Difference between revisions of "BBTag/Teddie"

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;Playstyle
 
;Playstyle
:Playstyle Archetypes go here
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:Evasive/Items
  
 
;Team role
 
;Team role
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===Playstyle===
 
===Playstyle===
 +
Whether you choose to play him as your point or anchor, Teddie, at his heart, is an evasive support character who focuses on screen-control to keep the opponent at bay until they make a wrong move and allow Teddie to gain the upper hand. Teddie's gameplay, while evasive before anything else, is beary heavily zoning oriented because of his item throw. While Teddie doesn't have any traditional projectile moves, more than half of Teddie's items serve as independent projectile attacks that allow him to stay mobile while letting the items do his gameplay for him. The main goal as Teddie in neutral is to expire the opponent's patience and let them hurt themselves in neutral trying to counter his trickster style gameplay. At the same time, Teddie has tools that let him effectively incentivize the opponent to not just simply stand back as he throws his items out, especially with Oil Drum and Amagiya Buckets, which let him either land free mixups or make the opponent spend meter on Reject Guard, as well as soda, which gives a free bar of meter to whoever touches it. He can also set up easy sandwich situations if he conditions his opponent into playing patiently, all because of a Grand Viper (not a low attack) that crosses up for free, and an EX teleport attack behind the opponent. Finally, most of Teddie's proper combos can easily lead into jC as an ender, which allows him to safe jump the opponent much like pre patch Yu's jC.
 +
 +
However, because his playstyle is so heavily focused on evasion, his gameplay is consequently beary passive by nature. Most of Teddie's proper neutral tools (5B, 2B, Mystery Teddie) aren't very fast, even if they have excellent range, so they can be punished fairly easily if they don't hit. With Mystery Teddie especially, his main neutral tool, if Teddie uses this move on the ground in neutral, the opponent can easily rush up and force Teddie into blocking, or sometimes even true punish with a combo. This makes Teddie rely heavily on staying extremely high in the air to safely throw items, where he's beary unlikely to land meaningful melee attacks. As a result of these traits, Teddie's offense is primarily about making the opponent run into his hits themselves, instead of relying on active approach options. Aside from his passive playstyle, Teddie also lacks somewhat in terms of damage. While his damage output technically isn't as bad as most people make it out to be, it doesn't normally attain its true potential. This is because his high/low options don't provide much reward. Amongst his lows, 2C can't reverse beat since Teddie isn't from UNIST, and 2A, while extremely fast, is completely pitiful in both range and damage. And for his highs, Teddie has one of the worse 5C games because of his floatiness, and his jC, while excellent as a combo ender, pales as a starter without an assist. Also much like Hyde, much of his damage comes from his 5B, which while somewhat easier to land than Hyde's, doesn't lead into beary strong pressure if the opponent chooses to block it. As a last note, Teddie's items can sometimes work against him in combos, or even benefit the opponent such as soda giving them free meter.
 +
 +
In the end, Teddie is a very passive fighter who has glaring issues as both a point and an anchor. On point, Teddie has to rely heavily on the opponent's mistakes in order to gain the advantage for his anchor, and he himself must be beary patient in order to use his truly powerful options, like buckets. On anchor, Teddie's assists are pretty good, but when left on his own, he becomes beary underwhelming and must play even more passively than before. However, players willing to accept and work around these weaknesses will enjoy a beary fun and potent support character who can easily overwhelm opponents by showering the screen with space control and quickly kill their patience to provide numerous opportunities to seize the advantage in battle.
  
 
====Persona: Kintoki-Douji====
 
====Persona: Kintoki-Douji====
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|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions.
+
* 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 very good long-range, similar to [[BBTag/Gordeau|Gordeau]]'s.
+
* B Smart Combo has a beary good long-range, similar to [[BBTag/Gordeau|Gordeau]]'s.
* Consistent safe jump oki off almost every hit
+
* Beary safe (albeit underwhelming) solo shield pressure.
 +
* Consistent safe jump oki off almost every hit, especially jC ender.
 +
* Beary good tools for evasive gameplay with Bear Screw and EX Teddievision, further supported by his slow fall speed.
 +
* Easily sets up sandwich Cross Combos with said moves as well.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
 
* Is prone to taking Persona Break damage, since items are thrown by Kintoki-Douji.
 
