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MegaGrandTale

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Posts posted by MegaGrandTale


  1. I made some Teddie videos that show off some of the Tech I found over time. I hope people start using them. Also I apologize for the cam corder recordings, I don't have a capture card so this was the best I could do. Move order and Damage is in the description, as well as some tip on how some of these moves connect.

     

    Note that not all of these combos are useful, they just help give an idea of what you can do. Doesn't mean you can't try though and possibly find something new.

     

    https://www.youtube.com/watch?v=T1cmbUr6LDY

     

    https://www.youtube.com/watch?v=DCIYf5XKad0

     

    https://www.youtube.com/watch?v=hLv-TPlW-Cw

     

    https://www.youtube.com/watch?v=Ix97c_f_pcg

     

    https://www.youtube.com/watch?v=fTu5oEIbVsQ


  2. Do you know why they fall under? jC too close/too high?

     

    Also thanks for the help!

    I feel like it's just we jump too high and they don't get stuck on us so they slide under are hitbox. No problem, always willing to help out a fellow Teddie.


  3. Have a question with the basic corner combo (5AA5B sjC jB jA 5B 5C 2B jA etc)

     

    What's the best way to time the jC? Sometimes it won't hit (is it a neutral super jump after 5B?)

     

    Sometimes after the jC, they'll go under Teddie

     

    Are you supposed to hold 5AA for all 15 hits?

     

    Also, sometimes I see a Teddie do delay jA instead of jB jA, is that only because of the starter?

    1) As soon as 5B connects, input super jump, then J.C as fast as you can. It takes some time to get used to, and I tend to super jump towards the opponent so it hits faster (It might not matter though). I recommend doing challenges if you haven't already done so.

     

    2) If you notice the opponents fall under you after J.C, continue with J.B, J.A, 5B, Teddievision D, then either do MIssile D or warp to do a mix up.

     

    3) You don't have to hold down punches because the combo will work with either 1 or 15 punches. Only thing that happens is you push the opponent away a bit. Also damage might scale because of extra punches.

     

    4) Doing 5AA, 5B, J.C, J.A, 5B... etc. is just another way to do Teddie's corner combo. It was found before we realized the old combo still worked, either way is fine, but the old way for me tends to work better as the other way is a bit more tricky to do. Starter doesn't matter.


  4. I found more 2 new combo routes that work with fatal NIhil Hand combos (Midscreen only). Like I said before as long as you start with a fatal hit Nihil Hand can combo into itself 3 times, however, messing around with this I found that both Bearscrew A and microdash 5A both connect fast enough to extend a combo. Now I only tested this by doing 5C into Nihil Hand B so far but I found that doing 5A gets you a full auto combo and can still follow up with more attacks and supers while going Bearscrew A only gets you the one attack however you can burst to extend combos even farther. When I get time I'll try to make combos from this and tell you guys but for right now this is all I got, I just recently got back to playing.


  5. Most 2.0 tier lists right now have S.Teddie ranked just as high if not higher. The item nerfs really did hurt Teddie more than expected, since it just exarcebated his already existing flaws. 5AA having a limited jump cancel window also made his iffy mixup even worse.

    There wasn't a need to nerf the items again at all. We don't have an overhead (well we do but it's not reliable or abusable), we don't have high low mix ups (hell we don't even have mix ups since people can just grab us out of the air + the opponent needs slow reactions to even get hit by them), we don't have moves that are 5ft disjointed attacks (5A and J.A just extend are hurtbox more then applying pressure), and sometimes we can't even get the opponent out of the corner cause all they have to do is block low against everything. The items are our way to deal with BS 5A's from most of the tough MUs we have (I.E Sho and Mitsuru). I can agree on the Bike change but everything else just doesn't make any sense at all, considering Teddie was hit the most with nerfs to begin with. What we got doesn't equal to what we lost in my opinion.


  6. I might be wrong, but I believe the new 5AAA 236B combo route counts as an autocombo too, so you'll also get the SP/Burst bonus accordingly (or you could just do 5AAAA).

    I don't think so because pre patch it's get to a certain point in the auto combo to get the meter. Now it's get to the special in the auto combo. I believe i've seen a video with 5AAA into poison and it didn't yield meter gain. Also 5AAA 236B is a combo route pre patch, it's just not useful.


