BBTag/Teddie: Difference between revisions

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{{BBTag_Construction_Card}}
|-
==Overview==
!Teddie
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Teddie_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=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.
||
}}
{{#lsth:BBTag/Teddie/Data|SystemData}}
{{BBTag/Infobox
;Movement Options
| fastestAttack = [[#4A|2A]] (6F)
* Double Jump, 1 Airdash, Dash Type: Run
| reversal = [[#Puppeteddie|A+D]] (16F)<br/>[[#Nihil Hand|214B+C]] (10F)
 
}}
;Playstyle
{{ProsAndCons
:Playstyle Archetypes go here
|intro=
 
|pros=
;Team role
* Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions, even literally building free meter.
:Support
* B Smart Combo has a beary long range, similar to [[BBTag/Gordeau|Gordeau]]'s.
|}
* Transitions from psuedo-zoning to lockdown pressure very quickly.
<div style="float:left; margin-right:25px;">
* Consistent safe jump oki off almost every hit, especially with {{clr|3|j.C}} ender.
{{TOC limit|2}}
* Beary good tools for left/right like Bearscrew, {{clr|3|j.C}} and EX Teddievision.
* Easily sets up sandwich Cross Combos with said moves as well.
* Good keep away game due to many ways to mix up landing timings.
|cons=
* 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 [[BBTag/Mai Natsume|Mai]] as opposed to dealing damage, both as partner and enemy.
}}
</div>
</div>
==Overview==


{{card|width=4
|header=Unique Ability: Mystery Teddie Items
|content= 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|Items]] section for the entire item order.
}}


===Backstory===
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
* Jump cancellable on both hit and block.


{{clr|1|5A}} is a little slow, and not huge range to boot. Still, one of Teddies faster options.
----
* Jump cancellable on hit and block.


===Playstyle===
{{clr|1|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 {{clr|1|5AAAA}} and {{clr|3|2C}}, somewhat limiting it's use as a combo tool.


====Persona: Kintoki-Douji====
On block, {{clr|1|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 {{clr|1|j.A}}. This means you will now have to delay a {{clr|3|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.


====Mystery Teddie Items====
No real reason to use this move, as {{clr|1|5AA}} and {{clr|1|5AAA}} give a huge window to hitconfirm.
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===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions.
* B Smart Combo has a very good long-range, similar to [[BBTag/Gordeau|Gordeau]]'s.
* Consistent safe jump oki off almost every hit
| style="width: 50%;"|
* Is prone to taking Persona Break damage, since items are thrown by Kintoki-Douji.
* Low damage without spending resources.
* Items are slow to come out.
* Mystery Food X heals [[BBTag/Mai Natsume|Mai]] as opposed to dealing damage. Both as partner and enemy.
|-
|}
<br style="clear:both;"/>


<br style="clear:both;"/>
===<big>{{clr|2|5B}}</big>===
{{BBTag Move Card|game=BBTag
|input=5B,5BB,5BBB
|versioned=input
|description=
* Jump cancellable on hit only
* Good speed for its size, as {{clr|2|6B}} can hit from about half screen away.


{{#lst:BBTag/Teddie/Data|Links}}
{{clr|2|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.
<br style="clear:both;"/>
----
* Wallbounces midscreen and wallsticks in the corner.
* {{clr|2|5BB}} is not a true blockstring at max range.


==Normal Moves==
Fairly standard move, used in Teddie's {{clr|2|5BBB}} strings. The wallstick means that {{clr|2|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 {{clr|1|2A}} to remain safe.
====== <font style="visibility:hidden" size="0">5A</font> ======
----
{{MoveData
* Jump cancellable on block
|image=BBTag_Teddie_5A.png
|image2=BBTag_Teddie_5AA.png | caption2= Oh shit, it's Ryo from King of Fighters!
|image3=BBTag_Teddie_5AAA.png
|image4=BBTag_Teddie_5AAAA.png | caption4= Teddie’s 5AAA in OR and for his Shadow-self in AU
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Teddie/Data|5A}}
{{!}}-
{{Description|7|text=
A forward claw swipe. Jump cancellable on both hit and block.