* Is prone to taking Persona Break damage, since items are thrown by Kintoki-Douji.
 
* Low damage without spending resources.
 
* Low damage without spending resources.
 +
* Unrewarding high/low mixup game, while said moves are only decently difficult to block.
 
* Items are slow to come out.
 
* Items are slow to come out.
* Mystery Food X heals [[BBTag/Mai Natsume|Mai]] as opposed to deal damage. Both as partner and enemy.
+
* Must stay high in the air to safely throw items outside combos, rendering his neutral game beary passive.
 +
* Some items can be easily used against Teddie, especially Dr. Salt NEO (soda can). Funnily enough, Mystery Food X heals [[BBTag/Mai Natsume|Mai]] as opposed to dealing damage. Both as partner and enemy.
 
|-
 
|-
 
|}
 
|}
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Teddie charges forward, swinging taiko drumsticks. All 4 hits are jump cancellable on hit and block.
 
Teddie charges forward, swinging taiko drumsticks. All 4 hits are jump cancellable on hit and block.
  
5AAA is good at forcing a pushblock, as Teddie moves opponents into the corner on block, or into a Mystery Food X.
+
On block, 5AAA is good at forcing a pushblock, as Teddie moves opponents into the corner on block, or into a Mystery Food X. However, 5AAA can only cancel into jump and 2C, making it less useful for combos.
 
}}
 
}}
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
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{{#lsth:BBTag/Teddie/Data|5B}}
 
{{#lsth:BBTag/Teddie/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text= Teddie swings a baseball bat. Jump cancellable on hit only, can be cancelled into 5BB and Bearscrew to make it safe on block.
+
{{Description|7|text= Teddie swings a baseball bat. Jump cancellable on hit only, can be cancelled into Bearscrew at close range to make it safe on block.
  
 
5B has very long range making it useful for pokes, and its proration leads to some of Teddie's most damaging combos. Be wary of the distance between Teddie and the opponent, as some combos will have to be adjusted for this.
 
5B has very long range making it useful for pokes, and its proration leads to some of Teddie's most damaging combos. Be wary of the distance between Teddie and the opponent, as some combos will have to be adjusted for this.
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{{Description|6|text= Teddie leaps forward and slams down as a 16 ton weight.  
 
{{Description|6|text= Teddie leaps forward and slams down as a 16 ton weight.  
  
Leads into a timed followup on standing hit. Earliest followup gives decent oki, while perfectly timing the attack builds Resonance Gauge and grants 1 Skill Gauge.
+
Leads into a timed followup on standing hit. As with most jC attacks, the earliest followup gives decent oki, while perfectly timing the attack builds Resonance Gauge and grants 1 Skill Gauge. Caution on the Good version, while it does provide the best oki, Teddie is too floaty to safe jump with a single jump. You must IAD in order to be safe from reversals.
  
 
5C and j.C are Teddie's only overheads, and both use the same animation. Unlike j.C though, there is no way to combo afterwards.
 
5C and j.C are Teddie's only overheads, and both use the same animation. Unlike j.C though, there is no way to combo afterwards.
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{{#lsth:BBTag/Teddie/Data|2C}}
 
{{#lsth:BBTag/Teddie/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Teddie slides forward, swiping while throwing a fish. Teddie's only low outside of 2A.
+
{{Description|6|text= Teddie slides forward, swiping while throwing a fish. Teddie's only low outside of 2A. Safe on block outside of point-blank range, where the fish whiffs, but can still be cancelled into Bearscrew to make it safe.
  
