236236[C] > ender

 

~3947 +Ender +Poison

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New 2.0 S.Teddie combos by Moja.

Midscreen

2C FC > 22A+B > j.A+B > Shadow Frenzy > j.A+B > j.A+B > [land > j.A > j.A+B > j.A+B] x2 > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 214214D > ]C[

6666 damage, requires 100 meter + Burst

2C FC > bdc. > Shadow Frenzy > 2A+B > IAD > j.B > 236C > 236B > j.236236[D] > j.A+B > j.A+B > ]D[ > 236D > 5B > 5C > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[

7249 damage, +Poison

2A > 236A > Shadow Frenzy > 2C > j.A+B > j.A+B > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 2A+B > j.A+B > j.A+B > .214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[

6010 damage, +Poison

 

Corner

5B CH > 22+A > dash 5B > 5C > 5AAA > j.214B > j.236236[D] > 214A+B > ]D[

3097 damage, +Fear, +Rage

236D FC (warp attack) > 2B > 236C > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 214A > ]D[ > 5C > 2C

5096 damage, +Poison(2), requires at least 25 meter + Burst

j.B FC > backjump > j.2C > j.C > j.A > j.A+B > Shadow Frenzy > j.A+B > j.236A > j.236B > j.214B > j.236236[C] > 2A+B > j.A+B > j.A+B > j.214A > j.236A > j.236236[D} > 214A > ]D{ > 5C > 214214A+B

7465 damage, +Poison(2)

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