Good range for its speed.
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. {{clr|2|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.
}}
}}
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Teddie/Data|5AA}}
{{!}}-
{{Description|7|text=
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.
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Teddie/Data|5AAA}}
{{!}}-
{{Description|7|text=
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.
===<big>{{clr|3|5C}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{AttackVersion|name=5AAAA}}
|input=5C
{{#lsth:BBTag/Teddie/Data|5AAAA}}
|description=
{{!}}-
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.
{{Description|7|text= 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.
{{clr|3|5C}} and {{clr|3|j.C}} are Teddie's only overheads, and both use the same animation. Unlike {{clr|3|j.C}} though, there is no way to combo afterwards.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBTag_Teddie_5B.png | caption = The 5B that will carry Gordeau's legacy
|image2=BBTag_Teddie_5BB.png | caption2 = Teddie’s 5C in P4A
|image3=BBTag_Teddie_5BBB.png | caption3 = Teddie’s 2C in P4A
|name=5B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=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.


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.
===<big>{{clr|1|2A}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{AttackVersion|name=5BB}}
|input=2A
{{#lsth:BBTag/Teddie/Data|5BB}}
|description=
{{!}}-
Teddie's fastest normal, being active at frame 6. It has very short range though, so you're best off going for {{clr|1|5A}} if you're not point-blank.
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Teddie/Data|5BBB}}
{{!}}-
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBTag_Teddie_5C.png |caption=
|name=5C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|5C}}
{{!}}-
{{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.
===<big>{{clr|2|2B}}</big>===
{{BBTag Move Card|game=BBTag
|input=2B
|description=
{{clr|2|2B}} is Teddie's main anti-air and sees some use as a relauncher in combos. However, due to it's angle it has trouble hitting opponents directly above Teddie. Unlike most {{clr|2|2B}}'s, Teddie's cannot OTG.


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.
Teddie can use this to bait out cross burst leading to a full combo this can be used in regular combos as well covering both options.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBTag_Teddie_2A.png
|name=2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|2A}}
{{!}}-
{{Description|6|text= 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.
===<big>{{clr|3|2C}}</big>===
}}
{{BBTag Move Card|game=BBTag
}}
|input=2C
|description=
Teddie's only low outside of {{clr|1|2A}}. Safe on block outside of point-blank range, where the fish whiffs, but can still be cancelled into Bearscrew to make it safe.


====== <font style="visibility:hidden" size="0">2B</font> ======
{{clr|3|2C}} is Teddie's best starter, and can lead to high damage when used with {{clr|2|236B}} and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.
{{MoveData
|image=BBTag_Teddie_2B.png
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|2B}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBTag_Teddie_2C.png |caption= Teddie’s Sweep in P4A
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|2C}}
{{!}}-
{{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.
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Teddie_jA.png |caption=
|input=j.A,j.AA
|image2=P4Arena_Teddie_jB.png |caption2= GOOOOOAL
|versioned=input
|name=j.A
|description=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Teddie/Data|j.A}}
{{!}}-
{{Description|7|text=  
* Not an overhead  
* Not an overhead  


Teddie rapidly kicks 4 times in a row.
{{clr|1|j.A}}'s sizable hitbox covers everywhere in front of Teddie, and is good for extended pressure and jumpins. You can also use it for ambigous sideswaps, but you wont get much damage off this.
----
* Not an overhead
* Gives enough hitstun to combo into {{clr|3|j.C}}


j.A's giant hitbox covers everywhere in front of Teddie, and is good for extended pressure and ambigous sideswaps.
Teddie bounces off the opponent on hit/block. Hold 4 or 6 to choose the direction he bounces in.
}}
}}
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Teddie/Data|j.AA}}
{{!}}-
{{Description|7|text=
* 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.}}
===<big>{{clr|2|j.B}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.B
|description=
*  Plus on block at IAD height
 
Slower than {{clr|2|5BB}} and lacks a solid followup option. Also not a great way to challenge aerial opponents as the startup is quite high. {{clr|2|j.B}} sometimes sees use as a way to bait opponents who think your going to throw items and jump into it's range. Useful to air stall and mixing up landing timings.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=P4Arena_Teddie_jC.png |caption=
|name=j.B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|j.B}}
{{!}}-
{{Description|7|text= 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.
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Teddie_jC.png |caption= Teddie’s Air All-Out Attack in P4A
|input=j.C
|name=j.C
|description=
|input=
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.
|data=
 
{{AttackDataHeader-BBTag}}
{{clr|3|j.C}} is the move you want to end most combos in, as it gives Teddie a [[Safe Jump]]. 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 {{clr|3|j.6C}}. {{clr|3|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.
{{!}}-
{{#lsth:BBTag/Teddie/Data|j.C}}
{{!}}-
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
* At 7F it is one of Teddie's faster options, right behind {{clr|1|2A}}.


