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LegendaryRath

[P4AU] Teddie Combo Thread

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Feel free to post combos here. In a week or two, I'll start compiling a list of optimal combos in the main post (once we know what's optimal-ish).

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Some quick stuff, will update later on with damage/SP values.

 

General notes:

-For 5AA, you want to hold down the A button to get maximum damage from it.

-For 5AAA, if you're cancelling into sweep or jump cancelling, you cancel on the third hit. If you're cancelling into a skill attack, you cancel on the fourth hit.

 

Midscreen:

5AAA 2AB (5D/2D)

1523 damage, 12 SP

 

-Easy combo that allows item oki and leaves you in a good position to continue pressure.

 

5AAA j.B

1245 damage, 10 SP

 

-For air pressure/crossups.

 

5AAA 214A

1315 damage, 20 SP (+Poison)

 

If left unchecked, Poison does 14.4% of opponent's maximum health in damage.

 

5AAAA

1406 damage, 21 SP

 

Autocombo. Links to either Tomahawk or Nihil Hand.

 

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

1636 damage, 13 SP

 

The j.B > j.A gatling only works at certain heights - you want to be above the opponent during the first j.A for it to work. Alternative if you're at the wrong height is 2B (air hit) j.A j.A j.B. You can also do j.A j.A j.B j.A j.B/j.236A.

 

(air hit) 5AAA j.A j.B

1263 damage, 10 SP

 

With an air hit, you have enough time in the air to do j.236A if desired (and then into j.236236C/D as well).

 

j.B j.A 5AAA 2AB

2000 damage, 15 SP

 

j.B j.A 5A 2B j.A j.A j.B

1627 damage, 12 SP

 

Does less damage, but less likely for opponent to drop out of combo and combos into mid-air Tomahawk if necessary.

 

AOA~C j.A j.B j.A j.A j.236A

3165 damage, 33 SP

 

5AA 5B 236D 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B./236A

4030 damage, 11 SP, -50 SP

 

Our classic corner carry combo. Might have slightly stricter timing now since 5AA no longer floats on hit.

 

5AAA 236C 236236[D] 236D 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B/236A

3676 damage, 21 SP, -50 SP

 

Alternative to the above combo that builds slightly more meter.

 

Corner

 

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

~3001 damage, 26 SP

 

5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5B 2B j.A j.A j.236A

~3229 damage, 32 SP

 

If linking to 236236[D], omitting 2B might be desired for easier comboing afterwards into 2AB or 214B/AB. One can also omit 2B for an easier execution; you lose about ~200 damage and 4 SP this way.

 

5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) j.A j.236A

~2774 damage, 27 SP

 

Leaves Teddie closer to the ground if j.B is used at the end compared to the above two combos.

 

214B/SB (CH) 5AAA j.A j.236A

2300 damage, 16 SP (only if B version), +Fear/Rage

 

5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B

4010 damage, -50 SP, (Awakening only)

 

Does more damage than missile ender, but pushes opponent out of corner.

 

214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[

3575 damage, -50 SP

 

214B (CH) 5AAA j.A j.B j.A 214214B

3875 damage, -50 SP, (Awakening only)

 

214B (CH) 5AAA j.A j.236A j.236236[D] 2AB ]D[ 214214B

5189 damage, -100 SP, (Awakening only)

 

Shadow Teddie

 

Midscreen

 

5AAA 214A

1073 damage, 25 SP (+Poison)

 

If left unchecked, Poison does 14.4% of opponent's max health in damage.

 

5AA 2B j.A j.A j.B (j.D/j.2D)

1137 damage, 17 SP

 

Item oki option.

 

5AAA 5D/2D

841 damage, 21 SP

 

Alternative item tossing option.

 

Corner

 

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

 

5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.A j.B

 

5AA 5B s.j.C j.B j.A 5B 5C 2B j.A j.236A Shadow Fury j.236A j.236236[D] j.236236D 236236[C] 214214AB

4592 damage

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A few comparison of old Teddie and new Teddie:

 

It feels like the recovery on the standing 236236D has increased, meaning you have to delay the teleport more, which makes the combo a bit more fragile.  It also feels like you need slightly more delay on the teleport after the FC TV combos than before.  The old corner throw combo feels like it works just perfectly.  The pupetteddie > missile boom combo ender works, but there's less hit stun from the puppetteddie, making the combo easier to drop.