  7. Since I'm the Teddie "known" for going as much damage as possible, here's a small list of stuff I'm come up with over time with 2C Fatals:

     

    (Note: all of these were done from standing at the start of the round with you being in player 1 spot, some of these combos won't work in other spots to my knowledge, I only tested them at this spot. Also some of these might differ on a small amount of damage depending on how much hits you do on multi hitting moves like 5AA, J.A and Bearscrews)

     

    2C, Nihil hand B, Nihil hand A, Nihil hand A (frame perfect) 6.3k Unburstable once the first Nihil hand is up. (Easiest Challenge 25 as well)

     

    2C, Nihil hand B, Nihil hand A, Nihil hand A (not frame perfect) 5.8k Unburstable once the first Nihil hand is up. (Easiest Challenge 25 as well)

     

    Both of these only work from mid screen and both Nihil hand B and the first Nihil hand A have to hit as high as possible, meaning before the frame perfect sign.

     

    2C, sweep, 2A, 5A, 5AA, J.A, J.B, J.A, Air Bearscrew A, Missile C, dash to missile, sweep, explode, Air Bearscrew B (low to the ground but not too low that the missile hits the ground), missile D, explode + Nihil hand B (perfect frame) 7.1K

     

    2C, sweep, 2A, 5A, 5AA, J.A, J.B, J.A, Air Bearscrew A, Missile C, dash to missile, sweep, explode, Air Bearscrew B (low to the ground but not too low that the missile hits the ground), missile D, explode + Nihil hand B (not perfect frame) 6.5K

     

    Now there are 2 things on this combo your probably going "wait you can't do that" and it's probably sweep, 2A and explode + Nihil hand. For sweep, 2A to work, you have to hit sweep after 2C as high as possible (when they are coming down), and then mircodash the 2A. This doesn't hit everytime so this is more of a swag combo then anything. Also explode + Nihil hand is basically holding the missile, input Nihil hand, and release both buttons at the same time, (I just do this so I get the timing better, it doesn't actually hold down nihil hand), so the missile hits before Nihil hand does by about 1 or 2 frames, then it will go into full Nihil hand super.

     
    2C, sweep, OMB, Air Bearscrew B, missile C, dash to missile, explode, 5B, J.C, J.B, J.A, 5B, 5C, 2B, J.A (straight up + super jump), Bearscrew A, Missile D, 2C, explode, Nihil hand B (frame perfect) 9.5K
     
    2C, sweep, OMB, Air Bearscrew B, missile C, dash to missile, explode, 5B, J.C, J.B, J.A, 5B, 5C, 2B, J.A (straight up + super jump), Bearscrew A, Missile D, 2C, explode, Nihil hand B (not frame perfect) 9.0k
     
    2C, sweep, OMB, Air Bearscrew B, missile C, dash to missile, explode, 5B, J.C, J.B, J.A, 5B, 5C, 2B, J.A (straight up + super jump), Bearscrew A, Missile D, explode, Nihil hand B (frame perfect) 9.3k
     
    2C, sweep, OMB, Air Bearscrew B, missile C, dash to missile, explode, 5B, J.C, J.B, J.A, 5B, 5C, 2B, J.A (straight up + super jump), Bearscrew A, Missile D, explode, Nihil hand B (not frame perfect) 8.7k
     
    Simple OMB combo that does more damage then it should. Since doing 2C, Missile explode can be hard to do I did the combo with and without to show differences in damage.
     
    2C, Item throw (green missile), sweep, green missile hit, J.A, J.B, J.A, J.C, dash a small bit, J.A, Bearscrew A, missile D, sweep, explode, Nihil hand B, (frame perfect) 7.1k
     
    2C, Item throw (green missile), sweep, green missile hit, J.A, J.B, J.A, J.C, dash a small bit, J.A, Bearscrew A, missile D, sweep, explode, Nihil hand B, (not frame perfect) 6.5k
     
    Basic 2C fatal combo with item throw. Only hard parts are making sure to hit J.A after the green missile hits since it's a small window of time and getting to hit J.A after the J.C.
     
    I have more combos but I think this is a good place to stop for now. Some of these are easier then others so try to them out if you really want to captialize on damage like I love to do.

