Herbal Grey Report post Posted August 11, 2012 @jacope. puppet teddie is really good when you're paralyzed. if you're playing against narukami, you can do run up puppet teddie (a-version) and it'll actually beat out his dp. if you use the b-version you get to hear a lolzy scream whether you hit them or not. another reset you can try with the circus teddie is to do your basic 2b j.a j.236a j.236236c, but then not hit them with the explosion of the missile, activate circus teddie before they hit the ground and even good players will tech into circus teddie every time. i won a tourney match with this reset actually ;P @sowl. teddie's jump in is pretty strong with j.b/j.a but if you're obvious he's really easy to anti-air because he's a floaty character. if you vary up your movement with jump forward airdash backward with only occasional airdashes forward, you will most likely be anti-aired less often Share this post Link to post Share on other sites
Kuuhaku Report post Posted August 11, 2012 I've used Circus Bear to punish Liz and Yukiko for doing full screen zoning since their long range moves have a lot of recovery on whiff. Share this post Link to post Share on other sites
HARD_BREAD Report post Posted August 11, 2012 Hey guys. Time to get in training mode and learn these sick set-ups. http://www.nicovideo.jp/watch/sm18566381 Share this post Link to post Share on other sites
mrshmearo Report post Posted August 12, 2012 Whoa some of that stuff is dirty. I'm still trying to find my footing with this char and game but that stuff is sick. Share this post Link to post Share on other sites
SoWL Report post Posted August 12, 2012 Another question about the general gameplay: should I try and keep the item that can be used for setups instead of throwing it away and cycling for some item that's better (a barrel, meteors, etc)? I'm watching that latest video from the video thread, and it has some stuff that I never expected to work, like landing your opponent on a Muscle Drink. So, if I do get a Muscle Drink, will I regret it if I toss it away for nothing? To follow up on my point about reversals, I just noticed that 22A+B allows you to move. This can be very good, I'm gonna try it next time. Share this post Link to post Share on other sites
BigBadBrownBear Report post Posted August 12, 2012 So how are you guys opening people up? It feels like all the opponent has to do is press downback and throwtech every now and again. Mind you the pressure is amazing, its the mix-up that's throwing me for a loop. @SoWL Its really up to playstyle. Like I'll generally throw out the brahman and soda as quickly as possible and try to hang onto the ice because its so useful if I do confirm a hit. Also I don't think 22A+B is worth the meter imo. Might be worth looking into though if it gives some sort of invuln(either throw/normal) as you can land a poke really fast as he inflates. Share this post Link to post Share on other sites
JacopeX Report post Posted August 12, 2012 If they are holding down back, tick throw them and combo off of it. Make them think twice. Share this post Link to post Share on other sites
Kuuhaku Report post Posted August 12, 2012 So how are you guys opening people up? It feels like all the opponent has to do is press downback and throwtech every now and again. Mind you the pressure is amazing, its the mix-up that's throwing me for a loop. Teddie has very very little high low mix up. So make use of j.A and j.B, rolls, air turn around, and item setups for really ambiguous cross ups (and I guess AoA too). j.A generally you don't even have to try to make it cross up... just airdash at them and do it. I also do falling j.A a lot because it'll sometimes cross them up and sometimes not. It's pretty strong. Share this post Link to post Share on other sites
HARD_BREAD Report post Posted August 12, 2012 I'm assuming you guys can't watch vids on Nico, then you'd see the usefulness of 22A+B for opening people who downback all day...I'll try and transcribe the stuff from the vid, but I'm going to a session later. Maybe if Fubar sees it he can do it if he wants. Share this post Link to post Share on other sites
kousaka Report post Posted August 13, 2012 hmm i watched the vid with the 22ab oki setups but i dont really understand. they iad turn jd charge item throw.... does charged item throw hit them? why cant they just uppercut or something Sent from my SGH-T999V using Tapatalk 2 Share this post Link to post Share on other sites
HARD_BREAD Report post Posted August 13, 2012 hmm i watched the vid with the 22ab oki setups but i dont really understand. they iad turn jd charge item throw.... does charged item throw hit them? why cant they just uppercut or something Sent from my SGH-T999V using Tapatalk 2 They can uppercut, the item throw does not hit. The point is to mix the opponent up with Kintoki-Douji still being out while using the invulnerability and movement of 22A+B. You can even see at one point in the video Yu does his DP and breaks Kintoki only to get Fatal Countered by 2C during his recovery. Share this post Link to post Share on other sites
