Color 10
Taokaka
Color 11
Faust
Color 15
Koromaru (P3)
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Overview
Teddie is an item throw character that utilizes two set orders of items to aid him. While damage midscreen can be low, he can quickly become extremely dangerous in the corner with resources. Knowing what items you have and when to use them is important in order to play Teddie well.
Teddie is incredibly potent at midrange. With a strong 2B, 5B, j.C, and 236C/D, Teddie can use his strong buttons in extension with his items in order to greatly aid neutral and help him into the corner, where his rewards are greatly amped with high damaging corner routes and status effect setups + okizeme with items. Although he has no overheads outside of AOA, he greatly aids from many jump cancelable buttons on block, allowing for him to use crossups in combination with his strike throw gameplan.

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Health |
9,500 |
Prejump |
Backdash |
23F (1~6F Inv All) |
Persona Cards |
5 |
Combo Rate |
65% |
Unique Movement Options |
Teddievision |
Fastest Attack |
Reversal Type |
Fatal Starters |
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter. |
Teddie harnesses chaos to bombard the screen with items, and controls the pace with his strange normals
- Item Throw: Teddie's items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblockable situations. Being on two looping lists, the Teddie player can easily keep track of what item is coming next without the opponent knowing.
- Odd Hitboxes/Hurtboxes: Teddie has some very good normals to work with, mostly due to him constantly changing costumes to get different weapons. His odd hurtbox also means that some combos have to be re-adjusted specifically for Teddie.
- Status Ailments: Teddie can inflict several status ailments that either seal the opponent's options or make them vulnerable to more gimmicks. Rage is an especially powerful one in his arsenal.
- Versatile: Teddie can transition between zoning and rushdown fairly easily.
- Shifting Gameplan: Teddie's gameplan depends entirely on what items are out on the screen and which ones are coming next.
- No Overheads: Teddie has a whopping single overhead (AoA). Teddie's aerial normals all hit Mid, and none of his specials hit High either. This puts heavy reliance on strikethrow, crossups, or setting up bad situations with meter or items.
- Poor Damage: Teddie's damage is generally low without resources, and his crossups don't usually lead to much either.
Unique Mechanics
Teddie's D Persona attacks and Mystery Teddie SPGuard:
Startup:
Recovery:
Total 5+(47 Flash)+13Advantage:
all throw an assortment of items at the opponent for added chaos to the round. Most of these act as projectiles, but others carry strange properties, benefits or status effects that quickly cause neutral to become chaotic.
Unlike other ArcSys "item throw" characters, Teddie's items are NOT random. Each item throw goes down a cycle, then repeats once the pool is exhausted.
- 5D/j.D/236236A: MF-06 Brahman, Dr. Salt NEO, Heavy Armor Agni, Mystery Food X, Smart Bomb, Turbo Recon Dyaus, Oil Drum, Motorcycle Key, Firecracker, Dry Ice, Vanish Ball, Mobile Model Varna, Muscle Drink, Pinwheel, D-Type Prithvi, Ball Lightning, Amagiya Buckets
- 2D/j.2D/236236B: Firecracker, Dry Ice, Vanish Ball, Mobile Model Varna, Muscle Drink, Pinwheel, D-Type Prithvi, Ball Lightning, Amagiya Buckets, MF-06 Brahman, Dr. Salt NEO, Heavy Armor Agni, Mystery Food X, Smart Bomb, Turbo Recon Dyaus, Oil Drum, Motorcycle Key
- 236236C/D throws two items from both tables, cycling them down.
There are no limits on how many items can be out at a time, besides the recovery of Kintoki-Douji and Teddie himself.
Knowing this, you can use the two item rotations to manipulate the odds in Teddie's favor. Keeping track of the two cycles requires a very different skill than other "Item Throw" characters which can be disorienting if you're used to the RNG, and the rewards for learning it give Teddie very clean control over the match.
Normal Attacks
5A
- 5A
Good range for a 5A that allows him to outpoke many members of the cast. However, will lose in speed to most characters' 5A up close.
- 5AA
Machinegun punch. A staple for both pressure and combos. However, its erratic hitbox can lead to some of the hits whiffing on airborne opponents, especially at the tip of 5A's range.
Can hold down A button to increase the number of hits.
Hold Forward by the 6th hit to do Teddie's "100-Hit". Ends with a baseball bat swing. Cannot be OMC/OMB or special canceled. Used to stall for time or to confirm into active items.
- 5AAA
Teddie delivers several charging slams with taiko drumsticks. Very good corner carry even on block. Up to the third hit can be jump cancelled (only on hit) or cancelled into Sweep or AoA. The fourth hit can only be cancelled into skills and supers.
5AA Normal:
- Hold button for more hits
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5A | 230 | All | 7 | 3 | 19 | -9 | Body | |
5AA Shadow | 460 | All | 8 | 3 | 7+10L | -5 | Body | |
5AAA Shadow | 1100 | All | 13 | 4 | 15+8L | -10 | Body |
- 5A
Good range for a 5A that allows him to outpoke many members of the cast. However, will lose in speed to most characters' 5A up close.
- 5AA
Floats the enemy on hit, allowing for relaunches using 2B in combos. Teddie is airborne during the later portion of the move.