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Added a few more combos. Nothing too fancy yet, but I'll start looking at videos for FC combos.

 

It seems that despite gaining FC properties, there isn't a way to combo off Puppeteddie A without OMC or OMB. Puppeteddie B and SB gaining wallbounce properties means they can be comboed off in the corner on CH, however.

 

Nihil Hand seems to have 1400 minimum damage.

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Here are some fairly non-optimal OMC combos, but they're an option if you have meter and at midscreen. These are mostly unchanged (with the exception of the corner one) from P4A. Note that if 236A is a CH, OMC can be omitted, saving 50 SP.

 

236A OMC 5AAA 2AB

2347 damage, - 50 meter

 

236A OMC 5AAA 236B 214214B

3.9k damage, - 100 meter

 

236B OMC 2B j.A j.A j.B j.A j.236A (j.236236C)

2984 damage, - 50 meter
~4035 damage with j.236236C ender, - 100 meter

 

236B OMC 214214B

~4241 damage, -100 meter

(Does slightly more if OMB is used instead of OMC)

 

Near corner

236A OMC 5AAA 236B j.236236[C] 2AB ]C[

3565 damage, -100 meter

In Awakening, can end with 214214B for 5173 damage and -150 meter.

 

Corner

236A OMC 5AA 5B 5C d.c. 5A 5B s.j.C j.B j.A 5AA (partial charge) 214214B

4771 damage, - 100 meter

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Here's a few important ones.  I don't have the dmg / meter atm, but will edit once I do:

 

Corner:

Throw > 5B > sjc.C > j.B > j.A > 5B >  5C > 2B > sj.A > j.236A > j.236236[D] > 2A+B, ]D[

- I've found that a super jump after the 2B makes the combo a bit more consistent.  Alternately you can end with 236236[D], 214B, ]D[

 

Back to Corner:

5AAA > j.236A (through opponent) > 236236[C] > 2A+B > ]C[ > 96 > j.C > j.B.  3197 dmg, 23 meter

 

Special Starter

FC 236(C/ D/ C+D) > 236C> j.A > j.B > j.A, dj.A, dj.236A, 236236C

- Use D missile + sweep if in corner

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No FC combos yet, but here are a few more things for random neutral situations:

2C s.j.A j.B j.A j.236A
2732 damage

5C d.c. j.A j.B j.A 2B j.A j.A j.236A
2992 damage, 20 SP

If starting around midscreen, can do j.236236C j.236B afterwards for 4104 damage total. You can extend this further by going:

5C d.c. j.A j.B j.A 2B j.A j.A j.236A j.236236C j.236B OMB 214214B
5791 damage, -100 SP, -Burst

2AB OMC 66 5AAA j.A j.B j.A j.A j.236A
~3052 damage

Pushes opponent to the corner from midscreen.

5AAA 2AB OMC 66 5AAA j.A j.B j.A j.A j.B

5AAA 236B OMC 5AAA 2AB

Alternative options if you need your opponent in the corner while Persona broken; pushes them to the corner from midscreen. The second combo does slightly less damage, but builds more meter before the OMC.

236AB 5AAA j.A j.B j.A j.A j.236A
2243 damage, -25 SP

To get 5AAA to connect, you have to hold down 5AA so it pushes the opponent slightly further away.

Incidentally, after toying around it seems you can use 236B as an alternative option to 2AB for missile combo extenders for about the same damage. It's slightly easier to connect from what I've found, but your mileage may vary.

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If you go to training mode and lock the item under character specific settings, you can use naniga deru to throw out 3 of the same item.  With the SB version you can throw out 2 sets of two items for up to four of the same item.  You can't do this outside training mode, except for super situational item configurations with the SB version. Try telling people you found super secret Teddie tech and show them this and see how long it takes them to figure it out.

 

I'm really tempted to make a combo video.

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Been messing with nani ga der kuma a bit and found something that could be semi-useful?

