BBTag/Teddie

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Overview[edit]
Overview

"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"
Lore:A mysterious bear suit from the TV world. Teddie joins the Investigation Team on their 2nd encounter, when Yu Narukami promises to find the culprit behind the supernatural killings in Inaba. He serves as their guide through the Midnight Channel. Teddie mainly acts as the comic relief character in Persona 4, but he has his moments of inner turmoil. His suit is completely hollow inside, a reference to his true nature, and his insecurity in not knowing what he is or why he exists. After facing his Shadow and gaining his Persona Kintoki-Douji, Teddie vows to protect the TV world as well as the people who gave his life meaning. He also grows a human body, further symbolizing that he is no longer empty inside. In Arena, he reprises his role as the jokester character, which is reflected in his wacky, item-based fighting style and the beary good puns he makes.
Playstyle
Teddie is a Trickster character who uses his Mystery Teddie items to create space and force his opponents into bad situations. While his base damage is on the lower side, he can really put the hurt on by buring meter and using items like Mystery Food X and Ball Lighting. Once in, it is beary easy to snowball with Teddie, as items like Oil Drum and Amagiya Buckets create all manner of setups and mixups for him and his partner.
Pros Cons
  • Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions, even literally building free meter.
  • B Smart Combo has a beary long range, similar to Gordeau's.
  • Transitions from psuedo-zoning to lockdown pressure very quickly.
  • Consistent safe jump oki off almost every hit, especially with j.C ender.
  • Beary good tools for left/right like Bearscrew, j.C and EX Teddievision.
  • Easily sets up sandwich Cross Combos with said moves as well.
  • Low damage without spending resources.
  • Unrewarding high/low mixup game, having only 1 non-Clash overhead that is decently easy to block.
  • Items are slow to come out.
  • Must stay high in the air or use assists to safely throw items outside combos, making for a Wait And See style gameplan that varies wildly depending on Assists and Items available.
  • Some items can be easily used against Teddie, especially Dr. Salt NEO (soda can). Funnily enough, Mystery Food X heals Mai as opposed to dealing damage, both as partner and enemy.
Mystery Teddie Items
Teddie can throw items with his Skill Mystery Teddie. The order of items thrown follow a preset order and restarts from the beginning once it reaches the end of the list. You can see which item is next in the HUD next to the Skill Gauge. See the Items section for the entire item order.

Normal Moves[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 8 3 19 -8 -
5AA 350*8 All 12 2*8 20 -5 -
5AAA 750*4 All 7 6(2)7(2)7(2)3 27 -12 -
5AAAA 2000 All 9 4 20+8L -11 -

[edit]

  • Jump cancellable on both hit and block.

5A is a little slow, and not huge range to boot. Still, one of Teddies faster options.


  • Jump cancellable on hit and block.

5AA is good at starting pressure on block, especially when paired with an assist. Be mindful of the moves erratic hitbox at max range.


  • All 4 hits are jump cancellable on hit and block.
  • Only gatlings into 5AAAA and 2C, somewhat limiting it's use as a combo tool.

On block, 5AAA is good at forcing a pushblock, as Teddie moves opponents into the corner on block, or into a Mystery Food X. As of 2.0, this move now lifts opponents into the air, with the final hit being a pseudo-launcher to link into j.A. This means you will now have to delay a 2C if you want to keep your combo on the ground.


  • Unsafe on block, but moves Teddie a fair bit backwards, making it harder to punish.

No real reason to use this move, as 5AA and 5AAA give a huge window to hitconfirm.

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 13 3 30 -16 -
5BB 1700 All 11 27 4 -12 -
5BBB 1700 All 14 14 27 -22 -

[edit]

  • Jump cancellable on hit only
  • Good speed for its size, as 6B can hit from about half screen away.

5B has very long range making it useful for pokes, and its proration leads to some of Teddie's most damaging combos, the solo 7k-8k kind of damage. Be wary of the distance between Teddie and the opponent, as some combos will have to be adjusted for this.


  • Wallbounces midscreen and wallsticks in the corner.
  • 5BB is not a true blockstring at max range.

Fairly standard move, used in Teddie's 5BBB strings. The wallstick means that 5BBB wont send opponents back to Teddie, making Bearscrew the better move to combo with in the corner. Stop the combo here on block and either cancel into A Bearscrew at close range or rebeat into 2A to remain safe.


  • Jump cancellable on block

Teddies main launcher in combos. Using Mystery Teddie after this will cause Kintoki-Douji to throw items from his current position instead of Teddies, placing opponents in the perfect position to be hit by the whirling arms hitbox. It can also lend itself to aerial Bearscrew routes, allowing the user to choose between damage or item oki. 5BBB is not a true blockstring and can catch people trying to mash out, but be wary of getting your Persona broken by quick attacks.