 
2C is Teddie's best starter, and can lead to high damage when used with 236B and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.
 
2C is Teddie's best starter, and can lead to high damage when used with 236B and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.
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{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
 
{{#lsth:BBTag/Teddie/Data|236A}}
 
{{#lsth:BBTag/Teddie/Data|236A}}
{{!}}-
+
{{!}}-  
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
 
{{#lsth:BBTag/Teddie/Data|236B}}
 
{{#lsth:BBTag/Teddie/Data|236B}}
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{{#lsth:BBTag/Teddie/Data|j.236B}}
 
{{#lsth:BBTag/Teddie/Data|j.236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= Teddie strikes a pose, then spins at the opponent like a drill. All grounded versions of Bearscrew are safe on block. 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 distsnce, 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.
 
  }}
 
  }}
 
}}
 
}}
 +
 
====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
 
====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
 
{{MoveData
 
{{MoveData
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{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=A}}
+
{{AttackVersion|name=Ground A}}
 
{{#lsth:BBTag/Teddie/Data|214A}}
 
{{#lsth:BBTag/Teddie/Data|214A}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=B}}
+
{{AttackVersion|name=Ground B}}
 
{{#lsth:BBTag/Teddie/Data|214B}}
 
{{#lsth:BBTag/Teddie/Data|214B}}
 +
{{!}}-
 +
{{AttackVersion|name=Air A}}
 +
{{#lsth:BBTag/Teddie/Data|j.214A}}
 +
{{!}}-
 +
{{AttackVersion|name=Air B}}
 +
{{#lsth:BBTag/Teddie/Data|j.214B}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 +
 
====== <font style="visibility:hidden" size="0">Teddievision</font> ======
 
====== <font style="visibility:hidden" size="0">Teddievision</font> ======
 
{{MoveData
 
{{MoveData
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* At close range, TV's will spawn behind opponent
 
* At close range, TV's will spawn behind opponent
  
Teddie and Kintoki-Douji stomp the ground, summoning three TVs that. Teddie will automatically warp out of one of the TVs depending on the buton pressed.
+
Teddie and Kintoki-Douji stomp the ground, summoning three TVs that Teddie will automatically warp out of one of the TVs depending on the buton pressed.
 
----
 
----
 
A version warps Teddie out of the top TV. Useful for catching jumpers and for aerial combos.
 
A version warps Teddie out of the top TV. Useful for catching jumpers and for aerial combos.
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{{#lsth:BBTag/Teddie/Data|Vanish Ball}}
 
{{#lsth:BBTag/Teddie/Data|Vanish Ball}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= A yellow ball that explodes into a cloud of smoke. Garunteed once out.
+
{{Description|6|text= A yellow ball that explodes into a cloud of smoke. Deals no damage, but obscures the opponents view, allowing for potential mixups. Garunteed once out.
  
 
Be wary with this one, as your opponent can make just as much use of this one as you can.
 
Be wary with this one, as your opponent can make just as much use of this one as you can.
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* Can be picked up by either player
 
* Can be picked up by either player
  
A mysterious plate of "food". Inflicts damage and takes away 1 Skill Gauge from whoever picks it up. Guaranteed once out.
+
* 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.
+
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.'''
 
WARNING: '''Mai actually heals and gains meter from this item.'''
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{{#lsth:BBTag/Teddie/Data|5P}}
 
{{#lsth:BBTag/Teddie/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text= Distance is identical to A Bearscrew. Will launch on hit, and cross up on block.
+
{{Description|6|text= Distance is identical to A Bearscrew. Will launch upward on hit, and cross up on block. Will not cross up if the opponent is in the corner.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|6P}}
 
{{#lsth:BBTag/Teddie/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= Teddie and Kintoki-Douji throw a large missle. Unlike the Distortion version, this missle 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, but be mindful of it potentially knocking your opponent out of your point character's effective range. The missile's explosion gives solid blockstun, but outside of the corner has a small gap between the hits. The missile will also fly right through blocking  at close range, making it less reliable than 5P for blockstun.
 +
 