5A>5AA>236A>236236A/B (Red rocket, Mystery food, air bomb)>5A>5AA>5AAA(2)>844>J.236A>2B>JA>JB>JD

Gives around 3k + poison, has roughly half screen corner carry gives better item oki than red rocket + mystery food (Hopping robot + oil drum). Unfortunately, it doesn't end with them still in the effects of mystery food.

The optimal FC combos at the moment are:
Midscreen: 2C FC> JA> JB JA> JC> 23698B> 5A> 5AA> 5AAA> JA> JB. -4k dmg, -30 SP
Corner: 2C FC> 5B> mjA> j.236B> 5A> 5AA> 5B> sjC> JB JA> 5B> 5C> 2B> JA> JB. -5k dmg, -38 SP

Generally if you want to add more damage to your corner combos, use j.236A> 236236[D]> 2AB> ]D[> 844> JD instead of ending with JB. Adds a little over 1k to pretty much anything and leaves you in a better position than JB>JD.

And on a final random note, you can buffer teleport during TV summon at any point and it'll still come out...ye.

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That sounds useful at least, and it's an option if you're not in a position to do either missile combo. Plus it should be unburstable after Mystery Food due to Silence.

 

I might try to go to the lab with Shadow Teddie sometime and work out some of his cancels. He would have loved regular Teddie's autocombo, though; 5AAA 214A would have been nice for him for corner carry and to make up for his lackluster damage, plus it allows him to easily cancel into Sweep > Shadow Fury combos.

 

Interestingly, it seems S. Teddie's 5AAA isn't cancellable into j.2C, though it can be cancelled into j.C.

 

I'm also working on some standard blockstrings for Teddie, but a simple frametrap is 5AA > hop cancel > j.A. Beats mashers who try to do anything but DP.

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The optimal FC combos at the moment are:

Midscreen: 2C FC> JA> JB JA> JC> 23698B> 5A> 5AA> 5AAA> JA> JB. -4k dmg, -30 SP

Corner: 2C FC> 5B> mjA> j.236B> 5A> 5AA> 5B> sjC> JB JA> 5B> 5C> 2B> JA> JB. -5k dmg, -38 SP

 

I'm having trouble with the timing on the first one, specifically the timing of the j.A > j.B > j.A so that you can tk Teddie Screw.  If there is footage of these combos anywhere, that would be really helpful.

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I'm having trouble with the timing on the first one, specifically the timing of the j.A > j.B > j.A so that you can tk Teddie Screw.  If there is footage of these combos anywhere, that would be really helpful.

 

I don't have footage, but essentially you want to hit the opponent with j.C. as low to the ground as possible, which should allow you to go t.k. Bearscrew into 5AA. I'd do the j.A. right around when they're starting to fall from 2C. It's tricky timing though, so if that's too hard, you can just go j.A > j.B > j.A > j.C > 5C > d.c > 2B > j.A > j.A > j.B for about 3.8k. Or if you can't get the 5C down either, j.C > dash > 2B > j.A j.A j.B for ~3.4k.

 

Note that the combo side-swaps after the t.k. Bearscrew, so if you want to push the opponent into the corner instead, skip the 2369B. Ending the combo with 5AAA > 214214B ends the combo at around 5.6k for 50 meter.

 

Another quick few:

 

j.C CH > 5C > d.c. > j.A > j.B > j.A > 2B > j.A > j.A > j.B.

3134 damage, 21 SP

 

Note: If you them with j.C or 5C too high, you'll have to settle for 5C > d.c. > 2B > j.A > j.A > j.B.

This combo can also technically be done without a CH, but you have to do j.C very close to the ground and you'll have to do the 2B combo after the dash cancel, for 2.6k.

 

Alternatively, you can just do:

 

j.C > t.k. 236A

1673 damage, 9 SP

 

j.C > 236D

1499 damage, 8 SP

 

The latter can lead to Tomahawk if needed.

 

236B (CH) > 236A

2011 damage, 10 SP

 

j.236A > OMC > j.A > j.B > j.A > 2B > j.A > j.A > j.B

~2800 damage

 

j.236B > OMC > 5AA > j.A > j.B > j.A > 2B > j.A > j.A > j.B

3167 damage

 

Also usable with 236B, for about 200 less damage.