- 5AAA
A downwards claw swipe. 5AA > 5AAA blockstring is very tight unless cancelled into in the first couple of frames in 5AA, so it's possible for 5AAA to be DP'd (especially on Instant Block). However, it also means it can beat mashers.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A | 200 | 200 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
5AA Shadow | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
5AAA Shadow | 0 | 400 | 50 | 4 |
2A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
140, 70 | Low | 6 | 2(3)2 | 10 | -1 | Foot |
Teddie kicks at the enemy twice. Teddie's fastest normal and one of his two Lows, making it of use in some punishes and for pressure. Can be cancelled into itself up to twice more, even on whiff. 5A and 2A can be cancelled into each other, but only once total per string.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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500 | 100 | 50 | 1 |
5B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
5B/5BB | 600 | All | 12 | 3 | 30 | -18 | Chest | |
5BBB | 600 | All | 12 | 3 | 39 | -18 | Chest |
- Dash Cancel is -7 on block.
- Gatlings into itself 3 times. Cannot cancel third hit into any other move
Teddie swings a baseball bat. 5B has a very long range that makes it great for midscreen options and to harass zoners. Floats the enemy on hit and sends them flying on a Counter Hit, causing a wallstick in the corner. However, the move has a long recovery on whiff, making it punishable by rolling through the move or IADing above it.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5B/5BB | 400 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
5BBB | 400 | 500 | 50 | 3 |
5B/5BB:
- Dash Cancel is -7 on block
- Opponent experiences 12F extra hitstop on counter hit
5BBB:
- Loses many cancelable properties, and noticably has more recovery.
2B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
550 | Air Unblockable | 10 | 4 | 31 | -20 | Body | 5~13 H |
- Dash Cancel is -7 on block
- Backdash Cancel is -6 on block
A boxing glove pops out of Teddie's mouth. 2B is Teddie's staple anti-air and also used as a relauncher in combos. While it covers a good amount of range, its angular nature means it has difficulty hitting opponents right above Teddie or those trying to do cross-ups.
2B is now dash and backdash cancellable in P4U, giving it some use in blockstrings. However, like most 2Bs, it has a long recovery on whiff.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 3 |
- Dash Cancel is -7 on block
- Backdash Cancel is -6 on block
j.A
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
170, 85×3 | All | 8 | 3,3,3,4 | 8 | Head |
Teddie kicks at the opponent multiple times. While slower compared to its P4A incarnation, j.A still has a great hitbox and fast recovery, and is an excellent jump-in and pressure option. Cancellable into itself on whiff.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 100 | 2 |
j.B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
630 | All | 9 | 3 | 18 <20> | Head |
Teddie kicks at the opponent with a soccer cleat and bounces off them. Depending on the direction held during the attack, Teddie will either bounce backward (holding backwards or nothing) or forward, which can be important in repositioning Teddie for air cross-ups after a combo. j.B is also a great move for air cross-ups in conjunction with IADs, and is a staple combo ender into item summon.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 1100 | 2 |
Persona Attacks
5C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 25 | 11 | 16 | -10 | Body | Persona 1~Until Active All |
- Dash Cancel is -5 on block
Kintoki-Douji does a body slam forward. A bit of a slow attack, but covers a good amount of horizontal range and is now dash cancellable on hit or block. Wall bounces on hit. Can be followed up with 2C. Because of the slower startup time, it can end up catching people who try to roll what they think is a 5B.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 1000 | 4 |
- Dash Cancel is -5 on block
2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 19 | 14 | 8 | -5 | Body | Persona 1~Until Active All |
- Dash Cancel is -5 on block
- Backdash Cancel is -4 on block
Teddie shouts as Kintoki-Douji rises upwards. Teddie's strongest normal and most rewarding starter, due to its Fatal Counter properties and long hitstun. 2C also has a short recovery and can now be dash and backdash cancelled, making the move relatively safe. It can also be used to have Kintoki-Douji throw items from the air with 5D/2D.
It can even be cancelled into All-Out-Attack now, which might catch people that are trained to block low when the character is crouching off-guard.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200 | 100 | 50 | 4 |
- Dash Cancel is -5 on block
- Backdash Cancel is -4 on block
- Fatal Counter
j.C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
900 | All | 21 | 15 | 7 | Head | Persona 1~Until Active All |
Similar to 5C, but slightly faster, covers slightly less distance and recovers much faster. A generally good air-to-air and a staple in corner combos. Unlike 5C, cannot be followed up with j.2C since the Persona disappears earlier.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 1000 | 4 |
j.2C
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 17 | 14 | 17 | Body |
- Kintoki-Douji starts the attack at ground level.
Very similar looking to 2C, but does not hit grounded opponents.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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200 | 100 | 50 | 4 |
5D/2D and j.D/j.2D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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5D/2D | 100, [100, 50×N] | All | 10 | 3 [9×N] | 5D: Total 31 2D: Total 32 |
Body | ||
j.D/j.2D | 100 [100, 50×N] | All | 10 | 3 [9×N] | Total 36 | Head |
Kintoki-Douji throws an item. Pressing D again while the Persona is out will have it throw a second item, or if the D button is held, the item toss will be delayed, and after enough time of being held down, Kintoki-Douji will automatically throw two items, and you can follow it up with another 5D to throw a total of three items before he disappears. While the D button is held, Kintoki-Douji (but not Teddie) is projectile invulnerable. The whirling arm actually has a hitbox, which can be used in very specific blockstrings!
5D and 2D are similar, but will throw items from two separate item lists, and 2D will throw the item further. Note that Kintoki-Douji stays out for longer now before disappearing, making him more vulnerable. Teddie can't use any other Persona attacks until his Persona disappears.