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|4P}}
 
{{#lsth:BBTag/Teddie/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= Same as A version of Mystery Teddie, quickly throws the next item on Teddies list.
}}
+
 
 +
4P is a double-edged sword, as while it can enable incredibly powerful setups with items like Amagiya Buckets or Oil Drum, it is also next to useless defensively when Teddies item is Firecracker or a pickup item like Muscle Drink, as these offer no hitstun. Unlike most 4Ps, it is also not an anti-air unless Oil Drum, Dry Ice, or Pinwheel are thrown.
 +
 
 +
}}
 
}}
 
}}
  
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
Launches two missiles in Resonance.
+
Teddie and Kintoki-Douji throw a large missle. 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|214BC}}
 
{{#lsth:BBTag/Teddie/Data|214BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= 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 triggers a followup attack as the giant Teddie smacks the opponent. Pressing a button at just the right time (at the same time of the "!" appearing) makes the followup attack much stronger.
 +
 
 +
Nihil Hand is Teddie's most damaging attack and 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. Your go-to combo ender for damage, and to hard-callout dive attacks like Yu's j.C or Ruby's Buzzaw Blast.
 
  }}
 
  }}
 
}}
 
}}

Latest revision as of 10:06, 22 August 2019

Teddie
BBTag Teddie Portrait.png

Health: 16,000

Jump Startup: 4

Backdash Time / Invul: 1-7 All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Evasive/Items
Team role
Support

Overview[edit]

Backstory[edit]

Playstyle[edit]

Whether you choose to play him as your point or anchor, Teddie, at his heart, is an evasive support character who focuses on screen-control to keep the opponent at bay until they make a wrong move and allow Teddie to gain the upper hand. Teddie's gameplay, while evasive before anything else, is beary heavily zoning oriented because of his item throw. While Teddie doesn't have any traditional projectile moves, more than half of Teddie's items serve as independent projectile attacks that allow him to stay mobile while letting the items do his gameplay for him. The main goal as Teddie in neutral is to expire the opponent's patience and let them hurt themselves in neutral trying to counter his trickster style gameplay. At the same time, Teddie has tools that let him effectively incentivize the opponent to not just simply stand back as he throws his items out, especially with Oil Drum and Amagiya Buckets, which let him either land free mixups or make the opponent spend meter on Reject Guard, as well as soda, which gives a free bar of meter to whoever touches it. He can also set up easy sandwich situations if he conditions his opponent into playing patiently, all because of a Grand Viper (not a low attack) that crosses up for free, and an EX teleport attack behind the opponent. Finally, most of Teddie's proper combos can easily lead into jC as an ender, which allows him to safe jump the opponent much like pre patch Yu's jC.

However, because his playstyle is so heavily focused on evasion, his gameplay is consequently beary passive by nature. Most of Teddie's proper neutral tools (5B, 2B, Mystery Teddie) aren't very fast, even if they have excellent range, so they can be punished fairly easily if they don't hit. With Mystery Teddie especially, his main neutral tool, if Teddie uses this move on the ground in neutral, the opponent can easily rush up and force Teddie into blocking, or sometimes even true punish with a combo. This makes Teddie rely heavily on staying extremely high in the air to safely throw items, where he's beary unlikely to land meaningful melee attacks. As a result of these traits, Teddie's offense is primarily about making the opponent run into his hits themselves, instead of relying on active approach options. Aside from his passive playstyle, Teddie also lacks somewhat in terms of damage. While his damage output technically isn't as bad as most people make it out to be, it doesn't normally attain its true potential. This is because his high/low options don't provide much reward. Amongst his lows, 2C can't reverse beat since Teddie isn't from UNIST, and 2A, while extremely fast, is completely pitiful in both range and damage. And for his highs, Teddie has one of the worse 5C games because of his floatiness, and his jC, while excellent as a combo ender, pales as a starter without an assist. Also much like Hyde, much of his damage comes from his 5B, which while somewhat easier to land than Hyde's, doesn't lead into beary strong pressure if the opponent chooses to block it. As a last note, Teddie's items can sometimes work against him in combos, or even benefit the opponent such as soda giving them free meter.