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 High 19 Until L 20L - -

[edit]

Safe on block overhead and main combo ender. Can hold 6 to increase the hop distance. Good starter proration, but is impossible to combo without Assist or a counter hit.

j.C is the move you want to end most combos in, as it gives Teddie a safejump[1]. This means Teddie can continue pressure for free, especially if he has an item out for oki. While it is too slow to be used as an instant overhead, it can create a dangerous left/right mixup with j.6C. j.C will also send the opponent to ground before Teddie, which can be useful when combed with Mystery Food X, but be careful not to send them into Dr.Salt NEO or Muscle Drink.


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Puppeteddie[edit]

5A+D (air OK)


Skills[edit]

Bearscrew[edit]

236A/B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 420*8 All 8 16 [2,2,2,2,2,2,2] 10+15L [16+15L] -4 -
B 500*9 All 18 20 [2,2,2,2,2,2,2,2] 8+16L [18+16L] -7 -
Air A 420*8 All 10 17 [2,2,2,2,2,2,2] Until L+15L - -
Air B 500*9 All 18 17 [2,2,2,2,2,2,2,2] Until L+21L - -

[edit]

A and C grounded versions of Bearscrew are safe on block, and B can be safe with proper spacing. Air Bearscrew leaves Teddie in a recovery state until he lands, making it unsafe on block and very risky on whiff. Ground and Air versions are otherwise identical.


A Bearscrew has very fast startup, so it can be used to mash-check your opponent or as a means of travel in neutral. sends Teddie about roundstart distance, and will cross up the opponent depending on how close they were when he begins the attack.


B Bearscrew sends Teddie about 80% screen, and will always cross up the opponent on block. Depending on distance, may leave Teddie far away from the opponent, making it hard to punish. This is also Teddie's best Bearscrew in terms of combo damage, having very good base damage and proration.

Mystery Teddie[edit]

214A/B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A 1500 All 4 <8> 2(2)2 Total: 34 -5 -
Ground B 900*4 All 4 <18,25> 2(2)5,6,6,3 Total: 66 -20 -
Air A 1500 All 4 <8> 2(2)2 Total: 36+4L - -
Air B 900*4 All 4 <18,25> 2(2)5,6,6,3 Total: 50+4L - -

[edit]

  • Item production startup is in ()

Kintoki-Douji throws an item. The speed and number of items thrown depend on the button pressed. The whirling arm has a hitbox, making it useful in combos after 5BBB.


A version quickly throws 1iitem. This is the ideal version to use in neutral, as it produces items fast and has little recovery. However, it has very little hitstun, reducing its use in combos to a ender, if used at all.


B version is slower but throws 2 items, the second landing farther away. Quite the recovery, but if your high enough in the air you can recover midair, avoiding the landing recovery. Where 214B really shines in is combos, as if you cross over your opponent in air you can hit them with Kintoki-Douji's whirling arm into j.A, allowing you to continue your combo while also getting items in play. Ending combos in 214B can also create both safejumps and Item oki setups.

Teddie Warp[edit]

22A/B


Extra Skills[edit]

EX Bearscrew[edit]

236C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 550*10 All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L +2 -
Air 550*10 All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L - -

[edit]

Lowest cooldown, 3rd fastest startup, most damaging, and fasest traveling version of Bearscrew. Travels fullscreen on ground and just under fullscreen in the air, about 90%. Not projectile invulnerable.

EX Bearscrew is useful in ground combos, as while it cannot be picked up off of raw, you can link 5BB>236C>5A midscreen and in the corner. More damage than B Bearscrew, but also has slightly worse proration, so B Bearscrew is preferable when Assists or items with enough hitstun are available.


EX Mystery Teddie[edit]

214C (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 600*12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3 -
Air 600*12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L - -

[edit]

  • Item production startup is in ()

Throws 2 items like B Mystery Teddie, but while the second item lands in the same place, the first lands father away. This can be useful when you want to keep an Item closer to you while also making a wall between you and the opponent with the first item. Teddie also recovers much faster, letting this skill truly shine in combos. Teddie can get out items lighting fast and recover fast enough to loop 5BBB>214C into another 5BBB, which is key to getting higher damage on Teddie. 214C also works better than 214B as a means of creating a Throw setup after a j.A crossup when you have meter to burn.

EX Teddie Warp[edit]

22C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 43 20 0 -6 -

[edit]

  • On frames 32-36, Teddie leaves the screen and cannot be directly hit by any attacks. Kintoki-Douji still has a hitbox however.

Teddie summons 2 TV's on either side of the opponent. Pressing C will warp him out of the left TV, while holding C will warp him from the right. Teddies only fullscreen attack outside EX bearscrew. Combos into 5B on hit for solid damage.

Teddie Warp returns as a much stronger mixup option rather than an anti-zoning tool. The warp is very fast, and Teddies hitbox is active as soon as he pops out of the TV, making for a very ambiguous left/right mix. Very risky to do raw as both warps lose to jumping on reaction, but if you hard-callout a projectile you can punish with this.