- j.D
- Kintoki-Douji appears on the ground.
Teddie blows a kiss as Kintoki-Douji throws an item. Similar to 5D/2D except Teddie is in the air.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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5D/2D | 300 | 1000 | 50 | 1 | ||||||||||||||||||||||||||||||||||||
j.D/j.2D | 300 | 1000 | 50 | 1 |
5D/2D:
- Fastest Item throw startup is 20F
- Hold button to charge. Item thrown 6F after button release
- Charging to max is 13 hits (last hit active for only 5F), throws 2 items at 130F
j.D/j.2D:
- Fastest Item throw startup is 18F
- Hold button to charge. Item thrown 6F after button release
- Charging to max is 13 hits (last hit active for only 5F), throws 2 items at 130F
Items
Items are thrown in the following order before starting again from the top of the list. Note that at the start of each battle, 5D/j.D will start from MF-06 Brahman, while 2D/j.2D will start from Firecracker.
MF-06 Brahman
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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600 | All | Until L+21 | Until Hit | Projectile |
A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit and can be destroyed by enemy attacks, and will clash with other projectiles.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
Dr. Salt NEO
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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+20 SP, cure Ailments | Unblockable | Until L+17 | 274 |
A can of soda that lands on the floor and can be picked up by either character, granting 20 SP and curing all ailments. Guaranteed once out. Can be knocked around by attacks from both players
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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Heavy Armor Agni
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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600, 300 | All | Until L+50 | Until Hit×2 | Projectile |
A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then to the other side. Disappears if Teddie is hit and will clash with other projectiles. A decent item to cover the screen and when blocking, but can be hard to pick up from it unless you know it's about to hit.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
Mystery Food X
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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Poison, Fear, Mute | Unblockable | Until L+15 | 186 |
A mysterious plate of what was once food. Inflicts Silence, Poison, and Fear to whoever picks it up.
A pickup item that inflicts three very strong statuses for maintaining pressure on the opponent if they pick it up or land on the plate. Since they cannot Burst or use Persona attacks (and for some characters, Furious Actions) due to Silence, Posion causing passive damage, and Fear leads to Fatal Counters and untechable throws, Mystery Food X allows for high-damage set-ups. Be cautious, as Teddie can end up picking it himself. Mystery Food X can be knocked around by attacks.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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- Inflicts Poison, Fear, and Mute for 180F
Smart Bomb
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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2000 | Air Unblockable | 189 | 11 | Projectile |
A bomb on a balloon that appears above the opponent's head and slowly floats downwards before exploding on contact or after some time. The explosion is air unblockable. Guaranteed once out and always spawns above the opponent at the time of throwing.
A good item for discouraging the opponents from jumping recklessly. Also can be used in corner combos to tack on extra damage due to its large damage and long hitstun.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 100 | 50 | 4 |
Turbo Recon Dyaus
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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350 | All | Until L+27 | 23(26)23(26)43(26)23(26)23(26)42(26)23(26)23 | Projectile |
A small robot that hops along the ground. Does two low hops then a slightly higher hop, then repeats the cycle once before disappearing. Disappears if Teddie is hit and can be destroyed by enemy attacks. While it can be used as a bit of a frametrap, the robot hops slowly and disappears if Teddie is hit, so it's generally of limited use.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
Oil Drum
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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300, 150×8 | All | 1 | 94 [(8)4(8)4]×4 | Projectile |
An oil drum that rolls along the floor. Will keep going until it reaches the edge of the viewable screen. Guaranteed once out.
One of Teddie's best items. Can be used for pressure or mix-ups using 2D Teddie, rolls or air turns, and can lead to guaranteed damage with Circus Bear if the opponent is stuck blocking it. The drum will do a maximum of six hits before the opponent drops out, but Teddie can drop the opponent back into it with something like j.B, which can allow him to push the opponent all the way into the corner.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
500 | 100 | 50 | 3 |
Motorcycle Key
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900×2 | All | Until L+27 | 16 | Projectile |
A set of keys that lands on the ground. If Teddie picks them up, a scooter will rush along the screen and back. If the opponent picks them up, the opponent is given 10 SP and the bike will not appear. The keys will disappear after some time if nobody picks them up, but do not disappear if Teddie is hit and the scooter is guaranteed once Teddie picks them up.
A very good item. The scooter is a strong tool to force the opponent to block or jump. The scooter inflicts spin state on hit, which can lead to some potent unblockable resets if you also have the Muscle Drink out. On an air hit, the scooter will carry the opponent to the edge of the screen with a slight floorslide afterwards (and will propel the opponent to the other side again if it hits a second time).
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
300 | 300 | 50 | 5 |
- Second hit begins 31F after bike goes offscreen
Firecracker
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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900 | All | 1 | Until Hit | Projectile |
A firecracker that flies up and down across the screen in a zigzag pattern. Disappears if Teddie is hit and will clash with other projectiles.
A decent projectile for screen control. Can also be used to squeeze out some extra damage in combos, but will almost immediately drop the combo afterwards.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
Dry Ice
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200 | All | 1 | 270 | Projectile |
A small chunk of ice that freezes the opponent on contact. Good for combos or as a defensive item. Has a large proration, so combos on a frozen opponent will not lead to very much.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
- Freezes opponent on hit for 53F. Freeze count 1
Vanish Ball
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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21 |
A yellow ball that explodes into a cloud of smoke. Guaranteed on startup.