In the end, Teddie is a very passive fighter who has glaring issues as both a point and an anchor. On point, Teddie has to rely heavily on the opponent's mistakes in order to gain the advantage for his anchor, and he himself must be beary patient in order to use his truly powerful options, like buckets. On anchor, Teddie's assists are pretty good, but when left on his own, he becomes beary underwhelming and must play even more passively than before. However, players willing to accept and work around these weaknesses will enjoy a beary fun and potent support character who can easily overwhelm opponents by showering the screen with space control and quickly kill their patience to provide numerous opportunities to seize the advantage in battle.

Persona: Kintoki-Douji[edit]

Mystery Teddie Items[edit]

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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 good long-range, similar to Gordeau's.
  • Beary safe (albeit underwhelming) solo shield pressure.
  • Consistent safe jump oki off almost every hit, especially jC ender.
  • Beary good tools for evasive gameplay with Bear Screw and EX Teddievision, further supported by his slow fall speed.
  • Easily sets up sandwich Cross Combos with said moves as well.
  • Is prone to taking Persona Break damage, since items are thrown by Kintoki-Douji.
  • Low damage without spending resources.
  • Unrewarding high/low mixup game, while said moves are only decently difficult to block.
  • Items are slow to come out.
  • Must stay high in the air to safely throw items outside combos, rendering his neutral game beary passive.
  • 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.






Normal Moves[edit]

5A[edit]
5A
P4Arena Teddie 5A.png
P4AU Teddie 5AA.png
Oh shit, it's Ryo from King of Fighters!
P4AU Teddie 5AAA.png
P4Arena Teddie 5AAA.png
Teddie’s 5AAA in OR and for his Shadow-self in AU
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 8 3 19 -8

A forward claw swipe. Jump cancellable on both hit and block.

Good range for its speed.

5AA 250*8 All 12 2*8 20 -5

Machinegun punch. 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.

5AAA 550*4 All 7 6(2)7(2)7(2)3 27 -14

Teddie charges forward, swinging taiko drumsticks. All 4 hits are jump cancellable on hit and block.

On block, 5AAA is good at forcing a pushblock, as Teddie moves opponents into the corner on block, or into a Mystery Food X. However, 5AAA can only cancel into jump and 2C, making it less useful for combos.

5AAAA 2000 All 9 4 20+8L -11

Teddie slashes downward with both claws. 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]
5B
P4Arena Teddie 5B.png
The 5B that will carry Gordeau's legacy
P4Arena Teddie 5C.png
Teddie’s 5C in P4A
P4Arena Teddie 2C.png
Teddie’s 2C in P4A
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 13 3 30 -16

Teddie swings a baseball bat. Jump cancellable on hit only, can be cancelled into Bearscrew at close range to make it safe on block.

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

5BB 1700 All 11 27 4 -12
5BBB 1700 All 14 14 27 -22


5C[edit]
5C
P4Arena Teddie AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 3 18 -4

Teddie leaps forward and slams down as a 16 ton weight.

Leads into a timed followup on standing hit. As with most jC attacks, the earliest followup gives decent oki, while perfectly timing the attack builds Resonance Gauge and grants 1 Skill Gauge. Caution on the Good version, while it does provide the best oki, Teddie is too floaty to safe jump with a single jump. You must IAD in order to be safe from reversals.

5C and j.C are Teddie's only overheads, and both use the same animation. Unlike j.C though, there is no way to combo afterwards.


2A[edit]
2A
P4Arena Teddie 2A.png
Damage Guard Startup Active Recovery Frame Adv.
600*2 Low 6 2(3)1 13 -2

Teddie kicks in front of himself twice. Hits low.

