Balguna Report post Posted February 4, 2015 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.jJumpsjSuper JumphHophcHop CanceladAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CanceldcDash CancelOMCOne More! CancelAoA~CAll Out Attack into C enderAoA~DAll Out Attack into D enderCHCounter HitFCFatal 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. [/collapse] Mid-screen [collapse]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 [/collapse] 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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wiredgod Report post Posted February 4, 2015 Some interesting 2.0 S.Teddie shadow burst combos here: https://www.youtube.com/watch?v=nl90opnU64Q&t=6m47s https://www.youtube.com/watch?v=nl90opnU64Q&t=8m48s Share this post Link to post Share on other sites
Balguna Report post Posted February 10, 2015 https://www.youtube.com/watch?v=3NQGG2p94jM Shadow Teddie combo video by Moja. Adding the listed combos to the guide shortly. The current combos might not work as well in 2.0 due to the new SP cost mechanics; Tomahawk costs twice as much, notably. Share this post Link to post Share on other sites
MegaGrandTale Report post Posted February 10, 2015 Must... Learn... Shadow... Teddie... All these combos I must make, all those AoAs I must do. It's like looking at Arena Teddie all over again! Share this post Link to post Share on other sites
Balguna Report post Posted March 1, 2015 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. Share this post Link to post Share on other sites
B.P.M. Report post Posted June 28, 2015 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 Share this post Link to post Share on other sites
Balguna Report post Posted November 3, 2015 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) Share this post Link to post Share on other sites