Does no damage, but obscures vision, which can lead to tricky mixups or throw setups since your opponent can't see what you're doing. Be warned your opponent can make just as much use of it as you can!
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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Mobile Model Varna
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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600 | Low | Until L+26 | 33 | Projectile |
A samurai robot that turns invisible and tracks the opponent along the ground, before doing a sweeping slash that hits low. Disappears if Teddie is hit, and can be destroyed by enemy attacks
A deceptively good item. Teddie's only item that hits low, which means he can use pseudo unblockable blockstrings with this item and his All-Out-Attack. It's also a good item for discouraging opponents from rushing in along the ground, as the robot will catch them with the low attack as they dash in.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
Muscle Drink
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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+1000 HP, Rage | Unblockable | Until L+17 | 276 |
A drink that can be picked up by either character. Restores 1000 health, but inflicts Rage, increasing attack power but leaving them unable to block for some time. Guaranteed once out.
Muscle Drink can be one of Teddie's best items if used correctly. If your blockstring can push your opponent into it, it leads to them being unable to block your attacks, leading to a full combo. Also can be used for high damage resets, or can even be picked up yourself for the health boost!
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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- Rage effect lasts for 180F
Pinwheel
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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200, 100×N | All | 1 | 3×N | Projectile |
A pinwheel that flies in a backwards C shape. Disappears if Teddie is hit. A useful defensive tool since it flies back, although it does not cross the opponent up.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 2 |
D-Type Prithvi
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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160, 80×9 | All | Until L+(11~181) | 8×10 | Projectile |
A robot that stays in place and releases a small shockwave around itself, shocking the opponent in place. Does ten hits if uninterrupted. Disappears if Teddie is hit.
An okay defensive item, but has a low level of hitstun, meaning you won't get much off it. Still, it lifts the opponent into the air, allowing you to take them into mid-air combos.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 2 |
- Automatically attacks when opponent is in range or after 181F have passed
Ball Lightning
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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430, 215×2 | Until L+31 | 6×3 | Projectile |
A Japanese pellet drum that lands on the ground before lightning strikes it after a short period of time. Guaranteed once out and inflicts Shock on hit.
Because the lightning hits from the top of the screen, it's a very good item for controlling jump-ins. Useful for defensive options, combos, and discouraging rushdown, making it a handy all-around item overall.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 100 | 50 | 3 |
Amagiya Buckets
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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340×9 | All | Projectile |
Kintoki-Douji throws a bucket off screen. A short while later, drums play as a rain of buckets come down from the sky. The drums will not come out if Teddie or Kintoki-Douji is hit on startup, but after the bucket is thrown then it's guaranteed. Inflicts Panic on hit and covers a good portion of the screen.
One of Teddie's best items for screen control, opening up avenues for rushdown and crossups, unblockable situations for Circus Bear, defensive play... you name it.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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300 | 100 | 50 | 3 |
- Inflict Panic on hit for 240F
Universal Mechanics
All Out Attack
5A+B (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
5AB | 300 | High | 28 | 6 | 29 | -17 | Body | 12~28 Guard Strike |
j.AB | 300 | High | 22 | Until L | 27 | -17 | Head |
Teddie turns into a 16-ton weight and drops onto the opponent. Teddie's only overhead. Covers a very short horizontal range and only gains armor frames at the apex of Teddie's jump, making it quite slow and cumbersome. If Teddie runs at the opponent while doing the move, it can cross-them up.
Teddie is the only character with an aerial version of his AoA, which is also his only aerial overhead. Unlike the grounded version, his aerial AoA has no armor frames and has Fatal Recovery, making it even more risky. It can be used as a high-risk high-reward anti anti-air with the right timing, but is overall an unsafe move to use in neutral without a OMC.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5AB | 0 | 1000 | 10000 | 5 | ||||||||||||||||||||||||||||||||||||
j.AB | 700 | 100 | 50 | 5 |
Sweep
2A+B
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
1300, [100] | Low, All | 13, [37] | 5, [1] | 32 | -13 [+2] | Foot, [Projectile] | 4~14 Chest |
- Teddie's first sweep in a round always throws one first. After that, it alternates between throwing three fish and throwing no fish.
- Three fish sweep allows Teddie to extend combos.
Teddie slides forward and swipes at the opponent while throwing a fish. Teddie's only low outside of 2A. The fish also has a hitbox that hits slightly later, which can interrupt opponents who try to punish the sweep and end up running into a fish. However, there is a window between the sweep and the fish where the opponent can DP.
Teddie's Sweep has excellent range, high damage and has chest invul from frame 4, making it a very strong neutral tool, and is quite safe at max range. While it can't convert to anything else without a OMC, it can be used to fish for decent neutral hits and is used in corner combos involving missile to delay the opponent's fall before the explosion.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
200, [100] | 100, [300] | 1000, [50] | 4, [1] |
- Values in [] are for the fish
Ground Throw
C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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0, 1100 | Throw (130) | 5 | 3 | 25 | Throw |
Teddie taps the opponent twice before smacking them with a paper fan. He gets good damage off it in the corner. Also Teddie's fastest ground normal at 5F.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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0 | 1000, 100 | 50 | 4 |
Air Throw
j.C+D
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0, 750, 375×2 | All | 4 | 3 | 19 | Throw |
Teddie turns into a drill and spins onto the opponent. Like most air throws, deals heavy damage. In the corner, at certain heights the opponent can be caught with j.A / j.B / 236236D to extend combos.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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0 | 1000, 100 | 50 | 0, 2×3 |
Teddie Decoy
B+D
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
BD Catch | 43 | 1~13 Guard All | ||||||
BD Attack | 90 | All | 5 | 9 | Total 100 | -79 | Projectile | 1~73 All |
Teddie dabs. If he is hit, he deflates his suit in a large cloud of smoke that inflicts a minor amount of damage and Rage on hit, reappearing shortly afterwards near the opponent.