Teddie's fastest normal, being active at frame 6. It has very short range though, so your best off going for 5A if your not point-blank.


2B[edit]
2B
P4Arena Teddie 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 10 4 31 -18


2C[edit]
2C
P4Arena Teddie Sweep.png
Teddie’s Sweep in P4A
Damage Guard Startup Active Recovery Frame Adv.
1700, 300 Low, All 13 2 25 -8 [-3]

Teddie slides forward, swiping while throwing a fish. Teddie's only low outside of 2A. Safe on block outside of point-blank range, where the fish whiffs, but can still be cancelled into Bearscrew to make it safe.

2C is Teddie's best starter, and can lead to high damage when used with 236B and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.


j.A[edit]
j.A
P4Arena Teddie jA.png
P4Arena Teddie jB.png
GOOOOOAL
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 500*4 All 8 3,3,3,4 9 -
  • Not an overhead

Teddie rapidly kicks 4 times in a row.

j.A's giant hitbox covers everywhere in front of Teddie, and is good for extended pressure and ambigous sideswaps.

j.AA 1500 All 9 3 18 -
  • Not an overhead
  • Gives enough hitstun to combo into j.C

Teddie kicks with a spiked cleat, bouncing off the opponent's head. Hold 4 or 6 to choose the direction he bounces in.


j.B[edit]
j.B
P4Arena Teddie jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 28 27 14+5L -

Teddie strikes a pose as Kintoki-Douji barrels forward. leaves Kintoki in the air to throw items with 214X, but the window before Kintoki disappears is short.


j.C[edit]
j.C
BBTag Teddie jC.png
Teddie’s Air All-Out Attack in P4A
Damage Guard Startup Active Recovery Frame Adv.
2000 High 19 Until L 20L -



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
P4Arena Teddie GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -


Puppeteddie[edit]
Puppeteddie
A+D (air OK)
BBTag Teddie Puppeteddie.png
LICKITY LICK
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2400 Air Unblockable 16 5 23+25L -34
Air 2400 All 16 5 Until L+20L -
  • Knocks opponent far away on hit
  • Has guaranteed minimum damage

Like all DP's, the grounded version is Air Unblockable, but is very unsafe on block. Use with caution.


Skills[edit]

Bearscrew[edit]
Bearscrew
236A/B (air OK)
P4Arena Teddie Bearscrew.png
Version Damage Guard Startup Active Recovery Frame Adv.
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 -

Teddie strikes a pose, then spins at the opponent like a drill. All grounded versions of Bearscrew are safe on block. 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 distsnce, 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]
Mystery Teddie
214A/B (air OK)
P4Arena Teddie 5D.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1500 All 4 2(2)2 Total: 34 -5
Ground B 900*4 All 4 2(2)5,6,6,3 Total: 66 -20
Air A 1500 All 4 2(2)2 Total: 36+4L -
Air B 900*4 All 4 2(2)5,6,6,3 Total: 50+4L -


Teddievision[edit]
Teddievision
22A/B
BBTag Teddie Teddievision.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - - 24 - - -
B 1000 Low 52 20 0 -6
  • At close range, TV's will spawn behind opponent

Teddie and Kintoki-Douji stomp the ground, summoning three TVs that Teddie will automatically warp out of one of the TVs depending on the buton pressed.


A version warps Teddie out of the top TV. Useful for catching jumpers and for aerial combos.


B version shoots Teddie out of the middle TV. Can be used for ground and air actions.