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
Ground Throws animation is ''long'', allowing you to set up Partner Skills with lengthy startup (Waldstein {{clr|5|6P}}, Nu {{clr|5|6P}}) to hit as soon as it ends. Outside of this the throw is fairly standard.
{{MoveData
|image=BBTag_Teddie_GroundThrow.png |caption=
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|BC}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Puppeteddie</font> ======
 
{{MoveData
===<big>Puppeteddie</big>===
|image=BBTag_Teddie_Puppeteddie.png |caption= LICKITY LICK
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|name=Puppeteddie
{{BBTag Move Card|game=BBTag
|input=A+D (air OK)
|input=AD,j.AD
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|AD}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.AD}}
{{!}}-
{{Description|7|text=
* Knocks opponent far away on hit
* Knocks opponent far away on hit
* Has guaranteed minimum damage
* Has guaranteed minimum damage


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


}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Bearscrew</font> ======
===<big>Bearscrew</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
|image=BBTag_Teddie_Bearscrew.png |caption=
{{BBTag Move Card|game=BBTag
|input=236A/B (air OK)
|input=236A,236B,j.236A,j.236B
|name=Bearscrew
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
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.
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Teddie/Data|236A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Teddie/Data|236B}}
{{!}}-
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Teddie/Data|j.236A}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Teddie/Data|j.236B}}
{{!}}-
{{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.
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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
 
{{MoveData
===<big>Mystery Teddie</big>===
|image=BBTag_Teddie_MysteryTeddie.png |caption=
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)}}
|input=214A/B (air OK)
{{BBTag Move Card|game=BBTag
|name=Mystery Teddie
|input=214A,214B,j.214A,j.214B
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
* Item production startup is in ()
{{AttackVersion|name=Ground A}}
 
{{#lsth:BBTag/Teddie/Data|214A}}
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 {{clr|2|5BBB}}.
{{!}}-
----
{{AttackVersion|name=Ground B}}
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.
{{#lsth:BBTag/Teddie/Data|214B}}
----
{{!}}-
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 {{clr|2|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 {{clr|1|j.A}}, allowing you to continue your combo while also getting items in play. Ending combos in {{clr|2|214B}} can also create both safejumps and Item oki setups.
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Teddie/Data|j.214A}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Teddie/Data|j.214B}}
{{!}}-
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Teddievision</font> ======
{{MoveData
|image=BBTag_Teddie_Teddievision.png |caption=
|input=22A/B
|name=Teddievision
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Teddie/Data|22A}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Teddie/Data|22B}}
{{!}}-
{{Description|7|text=
* 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.
===<big>Teddie Warp</big>===
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=22A,22B
|versioned=input
|description=
* Also referred to as '''Teddievision.'''
* At very close (nearly point-blank) range, TV's will warp Teddie behind the opponent
 
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.
----
----
B version shoots Teddie out of the middle TV. Can be used for ground and air actions.
B version shoots Teddie out of the middle TV. Can be used for ground and air actions.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Bearscrew</font> ======
===<big>EX Bearscrew</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}} (Air OK)}}
|image=BBTag_Teddie_Bearscrew.png |caption=
{{BBTag Move Card|game=BBTag
|input=236C (air OK)
|input=236C,j.236C
|name=EX Bearscrew
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
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.
{{!}}-
 
{{AttackVersion|name=Ground}}
EX Bearscrew is useful in ground combos, as while it cannot be picked up off of raw, you can link {{clr|2|5BB}}>{{clr|3|236C}}>{{clr|1|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.
{{#lsth:BBTag/Teddie/Data|236C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.236C}}
{{!}}-
{{Description|6|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">EX Mystery Teddie</font> ======
 