This DP should be used with care, but it can still be a useful reversal if used wisely, especially since it leaves the opponent unable to block on a successful catch.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BD Catch | ||||||||||||||||||||||||||||||||||||||||
BD Attack | 1000 | 100 | 50 | 4 |
BD Attack:
- Fatal Recovery
- Inflicts Rage on hit for 258F
Guard Cancel Attack
6A+B while blocking
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
0 | All | 15 | 4 | 27 | -14 | Body |
Teddie slides forward and swipes at his opponent. One of Teddie's tools for getting out of pressure. Though it is the same animation as his sweep, Teddie will not throw a fish.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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4 |
Skill Attacks
Bearscrew
236A/B (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236A | 180,90×7 | All | 8 | 16 <2×7> | 8+15L <16+15L> | -4 | Head | |
j.236A | 200, 100×7 | All | 10 | 17 <2×7> | Until L+13 | Head | ||
236B | 250, 125×8 | All | 22 | 20 <2×8> | 8+12L <24+12L> | -8 | Head | |
j.236B | 250, 125×7 | All | 18 | 19 <2×7> | Until L+17 | Head | ||
236AB | 230, 115×9 | All | 18 | 2×10 | 14+12L | +2 | Head | 15-37 Projectile |
j.236AB | 250, 125×9 | All | 18 | 3,2×7,3,2 | Until L+13 | Head | 15-39 Projectile |
Teddie spins at the opponent like a drill. All versions of the move now have landing recovery, but only the A version has Fatal Recovery
A version is a fast attack, so it can be used as a risky form of attack or travel in neutral. Can leave Teddie in front or behind the opponent on block, depending on how close he was to the opponent when starting the attack. Either way, it's unsafe on block, so OMCing the attack to make it safe if blocked is preferable due to the Fatal Recovery. The ground version always leads to 5A on a ground CH, allowing a full combo, while air CHs or CHs with the air version launch the opponent into the air. Aside from that, is often used in combos when extra damage is preferred.
B version is notably slower, but deals more damage and travels further (about 3/4th of the screen). Leaves Teddie a good way behind the opponent, which can make it more difficult for certain characters to punish, but is also more negative on block. Launches the opponent quite far up, making it difficult to follow up on without OMCing or using a super cancel. Also used early on in a combo when proration is low, or as part of Fatal Counter combos, to tack on more damage.
A+B version deals the least amount of damage, but is the only version of the move that is safe on block, and it travels the greatest distance (slightly less than full screen). The move now has projectile invulnerability when travelling, making it a helpful tool against zoners. On hit, launches the opponent slightly, allowing relaunches with 2B into an air combo, but due to the high proration of the attack, rarely leads to much.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | 200 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236A | 0 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236B | 0 | 100 | 500 | 4 | ||||||||||||||||||||||||||||||||||||
j.236B | 500 | 100 | 500 | 3 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 300 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236AB | 500 | 300 | 50 | 3 |
236A:
- Fatal Recovery
- Goes into values in <> on hit/block
j.236A:
- Fatal Recovery
236B:
- Fatal Recovery
- Goes into values in <> on hit/block
j.236B:
- Fatal Recovery
236AB:
- Fatal Recovery
j.236AB:
- Fatal Recovery
Puppeteddie
214A/B (Air OK)
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214A | 700 | All | 18 | 9 | 11+6L | -9 | Head | 1~7 F |
214B | 900 | All | 28 | 10 | 13+2L | -8 | Head | 1~12 F |
214AB | 1000 | All | 28 | 10 | 13+2L | -8 | Head | 1~12 F |
Teddie hops slightly backwards into the air while one hand turns into a puppet. All versions of the move leave Teddie in the air afterwards, and have some minor foot invulnerability. Holding forward when using the B and SB versions has Teddie move fowards during the attack, giving the move better range
A version inflicts Poison and has the fastest startup. This move forces a fatal counter and leads to big damage in the corner. The immediate airborne frames on this move make it work very well for a throw bait. When opponents enter awakening, this move can be used in place of many standard enders to apply unscaled poison damage.
B version causes Fear. Sometimes used in corner combos to set up Teddie's dangerous mixup and throw game. Wallbounces on CH, allowing followups if close enough to the corner.
A+B version inflicts Rage. Used to set up unblockable mix-ups or resets. Also wallbounces on CH.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214B | 300 | 100 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
214AB | 300 | 100 | 50 | 4 |
214A:
- Fatal Counter
- Inflicts Poision on hit for 180F
214B:
- Inflicts Fear on hit for 360F
214AB:
- Inflicts Rage on hit for 240F
Teddievision
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
236C | 800 | All | 15 | 15 | Total 45 | -10 | Projectile | Persona 1~Until Active All |
236D | 800 | All | 15 | 15 | Total 50 | -15 | Projectile | Persona 1~Until Active All |
236CD | 800 | All | 23 | 15 | Total 48 | -5 | Projectile | Persona 1~Until Active All |
Teddie and Kintoki-Douji stomp on the ground and summon a stack of three TVs which hit at about superjump height. When the TVs are out, Teddie can't use Teddievision, but gains access to Teddie Warp. All versions of the move Fatal Counter and can be followed up with a combo with the C version of Teddie Warp.