Extra Skills[edit]

EX Bearscrew[edit]
EX Bearscrew
236C (air OK)
P4Arena Teddie Bearscrew.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 550*10 All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L [17+11L] -1
Air 550*10 All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L -
EX Mystery Teddie[edit]
EX Mystery Teddie
214C (air OK)
P4Arena Teddie 5D.png
Take my LOVE!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 600*12 All 4 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3
Air 600*12 All 4 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L 3
EX Teddie Warp[edit]
EX Teddie Warp
22C
BBTag Teddie TeddieWarpEX.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -


Items[edit]

MF-06 Brahman[edit]
MF-06 Brahman
P4Arena Teddie MF-06Brahman.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 21 - - -
  • Will clash with other projectiles

A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit.


Dr. Salt NEO[edit]
Dr. Salt NEO
P4Arena Teddie DrSaltNEO.png
Damage Guard Startup Active Recovery Frame Adv.
+1 Skill Gauge - - - - -

A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.


Heavy Armor Agni[edit]
Heavy Armor Agni
P4Arena Teddie HeavyArmorAgni.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All 50 - - -
  • Flies much faster than MF-06 Brahman


A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then bouncing to the other side. Disappears if Teddie is hit and will clash with other projectiles.

Decent for oki, but can be hard to pick up off of if you dont know it'll hit.


Muscle Drink[edit]
Muscle Drink
P4Arena Teddie MuscleDrink.png
RIP Rage combos.
Damage Guard Startup Active Recovery Frame Adv.
+1000 Health - - - - -

A drink that lands on the floor and can be picked up by either character, restoring their red health.


Smart Bomb[edit]
Smart Bomb
P4Arena Teddie SmartBomb.png
Damage Guard Startup Active Recovery Frame Adv.
3500 All Until Contact 11 - -

A bomb that slowly floats downward until it blows up on contact, or after a set time. Guaranteed once out. Smart Bomb will always spawn above the opponents location when its first thrown, and fall from there.


Oil Drum[edit]
Oil Drum
P4Arena Teddie OilDrum.png
Teddies best item. End your opponents life with this.
Damage Guard Startup Active Recovery Frame Adv.
300*9 All - Until L,{4(8)}*7,4 - -

An oil drum that rolls along the floor until it reaches the edge of the viewable screen. Guaranteed once out, and has a hitbox before it hits the floor.

Easily Teddies most infamous item. Can be used for pressure, mix-ups with EX Teddievison, and keeps them in jail for tick throws or unblockables with Cross Combo.


Firecracker[edit]
Firecracker
P4Arena Teddie Firecracker.png
no longer makes them turn off their consoles on hit
Damage Guard Startup Active Recovery Frame Adv.
1500 All - - - -

A firecracker that flies across the screen in a zigzag pattern. Disappears if Teddie is hit and will clash with other projectiles.

A decent projectile for screen control, but low hitstun stops it from being a valid combo tool.


Dry Ice[edit]
Dry Ice
P4Arena Teddie DryIce.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All - Until L+90 - -

A chunk of ice that lands on the floor. Gives heavy hitstun to the opponent on contact, and slows their fall on air hit, allowing for air to ground combos.

Because its active immediately after being thrown, Dry Ice is a useful combo extension tool. However, be wary of the proration.


Vanish Ball[edit]
Vanish Ball
P4Arena Teddie VanishBall.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -

A yellow ball that explodes into a cloud of smoke. Deals no damage, but obscures the opponents view, allowing for potential mixups. Garunteed once out.

Be wary with this one, as your opponent can make just as much use of this one as you can.


Mystery Food X[edit]
Mystery Food X
P4Arena Teddie MysteryFoodX.png
This dish adheres more to BlazBlue lore than all of CF.
Damage Guard Startup Active Recovery Frame Adv.
-1 Skill Gauge, -2500 Health - - - - -
  • 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]
Pinwheel
P4Arena Teddie Pinwheel.png
Damage Guard Startup Active Recovery Frame Adv.
650*N All - - - -

A pinwheel that flies in a backwards C shape. A useful defensive tool since it can stuff airdashers and hits grounded opponets as it flies back. Disappears if Teddie is hit and will not cross up.