{{MoveData
===<big>EX Mystery Teddie</big>===
|image=BBTag_Teddie_MysteryTeddie.png |caption=Take my LOVE!
{{InputBadge|{{clr|3|214C}} (Air OK)}}
|input=214C (air OK)
{{BBTag Move Card|game=BBTag
|name=EX Mystery Teddie
|input=214C,j.214C
|data=
|versioned=input
{{AttackDataHeader-BBTag|version=yes}}
|description=
{{!}}-
* Item production startup is in ()
{{AttackVersion|name=Ground}}
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 {{clr|2|5BBB}}>{{clr|3|214C}} into another {{clr|2|5BBB}}, which is key to getting higher damage on Teddie. {{clr|3|214C}} also works better than {{clr|2|214B}} as a means of creating a Throw setup after a {{clr|1|j.A}} crossup when you have meter to burn.
{{#lsth:BBTag/Teddie/Data|214C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.214C}}
{{!}}-
{{Description|6|text=
}}
}}
}}
====== <font style="visibility:hidden" size="0">EX Teddie Warp</font> ======
 
{{MoveData
===<big>EX Teddie Warp</big>===
|image=BBTag_Teddie_TeddieWarpEX.png |caption=
{{InputBadge|{{clr|3|22C}}}}
{{BBTag Move Card|game=BBTag
|input=22C
|input=22C
|name=EX Teddie Warp
|description=
|data=
*On frames 32-36, Teddie leaves the screen and cannot be directly hit by any attacks. Kintoki-Douji still has a hitbox however.
{{AttackDataHeader-BBTag}}
 
{{!}}-
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 {{clr|2|5B}} on hit for solid damage.
{{#lsth:BBTag/Teddie/Data|22C}}
 
{{!}}-
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.
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Items==
==Items==
====== <font style="visibility:hidden" size="0">MF-06 Brahman</font> ======
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.
{{MoveData
===<big>MF-06 Brahman</big>===
|image=P4Arena_Teddie_MF-06Brahman.png |caption=  
{{BBTag Move Card|game=BBTag
|input=
|input=MF-06 Brahman
|name=MF-06 Brahman
|description=
|data=
*Disappears if hit by a projectile or strike, will not clash with projectiles
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|MF-06 Brahman}}
{{!}}-
{{Description|6|text=  
* Will clash with other projectiles  


A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit.
A green robot that transforms itself into a missile and flies at a 40° angle slowly. Disappears if Teddie is hit. Sees some use in rotation combos, but isn't great for screen control as its slow and easily avoided. The small popup it has on hit can serve as a re-launcher in combos, making it useful to extend after Tomahawk in the corner as well.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Dr. Salt NEO</font> ======
 
{{MoveData
===<big>Dr. Salt NEO</big>===
|image=P4Arena_Teddie_DrSaltNEO.png |imageSize=80x80px |caption=
{{BBTag Move Card|game=BBTag
|input=
|input=Dr. Salt Neo
|name=Dr. Salt NEO
|description=
|data=
* Always grants a full meter, even during Skill Gauge Cooldown
{{AttackDataHeader-BBTag}}
 
{{!}}-
A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.
{{#lsth:BBTag/Teddie/Data|Dr. Salt NEO}}
{{!}}-
{{Description|6|text= A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Heavy Armor Agni</font> ======
{{MoveData
|image=P4Arena_Teddie_HeavyArmorAgni.png |caption=
|input=
|name=Heavy Armor Agni
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Heavy Armor Agni}}
{{!}}-
{{Description|6|text=
* Flies much faster than MF-06 Brahman


===<big>Heavy Armor Agni</big>===
{{BBTag Move Card|game=BBTag
|input=Heavy Armor Agni
|description=
* Disappears if it comes into contact with an opposing strike or projectile.
*Sends opponents flying backward, then forward again when the rocket bounces off the wall.


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.
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 or if it hits another projectile.


Decent for oki, but can be hard to pick up off of if you dont know it'll hit.
Heavy Armor Agni flies faster and at a much shallower angle than MF-06, making it better for screen control and oki.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Muscle Drink</font> ======
 
{{MoveData
===<big>Muscle Drink</big>===
|image=P4Arena_Teddie_MuscleDrink.png |imageSize=80x80px |caption= RIP Rage combos.
{{BBTag Move Card|game=BBTag
|input=
|input=Muscle Drink
|name=Muscle Drink
|description=
|data=
A drink that lands on the floor and can be picked up by either character, restoring their health.
{{AttackDataHeader-BBTag}}
 
{{!}}-
Muscle Drink has lost most of its offensive utility, but as of 2.0 heals 2000 HP, doubled from 1.5. While this can health can be the difference between surviving a otherwise fatal blow, it makes an opponent picking it up all the more sour.
{{#lsth:BBTag/Teddie/Data|Muscle Drink}}
{{!}}-
{{Description|6|text= A drink that lands on the floor and can be picked up by either character, restoring their red health.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Smart Bomb</font> ======
 