C version summons the TVs right next to Teddie. Can catch opponents trying to air dash over 5B or 5C, or in some corner combos, but otherwise not used much.
D version summons about a half-screen away from Teddie. Used in corner carry combos.
C+D version is slower, but tracks the opponent's position on the screen until the TVs are summoned. This makes it a very valuable zoning tool and one of Teddie's only full-screen attacks. Make zoners and opponents low on health wary whenever you have 25 SP.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236C | 100 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236D | 100 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236CD | 100 | 100 | 50 | 3 |
236C:
- Fatal Counter
236D:
- Fatal Counter
236CD:
- Fatal Counter
Teddie Warp
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
TV > 236C | 38 | 13~14 All | ||||||
TV > 236D | 44 | 13~14 All | ||||||
TV > 236CD | 33 | |||||||
236C/D as TV disappears | 26 |
- Only usable with Teddievision out.
- Kintoki-Douji lingers at Teddie's location as Teddie warps offering an opportunity to catch opponents offguard with 2C.
- Opponents can hit Teddie as he drops into the warp and as he exits the TV.
If the move is used right as the TVs disappear or if 236C/236D is inputted during the teleport, Teddie will fall from the top of the screen instead.
C version has Teddie appear from the top TV, allowing him to do air actions shortly after exiting. Generally used in Teddievision FC combos.
D version has Teddie slide forward from the bottom TV, allowing him to do ground actions. Teddie can do some tricky mixups with this move, such as using SB 2D Teddie while an active item is on screen, forcing the opponent to guess which way to block. Also used in corner carry combos with meter.
Once Teddie begins sliding, he becomes a hitbox and is able to block.
C+D version has Teddie pop out of the middle TV. Teddie can do air actions faster after reappearing compared to the C version, and lands faster as well.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
TV > 236C | ||||||||||||||||||||||||||||||||||||||||
TV > 236D | ||||||||||||||||||||||||||||||||||||||||
TV > 236CD | ||||||||||||||||||||||||||||||||||||||||
236C/D as TV disappears |
TV > 236C:
- 23f onwards can guard, double jump, jump attack, air backdash, air skill cancel possible
- CH during animation
TV > 236D:
- 23f onwards can guard, roll, hop, jump, ground attack and skill attack cancel
- CH during animation
TV > 236CD:
- 16f onwards can guard, double jump, jump attack, air backdash, air skill cancel possible
- CH during animation
2D Teddie
22A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
22A | Total 31 | 3~19 Low Profile 6~19 T | ||||||
22B | Total 41~110 | 3~33 Low Profile 6~33 T | ||||||
22AB | Total 22~141 | 3~14 Low Profile 6~14 T |
Teddie flattens himself, giving him a very low hitbox. He also gains throw invulnerability from frame 6. However, Teddie is completely vulnerable otherwise while deflating, making it a risky maneuver if mistimed, and the attack doesn't protect him at all against attacks that hit the feet or travel til they reach the ground. It can lead to potentially rewarding punishes against attacks with lengthy recovery times on whiff, or used to make moves like 5B or 2B safe. Teddie can cancel the deflated state into any attack except skills, supers, and Teddie Decoy. You can even cancel it into something like a throw or an Instant Kill!
A version will have Teddie re-inflate himself automatically after a while.
B version takes a longer time to flatten, but can be charged by holding down the button to remain flattened longer.
C+D version has the fastest flattening time, can remain flattened by holding down the buttons, and also allows Teddie to move left and right along the ground while flattened. This allows him to not only cause some interesting cross-ups with his items, but also allows him to travel along the screen and punish a lengthy attack like Yu's Ziodyne. This version can also be used while shocked allowing you to move despite the status effect.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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22A | ||||||||||||||||||||||||||||||||||||||||
22B | ||||||||||||||||||||||||||||||||||||||||
22AB |
22A:
- 23F onwards can cancel into any attack except specials or Furious Action
22B:
- 37F onwards can cancel into any attack except specials or Furious Action
- If held, able to cancel 4F after releasing button, and Throw invinciblity lasts until end of move
22AB:
- 17F onwards can cancel into any attack except specials or Furious Action
- If held, able to cancel 4F after releasing button, and Throw invinciblity lasts until end of move
SP Skill Attacks
Mystery Teddie SP
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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Total 5+(47 Flash)+13 | 1~5 All |
Kintoki-Douji will throw multiple items immediately, depending on what version is used:
- A version will throw the next three items from the 5D/j.D order.
- B version will throw the next three items from the 2D/j.2D order.
- A+B version will throw the next two items from both orders, for a total of four items. It's possible to create duplicate items this way, such as two Oil Drums, if they would be in the next two items in the respective orders.
The A version will throw the items with successively increasing distance, while the B version will throw them with successively decreasing distance. For instance, if the item order is Brahman, Dr. Salt Neo, Heavy Armor Agni, the A version will throw the items with the Brahman the closest, the Neo second, and the Agni the furthest away, with the inverse for the B version. The C+D version will throw each item from both orders with increasing distance.