Ball Lightning[edit]
Ball Lightning
P4Arena Teddie BallLightning.png
Damage Guard Startup Active Recovery Frame Adv.
1000*3 - - 6*3 - -

A pellet drum that lands on the floor before being struck by lightning. Useful for pressure and gimping rushdown attempts. Garunteed once out.

Ball Lightning's relatively fast startup and good proration make it a valuable combo tool. Good hitstun, so it can be used in tandem with Tomahawk for combo extensions.


Amagiya Buckets[edit]
Amagiya Buckets
P4Arena Teddie AmagiyaBuckets.png
Hope you weren't planning on calling an assist or anything.
Damage Guard Startup Active Recovery Frame Adv.
700*9 All - - - -

Kintoki-Douji throws a bucket off screen. A short while later, drums play as a rain of buckets come down from the sky. Guaranteed once out.

Provides supreme screen control, and has gaps in between buckets allowing for tick throws and crossups.


Partner Skills[edit]

5P[edit]
5P
Bearscrew
P4Arena Teddie Bearscrew.png
Damage Guard Startup Active Recovery Frame Adv.
420*8 All (17)+8 16 [2,2,2,2,2,2,2] 8+15L [16+15L] -21

Distance is identical to A Bearscrew. Will launch upward on hit, and cross up on block. Will not cross up if the opponent is in the corner.


6P[edit]
6P
Tomahawk
BBTag Teddie TomahawkGround.png
Damage Guard Startup Active Recovery Frame Adv.
1500*2 All (17)+7 Until Hit(1)10 Total: (17)+??+9L -

Teddie and Kintoki-Douji throw a large missle. Unlike the Distortion version, this missle 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, but be mindful of it potentially knocking your opponent out of your point character's effective range. The missile's explosion gives solid blockstun, but outside of the corner has a small gap between the hits. The missile will also fly right through blocking at close range, making it less reliable than 5P for blockstun.


4P[edit]
4P
Mystery Teddie
P4Arena Teddie 5D.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 4 2(2)2 Total: 55 -26

Same as A version of Mystery Teddie, quickly throws the next item on Teddies list.

4P is a double-edged sword, as while it can enable incredibly powerful setups with items like Amagiya Buckets or Oil Drum, it is also next to useless defensively when Teddies item is Firecracker or a pickup item like Muscle Drink, as these offer no hitstun. Unlike most 4Ps, it is also not an anti-air unless Oil Drum, Dry Ice, or Pinwheel are thrown.



Distortion Skills[edit]

Tomahawk[edit]
Tomahawk
236B+C
BBTag Teddie TomahawkGround.png
Ground
BBTag Teddie TomahawkAir.png
Air
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2500, 4500 [(2500, 4500)*2] All 7+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40
Air 2500, 4500 [(2500, 4500)*2] All 7+2 Until Hit(10)8 Total: Until L+9L -

Teddie and Kintoki-Douji throw a large missle. 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]
Nihil Hand
214B+C
P4Arena Teddie NihilHand.png
Damage Guard Startup Active Recovery Frame Adv.
2800, 5800 [2800, 8200] All 4+6 4 75 -33

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 triggers a followup attack as the giant Teddie smacks the opponent. Pressing a button at just the right time (at the same time of the "!" appearing) makes the followup attack much stronger.

Nihil Hand is Teddie's most damaging attack and 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. Your go-to combo ender for damage, and to hard-callout dive attacks like Yu's j.C or Ruby's Buzzaw Blast.


Distortion Skill Duo[edit]

Circus Bear
P during Distortion Skill
P4Arena Teddie CircusBear.png
Exit, pursued by a bear.
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 - - -



Astral Heat[edit]

Kamui Kablooey
222B+C
P4Arena Teddie KamuiKablooey.png
"Flip the Switch!"
P4Arena Teddie KamuiKablooey2.png
"Launch!"
Damage Guard Startup Active Recovery Frame Adv.
- All 5+12 1 Total: 99 49


Navigation[edit]


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