Items[edit]

Items are thrown in the following order before starting again from the top of the list. Most items will disappear if Teddie is hit, but a few are guaranteed to activate once thrown.

MF-06 Brahman[edit]

Dr. Salt NEO[edit]

Heavy Armor Agni[edit]

Muscle Drink[edit]

Smart Bomb[edit]

Oil Drum[edit]

Firecracker[edit]

Dry Ice[edit]

Vanish Ball[edit]

Mystery Food X[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
-1 Skill Gauge, -2500 Health - - - - - -

[edit]

  • Can be picked up by either player
  • Damage is not displayed in combo damage

A mysterious plate of "food". Inflicts damage and takes away 1 Skill Gauge from whoever picks it up. Damage will not kill, leaving opponents at 1 HP. Guaranteed once out.

Like all of Yukiko's cooking, (almost) no one wants this. Can be used to force pushblocks, or hit them into it to delete their meter. Additionally, Mystery Food X has 100% minimum damage, meaning its an easy way to add 2500 damage to any combo.

WARNING: Mai actually heals and gains meter from this item.

Pinwheel[edit]

Ball Lightning[edit]

Amagiya Buckets[edit]

Partner Skills[edit]

5P[edit]

Bearscrew

6P [edit]

Tomahawk

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500*2 All (18)+23 Until Ground(15)10 Total: (18)+88+9L - -

[edit]

Teddie and Kintoki-Douji throw a large missile. Unlike the Distortion version, this missile will keep going until it hits the ground or the wall, exploding shortly after and carrying anyone it hits with it. Clashes with other projectiles.

6P is a slower assist that provides fantastic corner carry on hit, but be mindful of it potentially knocking your opponent out of your point character's effective range. The missile is very durable, eating opposing projectiles without breaking. Gives solid blockstun if both the missile and the explosion connect (in the corner), but outside of the corner has a small gap between the hits. The missile will also fly right through blocking opponents at close range, making it less reliable than 5P for blockstun.

4P [edit]

Mystery Teddie


Distortion Skills[edit]

Tomahawk[edit]

236B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 2500, 4500 [(2350, 2600)*2] All 7+(57 Flash)+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40 1-7 All
Air 2500, 4500 [(2350, 2600)*2] All 7+(57 Flash)+2 Until Hit(10)8 Total: Until L+9L - 1-7 All

[edit]

  • Will eat non-EX projectiles without losing any hits. Will still eat most EX projectiles too, but will only hit once in that case.
  • Startup is slightly misleading: while the missile's hitbox is active, it wont start traveling immediately.

Teddie and Kintoki-Douji throw a large missile. Starts slowly and travels faster, and will disappear if Teddie is hit. Enhanced version launches two missiles, the second at a slightly higher angle. Not a reversal super, as it is too slow to punish most moves and has next to no invulnerability.

Tomahawk will now always explode on contact, and locks Teddie into a throwing animation for the duration of the move, vastly reducing its combo potential to a few item specific routes. However, the aerial Enhanced version launches opponents high enough to combo off of if both missiles hit. Outside of this, Tomahawk should be used sparingly, as meter is better spent on Teddies EX Specials.

Nihil Hand[edit]

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2800, 6380 [2800, 9020] All 4+(62 Flash)+6 4 75 -33 1-13 All

[edit]

*Just Frame is indicated by a green "!" appearing.
  • Damage values for the Just Frame version in []

Teddie performs a flaming uppercut. If it hits, the opponent is launched into the air as a giant Teddie comes out of the ground, charging an energy ball. Pressing any button, or no buttons triggers a followup attack as the giant Teddie smacks the opponent. If done at right time (1-2 frames within the "!" appearing), the followup attack much stronger and has much more hitstun. Whiffing Nihil Hand will cause Teddie to stand there, leaving him open to a big punish.

Nihil Hand is Teddie's most damaging attack (outside of his Instant Kill) making it your go-to move for finishing opponents. It is also his only reversal outside of Puppeteddie. This move is very good at running out the opponent's Resonance timer, as just Nihil Hand alone shaves off 8 whole seconds. Sees some use as a high-risk callout to dive attacks like Yu's j.C or Ruby's Buzzaw Blast.


Distortion Skill Duo[edit]

Circus Bear[edit]

P during Partner's Distortion Skill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [1250*2] All 1+(115 Flash)+1 Until Offscreen Until L+25L - 1-?? All

[edit]

Teddie leaps off a trampoline into the air, then comes riding from the side of the screen on Kintoki-Douji. Enhanced version has Teddie ride across the screen twice, once from the side the point was facing during activation, then the opposite side.

Circus Bear has a hitbox on both Kintoki-Douji and himself, and freezes time from activation until Teddie hits an opponent, making it very good at catching opponents trying to punish a super. The time stop also means that this DHC is incredibly quick, allowing Teddie to combo off of longer Distortions like Ziodyne with ease.


Astral Heat[edit]

Kamui Kablooey[edit]

222B+C



External References[edit]

Navigation[edit]


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