Using Mystery Teddie SP will prevent Teddie from using Mystery Teddie SP again for a short amount of time, indicated by a grey gauge above his SP bar. If either Teddie or his Persona is hit during startup, all the items immediately disappear; post superflash, they are subject to the individual items' clause for disappearing.
Mystery Teddie SP is a very interesting skill in that it doesn't cause any direct damage. Instead, it can be used to create interesting, high-damage setups, or to throw items at a much faster rate than that of Teddie's D normals and with a lower risk to his Persona. Additionally, since the items are thrown at different distances, Mystery Teddie SP can create unique tricks and combos that are only limited by imagination and proper knowledge of item orders. It can even be used to cancel the recovery of some moves like Bearscrew to extend combos! However, the super still requires a hefty amount of meter to use, especially the A+B version, so knowing when to use Mystery Teddie SP is important; in some scenarios, it may be more beneficial to just use the meter for a more damaging super or to save it for defensive options.
- Teddie is able to perform any non-Persona action as soon as Kintoki-Douji begins throwing items.
- After the last item is thrown, Teddie regains use of Persona-required actions.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
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- Items are thrown during the superflash. (at 5f) If hit during superflash, items will disappear (if items are hit during superflash?)
- As soon as item toss begins, Teddie may execute any non-Persona actions and skills
- After the last item is thrown, Teddie regains all Persona attacks and Persona-required skills
Tomahawk
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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236236C | 700, 1500 | All | 7+(80 Flash)+6 | Until Hit(1*)8 | Total 39+9L | -11 | Projectile | 1~30 All |
j.236236C | 1000, 1500 | All | 7+(80 Flash)+6 | Until Hit(1*)8 | Total 27 | Projectile | 1~7 All | |
236236D | 1000, 1500 | All | 7+(80 Flash)+3 | Until Hit(1*)8 | Total 39+9L | Projectile | 1~30 All | |
j.236236D | 1000, 1500 | All | 7+(80 Flash)+2 | Until Hit(1*)8 | Total 27 | Projectile | 1~7 All | |
236236CD | (500, 1200), (800, 1200) | All | 7+(80 Flash)+3 7+(80 Flash)+44 |
Until Hit(1*)8 | Total 39+9L | -14 | Projectile | 1~30 All |
j.236236CD | (800, 1200), (800, 1200) | All | 7+(80 Flash)+1 7+(80 Flash)+26 |
Until Hit(1*)8 | Total 27 | Projectile | 1~7 All |
Kintoki-Douji throws a large missile, trajectory depends on the button used. The C/D button can be held down to delay the explosion, and releasing the button or pressing it again will cause the missile to explode. If the missile hits the opponent and the button is held, it will carry the opponent until the missile goes offscreen or hits the ground. The SB version will throw both C and D versions of the missile. In P4AU, the missile will now disappear if Teddie is hit.
While not extremely high on damage, Tomahawk can be a very valuable tool for corner carry, and delaying the explosion is key to many of Teddie's advanced combos. For example, a simple autocombo in the corner can end with j.236236[C], then hitting the enemy with Sweep before triggering the explosion. From there one can set up item oki or even Nihil Hand with more meter! One can even avoid triggering the explosion and use the threat of the explosion as a form of oki. The aerial D version can also be used as a bit of an anti-anti air.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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236236C | 100 | 100, 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236236C | 100 | 100, 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236236D | 100 | 100, 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236236D | 100 | 100, 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
236236CD | 100 | 100, 500 | 50 | 4 | ||||||||||||||||||||||||||||||||||||
j.236236CD | 100 | 100, 500 | 50 | 4 |
236236C:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Explosion has 8 active frames
- Minimum damage 210, 450 (660)
j.236236C:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Minimum damage 300, 450 (750)
236236D:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Minimum damage 300, 450 (750)
j.236236D:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Explosion has 8 active frames
- Minimum damage 300, 450 (750)
236236CD:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Explosion has 8 active frames
- Minimum damage 125, 300 (425), 200, 300 (500)
j.236236CD:
- Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged
- Automatically explodes 61F after crashing into the ground
- Explosion has 8 active frames
- Minimum damage 200, 300 (500), 200, 300 (500)
Awakened SP Skill Attacks
Nihil Hand
214214A/B
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
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214214A | 400 | All | 4+(62 Flash)+7 | 4 | 75 | -35 | Body | 1~14 All |
214214B | 800 | All | 4+(62 Flash)+13 | 4 | 75 | -35 | Body | 1~20 All |
214214AB | 1200 | All | 4+(62 Flash)+7 | 4 | 75 | -35 | Body | 1~14 All |
214214A Followup | 2800 [4000] | All | 2+(63 Flash)+6 | 3 | 122 | -35 | Projectile | 1~93 All |
- Cannot kill opponent if the follow-up attack whiffs.
- One More! Cancel and One More! Burst cancellable on block only.
- Teddie's only super available when Persona-broken.
Teddie performs an uppercut. On a successful hit, the opponent is hurled high into the air, slowly falling down as a giant Teddie (or Shadow Teddie) charges a large ball of energy. Pressing any button will create a followup attack that causes a wallstick. If done at exactly the right time (around 1-2F of the ! appearing), the follow up attack is much stronger and causes the opponent to bounce off the walls twice before the wallstick. In the corner, there is an additional window before the ! appearing where the opponent will wall stick and can be picked up with 5A.
The version of the attack only affects the initial distance and the damage of the uppercut. A version covers the most distance and has the least initial damage, C+D version has the shortest distance and most initial damage. The followup is identical for all versions. The more powerful followup has 1400 minimum damage.