  8. Oil Drum and Amagiya Buckets are the best way to land Circus Bear in neutral. Inflicting Shock using Lightning Drum is also a decent way to pull off a reset, as they have to then time a roll or DP. Yukiko and Yosuke can easily get out of that though.

     

    As for combo hits, the most common way is using a held mid-air Tomahawk. Teddie's challenge 24 is a good example. You can also do it with Smart Bomb. Circus Bear does scale rather notably, so Nihil Hand might be a better finisher.

    Unless Yukiko's start up on DP has invun. she can't DP through it anymore. I haven't played Yukiko for months and they didn't time the startup cause they were still doing last game stuff that worked so i don't know. I also found when doing random Shadow Teddie stuff is if you do sweep, berserk, then go for Teddie Circus D, they will get hit by it if them tech as soon as possible. The closer to the opponent the more likely they will get hit by Teddie Circus. I guess Teddie can one more cancel to do it too but that's 100 meter out the window. As for a finisher super, unless you can time perfect frame Nihil Hand alot, don't end combos with Circus cause Nihil hand will do more and is more reliable. Only go for it if 1. you have enough time for it to combo and 2. if you can't perfect frame Nihil hand.

     

    Edit: Nevermind Yukiko's DP startup does beat Circus Teddie.


  9. I swear every time I go into the lab I find some fun shit. I just made Nihil Hand go halfway across the stage and all it takes is Teddie Warp D and input Nihil Hand as soon as you can when you warp out of the Tv. The same physics apply like doing warp into 2D Teddie, however, when the super flash appears, Teddie is still sliding towards the opponent with the momentum of the warp. What this is is pretty much we freeze the opponent with the flash and approach the opponent at the same time; and you get the small distance Teddie travels with the Nihil Hand too with all the invinsibility along with it. One thing that happened too is I tested this with Narukami's super and I found 2 things. 1) We push Narukami away from Izanagi so we won't get hit by his super because we're too far away from the beam and 2) If you input Nihil hand on the first frame you can do anything after warp, Teddie doesn't get the momentum from the warp slide. I also tested this with the rest of his supers and both Item super and Teddie Circus keep the momentum while Missile stops momentum. Maybe Teddie Circus under the opponent (if the jumped) will change which way Teddie comes with C or D version as an auto correct to face the right way, I haven't tested it. I can't wait to try this on a zoner and see their reactions to this because it's so beautiful to watch. Also the fire effect Teddie does stops where the Nihil Hand was activated so if you try this and you see the fire next to the TV's and your not in it then you did this trick right.


  10. I've been posting in the Newbies Unite topic & joining in the Fri beginner's room (only Teddie main there, I think). Teddie's my best character, and I hope to improve with him.  I've done fighting games for many years, but haven't had much time put into this one yet.  Read a ton of posts on the site, including the Teddie section, and was wondering:

     

    If I'm overwhelmed by the number of combos posted, are there a few key ones you'd suggest that I should know & can actually pull off?

    I guess a sub or two is OK.  Maybe Labyrs.  I should ask the same thing in that section...

     

    Thanks!

    If there's one thing Teddie has to do a lot more in Ultimax then in Arena is using the auto combo. Not because it's a scrub tactic, it's all he really has outside the corner. This does lead to some of his best stuff though. For instance, one combo you will want to learn is auto combo into air missile C corner combo. All it takes is for you to hold down the C button, sweep the opponent, then release the button before they hit the ground. From this alone you can get up to about 4k of damage. Anti air into Teddie's new air combo route is also an easy one and leads into item oki. Catch the opponent with the anti air and go into J.A, J.B, J.A, jump and do J.A, J.B, J.D or J.2D. It helps set up pressure on the opponent depending on the item that was thrown out. I'd also recommend doing the Teddie challenges as they always helped me find new combos or just practice the character in general. 


  11. Fatal Combo Midscreen/Easiest Challenge 25 Answer:

     

    2C FC, Nihil hand A or B (preferably B), Nihil hand A, Nihil hand A. The first two Nihil hands have to hit as high as possible, or not, all i know is it works and you get 6k off of it if the 3rd Nihil hand is justframed (and it's unburstable if they don't burst the 2C). Just don't stand too close to the opponent as you will dash right pass them and get countered on recovery. 