 

j.236A/j.236B (air hit) > OMC > j.A > j.B > j.A > j.236A

2677 damage (j.236A starter)/2912 damage (j.236B starter)

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Combo courtesy of brkrdave: FC 236C+D> 236C > j.A > j.236B >OMB > 5B > sj.C > j.B > j.A > 5B > 5C > 2B > j.A > j.236A > j.236236]D[ > 2A+B >[D] > 214214B

 

Pretty much its an abridged SB television combo bursted into optimal corner combo. Does 7.5k apparently

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Midscreen TVs FC combo:

 

FC 236C/D/CD > 236C > j.A > 2B > j.A > j.A > j.B > j.A > j.C > j.236B

 

The j.236B can be pretty hard to connect; one could just go for j.236A after the j.A in that case. If you manage to hit them with 2B low enough so that you can do the j.A > j.B > j.A > j.C > tk236B > 5AAA > j.A > j.A > j.236A, then that's much more damage, but I wouldn't bet on it.

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I'm having some trouble in executing this combo :

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

I can't seem to connect 236D > 5B consistently cause 5B sometimes whiffs, any tips?

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You're most likely either doing 5B too early or teleporting at the wrong time. It's just one of those combos where you have to feel out the timing.

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I'm having some trouble in executing this combo :

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

I can't seem to connect 236D > 5B consistently cause 5B sometimes whiffs, any tips?

 

They made this combo harder in this version.  Try doing this combo a little closer to the corner as that part of the combo gets harder the further away you are.  You can pull it off further and further away as you feel more comfortable with it.

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Got some minor questions

1. I've always had difficult being able to do the bearscrew/tomahawk side witch (aka you bearscrew one direction and then tomahawk facing the other way). How do you get the Tomahawk out in the opposite direction? Do you input the command in the direction you want it to go in or is it a timing issue?

 

2. Practing Teddie's corner combos I noticed that if you do his classic 5AB> JC J > JB > JA > 2B string. That if you follow the 2B with ja jb ja dj ja that the combo will go yellow. Is this a timing issue or is it that sequence automatically is recoverable?

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1. You just have to delay the input.

 

2. Just checking to see if you have the right combo - are you talking about AoA combos (which is A+B), or throw combos (C+D)? If it's the latter, the input is CD > 5B > s.j.C > j.B > j.A > etc.

 

In either case, it might be because it's an invalid combo (if you set the dummy to recover and block after the first attack, it should fix that issue).

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Be careful using J.A, J.B J.A in combos it destroys combo rates because of the multihiting J.A and i feel like using the same moves in a combo ruins combos faster then last game this time around.

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Multi-hits don't cause any more scaling than single ones (though for some moves you to have to cancel a multi-hit move earlier), unlike Marvel, it all depends on the proration. j.A does have SMP, but it isn't very noticeable in shorter combos and doing a j.A > j.B > j.A extension adds more damage overall because of the extra j.B you tack on in the combo.

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2. Just checking to see if you have the right combo - are you talking about AoA combos (which is A+B), or throw combos (C+D)? If it's the latter, the input is CD > 5B > s.j.C > j.B > j.A > etc.

 

In either case, it might be because it's an invalid combo (if you set the dummy to recover and block after the first attack, it should fix that issue).

 

To anser the question its either throw or just off of a 5A

The combo becomes invalid after the second ja  As in ja jb ja (invalid) ja

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

On this combo or combos involving s.j. C in corner how quick does the C need to come out they always seem to tech it before i can get it off.

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

On this combo or combos involving s.j. C in corner how quick does the C need to come out they always seem to tech it before i can get it off.

Pretty much as soon as you can, provided the teleport into 5B is close enough to the corner for s.J.C to land properly. This time around the basic Teddie corner combo isn't as forgiving as last game, so if you need to practice it, try doing throw into 5B > s.j.C > j.B > j.A > 5B > 5C combo to get a feel for it. Keep in mind though that the combo really once works on special starters like counters and fatals. 

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