Spark Report post Posted August 13, 2012 Neat never noticed that the item twirl actually had a hitbox. Share this post Link to post Share on other sites
HARD_BREAD Report post Posted August 13, 2012 Neat never noticed that the item twirl actually had a hitbox. Yeah, that's why the enemy would still be in block stun while you hold D. Sorry for not explaining that in my last post. Share this post Link to post Share on other sites
kousaka Report post Posted August 14, 2012 spark to the rescue~ Sent from my SGH-T999V using Tapatalk 2 Share this post Link to post Share on other sites
Senkei Report post Posted August 14, 2012 That is quite dirty... Thanks for the look HardBread. I've known the wind-up to item throw has a hitbox but not multiple hits lol... Share this post Link to post Share on other sites
Nobus3r1 Report post Posted August 16, 2012 This is really weird. I've seen more Teddie players in ~1/2 hour of Big Two #40 than I did in ~8 hours worth of various Cali tournaments. Share this post Link to post Share on other sites
Mumm-Ra Report post Posted August 16, 2012 I play Faust and Arakune, can I into Kuma? Share this post Link to post Share on other sites
HARD_BREAD Report post Posted August 16, 2012 I play Faust and Arakune, can I into Kuma? You may bear-dance with us. You'll ease right into Kuma as a Faust player; he's a bit simpler but I think you'll enjoy the items not being random. Share this post Link to post Share on other sites
GirugaMarc Report post Posted August 16, 2012 Researched the startup on Teddie's moves using that method in the general discussion section. 5A- 5 2A- 5 j.A- 7 5B- 12 2B- 9 j.B- 8 236A- 8 236B- 21 236AB- 18 214A- 14 214B - 24 214AB- 27 236C- 13 236D- 14 236CD- 25 Feel free to do it yourself to check it out, I may not be right (I hope not) on some of these. edit: this is all wrong, ignore this post :> Share this post Link to post Share on other sites
Shakraka Report post Posted August 17, 2012 Teddie's 5A is 5 frames? Huh, I don't know much about frame data, but I thought his 5A was a bit slower than others, interesting.. Share this post Link to post Share on other sites
Tari Report post Posted August 17, 2012 Didn't bother checking the rest of it, but 5A is definitely 7 frames of startup. The move starts on frame one and goes active on frame 7, hence 7 frames of startup. The numbers we have for 5A/2A on the wiki are actually from Arcadia, by the by, so unless they're outdated, they should be accurate. I believe most of the 5A/2A info has been double-checked by other players, as well. Share this post Link to post Share on other sites
GirugaMarc Report post Posted August 17, 2012 Didn't bother checking the rest of it, but 5A is definitely 7 frames of startup. The move starts on frame one and goes active on frame 7, hence 7 frames of startup. The numbers we have for 5A/2A on the wiki are actually from Arcadia, by the by, so unless they're outdated, they should be accurate. I believe most of the 5A/2A info has been double-checked by other players, as well. I tried it again after this post. My recording has it so that the first frame of startup starts on the 2nd frame (of the recording) and it makes contact on the 8th, that's 6 frames where the move doesn't hit. Do you count the first frame that the move becomes active as startup? If so then you're right it is 7 frames. I'll be doing this over again (unless someone else wants to) to get hopefully more accurate results. It's probably just one frame off on everything except 5A. Share this post Link to post Share on other sites
Tari Report post Posted August 17, 2012 I tried it again after this post. My recording has it so that the first frame of startup starts on the 2nd frame (of the recording) and it makes contact on the 8th, that's 6 frames where the move doesn't hit. Do you count the first frame that the move becomes active as startup? If so then you're right it is 7 frames. I'll be doing this over again (unless someone else wants to) to get hopefully more accurate results. Yes, startup is counted from the first frame of the move up to and including the first active frame. Share this post Link to post Share on other sites
xeedoc Report post Posted August 18, 2012 I love that 22A/B/AB doesn't get hit by at least Yu's DP. I would assume it's the same for all actual DP furious actions. It seems like 22A has faster startup than 22B. Was this general knowledge? Share this post Link to post Share on other sites
Zahlzeit Report post Posted August 22, 2012 Yep, pretty much although you can hold down the B version. Share this post Link to post Share on other sites