As one of Teddie's few reversals, Nihil Hand provides a much needed defensive and offensive tool to Teddie's repertoire. The damage is higher than Tomahawk, but you will likely push the opponent out of the corner unless you have a specific set-up. Your go-to combo ender when you want damage. Whiffing it leaves Teddie very vulnerable, though, and without the resources to One More! Cancel or Burst on block, Teddie is left open to a huge punish. As with any reversal, don't be too predictable when using it. Many opponents can respond to reversal Nihil Hand with a reversal of their own after the super flash.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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214214A | 0 | 0 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214B | 0 | 0 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214AB | 0 | 0 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214A Followup | 0 | 1100 | 50 | 5 |
214214A:
- Minimum damage 100
214214B:
- Minimum damage 200
214214AB:
- Minimum damage 300
214214A Followup:
- [ ] numbers are for clean hit scenarios when the opponent is hit in the first 3F in the (!) hitbox area
- Minimum damage 700 [1000]
Circus Bear
Version | DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|---|
214214C | 3600 | Unblockable | 6+(70 Flash)+81 | Until end of screen | 11 | Body | 1~(Until Reappear Midair) All | |
214214D | 3000 | Unblockable | 6+(70 Flash)+52 | Until end of screen | 11 | Body | 1~(Until Reappear Midair) All | |
214214CD | 3600, 3000 | Unblockable | 6+(70 Flash)+81 | Until end of screen×2 | 11 | Body | 1~(Until Reappear Midair) All |
Teddie leaps off a trampoline and into the air, before he comes rolling through the screen on Kintoki-Douji. The move is unblockable and does a high amount of damage on hit, but can be evaded if the opponent is at an appropriate height in the air. In some situations, however, it may be difficult to evade this super. Teddie is invincible from the first frame until he falls back down from the top of the screen. The C version has Teddie approach from the side of the screen he's facing from, while the D version has him approach from the opposite side. The C+D version will have Teddie do the C version followed by the D version (with both hits connecting if the opponent isn't too close to the edge of the screen).
While a potentially powerful comeback tool, especially since it's an unblockable, it also gives the opponent plenty of time to react to the move, so few opponents will be hit by the move if it's simply tossed out. However, it's possible to make it difficult to evade the super by forcing opponents to block or evade an item such as the Oil Drum or Amagiya Buckets, and in some cases one can even combo into Circus Bear with specific routes or by forcing an opponent into spinstate.
The attack is now a strike rather than a projectile, so opponents can no longer escape Circus Bear by using moves with projectile invulnerability.
Version | P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214C | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214D | 1000 | 100 | 50 | 5 | ||||||||||||||||||||||||||||||||||||
214214CD | 0 | 1000 | 50 | 5 |
214214C:
- Minimum damage 1440
214214D:
- Minimum damage 1200
214214CD:
- Minimum damage 900, 750 (1650)
Instant Kill
Kamui Kablooey
DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. | GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. |
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. | RecoveryNumber of frames this move is in a recovery state before returning to neutral. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks). |
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body C - Chest F - Foot P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2 T - Throw |
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. Guard - Move autoguards against the attacks instead of making them whiff. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Low Profile - Character's hurtbox shrinks to go under many attacks. Persona - Only the Persona carries this invulnerability. |
---|---|---|---|---|---|---|---|
K.O. | All | 5+(50 Flash)+47 | 1 | Total 100 | -22 | Body | 1~74 All |
Kintoki-Douji falls from the sky, causing the opponent to fall into him before Teddie sets up an explosive finale. Invincible from frame 1, but slow, blockable, and won't hit if the opponent is off the ground, too close to Teddie, too far, or is in hitstun. Very limited use.
P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). | P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. | SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). | Level
| ||||||||||||||||||||||||||||||||||||
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0 | 100 | 50 | 5 |
Colors
Players To Cite / Watch
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.
Name | Color | Location | Where to find | Notes | RT Link |
---|---|---|---|---|---|
Don (ドン) |
Japan | PS4 Youtube |
Strong Japanese Teddie that plays more now that the remaster is out. Also plays Margaret. Streams on YouTube. Also seen on Maximhero's stream as well! |
RT Link
| |
Hagiwara (はぎわら) |
Japan | ARCADE Youtube |
Extremely strong yet retired Teddie from Japan. Has lots of 1.1 and 2.0 footage. | RT Link
| |
MegaGrandtale | North America | PS4 |
Posts tech often to his Twitter. Lab monster. Has been playing since P4A | RT Link
| |
mightyjoey | North America | PS4 Youtube Twitch |
Got 2nd at CEOTAKU. Streams on YouTube and Twitch. | RT Link
| |
Moja_UDON (モジャ) |
Japan | PS4 Youtube |
Plays more now that the remaster is out. Lab monster. Knows lots of item setups. Streams on YouTube. | RT Link
| |
Souji (ソウジ) |
Japan | ARCADE Youtube |
One of the best Persona players in the world. Retired. Tons of 2.0 arcade footage and 1.1 tournament footage. | RT Link
| |
Wear-Tear-Rust | North America | PS4 Twitch |
Very knowledgeable of the character and has been playing him since P4A. Streams on Twitch. | RT Link |

Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Minazuki[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
Sho[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Attack Attributes •
SP/Persona/Burst Gauge Usage •
Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
Archived Information
• Patch Notes •
Tier Lists •
Golden Arena •