     

    Hell for Challenge 25 you don't even need the 2C, just sub in Mystery Food X or Teddie puppet B (as long as they are in fear since Nihil hand doesn't fatal counter). As long as it started with a fatal it will combo.


  12. Okay, so how do we punish Teddie's DP? It seems to recover fast enough for him to just DP again before we can do anything about it.

    If you activate the explosion and don't get hit by it, Teddie will reappear behind the opponent. He has no invinsibility frames whatsoever and while he's in his taunting animation, it's all Fatal recovery. Either hit him with a projectile or if you backdash up to him you can get a free Fatal combo.


  13. Was fighting another Teddie and something happened that i don't think is suppose to happen. When i tried to Nihil Hand him as a reversal, he was about 3 or 4 frames into 5A. After the super flash, he canceled 5A into DP. This was before the active frames of 5A and normally your not supposed to be able to do that. Is it a glitch or is this some kind of trick? Cause i know Narukami could do it last game the same way as how it happened this time.


  14. It took a while, but Teddie's wiki page is pretty much done; all that it needs are images of the new items and moves, and info for j.2C so it can get added to his move list. If people have feedback, feel free.

     

    Reading the Wiki so far i noticed that it says that sweep can't convert unless it's OMC or OMB, this is actually not true as I found 2 ways of comboing sweep and keeping the combo going. The first way is getting fatal 2C. If you sweep at highest point possible and as close as possible to the opponent as you can, you can combo into 2A and go into auto combo. It's not the best method but if your into flashy combos and want to show off then go for it. The second (and this happened to me today) was i used sweep as an anti air against an air dashing opponent. I somehow comboed into 5A off of it. It's probably like my first trick where the opponent has to be high up but maybe i just got lucky and hit on the last few active frames. If anyone wants to try it out you can. I can't record it so you'll have to try it for yourselves. As for J.2C, i feel like it's faster then 2C (i feel like i saw it say 10 frames of startup somewhere). Mainly used as an anti air or to stop opponents momentum from air dashing, you can throw items off screen if you jump high enough and keep the opponent from seeing the next item until it falls down. It can also hit standing opponents, but you have to be very close to the ground, like even hop won't hit unless you start falling down. Also one thing to note about 2C that i found, if you backdash on block and do 2C again, kintoki-douji stays where the first 2C was if your fast enough. It might not be useful but it's always nice to have more tech.


  15. One thing I really like to do with this character is throw out a j.C, let them air tech, run under them and 2B.  That isn't particularly insightful, but one mixup you can add to this is to actually run under them to the other side.  They'll get confused when they land and you can throw them towards the corner.  If you know the player is the kind that mashes DP all day you can just bait the DP.

    I do something similar to this idea but more likely to happen (because it's easier to land). If you happen to counter the opponent with J.A in the air, do the regular J.A, J.B, J.A combo but instead of doing like bearscrew or J.2C, let the opponent tech and then hit them with a reset 2B. If they hit buttons as they tech and you get another counter, wait a sec to let them fall a bit then do the combo again, but go for damage and possible corner carry. If it's not a counter then just do like J.A, J.A, bearscrew into missile or whatever you normally do. This isn't safe if the opponent learns when to tech down though.


  16. is there a trick to not having the D missile go offscreen when using it in a corner combo? I'm trying to hit them with the explosion after 214B or 2AB but the missile seems to be too far offscreen. I'm starting off throw and doing j.a jc j.a j.236a j.236236d after the 2b.

    Now the missile goes offscreen if Teddie throws the missile too high in the air. Last game it was always able to combo, but now you have to be at a specific distance above the ground to be able to combo with the explosion.


  17. Found some Nihil Hand Tech: On FC if you do a combo where you Nihil hand in the middle of the stage you can combo into another Nihil hand if you have the timing right. It only works with Nihil hand A version since it covers the distance it takes to connect the punch. The timing is the same as doing Teddie's challenge 25 where you have to hit 3 Nihil hands. I even connected 3 Nihil hands so this is another way to do challenge 25. 


  18. My Teddie ain't as good as last games Teddie (mainly because all my hidden tech from last game is gone because of the changes to most of Teddie's moves), but i'm always willing to help out fellow Teddie players. I'm the Teddie who focuses on damage more then item setups so if you need combos I'm someone to talk to.

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