{{MoveData
===<big>Smart Bomb</big>===
|image=P4Arena_Teddie_SmartBomb.png |imageSize=80x80px |caption=
{{BBTag Move Card|game=BBTag
|input=
|input=Smart Bomb
|name=Smart Bomb
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Smart Bomb}}
{{!}}-
{{Description|6|text= 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Oil Drum</font> ======
 
{{MoveData
===<big>Oil Drum</big>===
|image=P4Arena_Teddie_OilDrum.png |imageSize=80x80px |caption= Teddies best item. End your opponents life with this.
{{BBTag Move Card|game=BBTag
|input=
|input=Oil Drum
|name=Oil Drum
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Oil Drum}}
{{!}}-
{{Description|6|text= 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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Firecracker</font> ======
{{MoveData
|image=P4Arena_Teddie_Firecracker.png |caption= no longer makes them turn off their consoles on hit
|input=
|name=Firecracker
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Firecracker}}
{{!}}-
{{Description|6|text= 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.
===<big>Firecracker</big>===
}}
{{BBTag Move Card|game=BBTag
|input=Firecracker
|description=
A firecracker that flies across the screen in a zigzag pattern. Covers quite a bit of airspace, but low hitstun stops it from being a valid combo tool. Disappears if Teddie is hit and will clash with other projectiles.
 
Firecracker is the closest thing Teddie has to a traditional projectile, but be careful when using it to challenge incoming projectiles as the way Firecracker zigzags can make it avoid them in rare cases.
}}
}}


====== <font style="visibility:hidden" size="0">Dry Ice</font> ======
{{MoveData
|image=P4Arena_Teddie_DryIce.png |imageSize=80x80px |caption=
|input=
|name=Dry Ice
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Dry Ice}}
{{!}}-
{{Description|6|text=


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.
===<big>Dry Ice</big>===
{{BBTag Move Card|game=BBTag
|input=Dry Ice
|description=
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. Disappears if Teddie is hit.


Because its active immediately after being thrown, Dry Ice is a useful combo extension tool. However, be wary of the proration.
Because its active immediately after being thrown, Dry Ice is a useful extension tool for combos like {{clr|2|214B}}>{{clr|2|5B}} loops.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Vanish Ball</font> ======
 
{{MoveData
===<big>Vanish Ball</big>===
|image=P4Arena_Teddie_VanishBall.png |imageSize=80x80px |caption=
{{BBTag Move Card|game=BBTag
|input=
|input=Vanish Ball
|name=Vanish Ball
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Vanish Ball}}
{{!}}-
{{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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Mystery Food X</font> ======
 
{{MoveData
===<big>Mystery Food X</big>===
|image=P4Arena_Teddie_MysteryFoodX.png |imageSize=80x80px |caption=This dish adheres more to BlazBlue lore than all of CF.
{{BBTag Move Card|game=BBTag
|input=
|input=Mystery Food X
|name=Mystery Food X
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Mystery Food X}}
{{!}}-
{{Description|6|text=
* Can be picked up by either player
* Can be picked up by either player
* Damage is not displayed in combo damage
* Damage is not displayed in combo damage


Line 584: Line 370:


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


====== <font style="visibility:hidden" size="0">Pinwheel</font> ======
 
{{MoveData
===<big>Pinwheel</big>===
|image=P4Arena_Teddie_Pinwheel.png |caption=
{{BBTag Move Card|game=BBTag
|input=
|input=Pinwheel
|name=Pinwheel
|description=
|data=
*Can clash with projectiles, and will usually win as it doesn't have a set number of hits
{{AttackDataHeader-BBTag}}
A pinwheel that flies in a large backwards C shape. Keeps going until it flies offscreen or hits the ground. A useful defensive tool since it can stuff air approaches and hits grounded opponents as it flies back. Disappears if Teddie is hit and will not cross up. While it can stuff projectiles, it wont hit grounded ones until it starts to loop back.
{{!}}-
{{#lsth:BBTag/Teddie/Data|Pinwheel}}
{{!}}-
{{Description|6|text=
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Ball Lightning</font> ======
{{MoveData
|image=P4Arena_Teddie_BallLightning.png |caption=
|input=
|name=Ball Lightning
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Ball Lightning}}
{{!}}-
{{Description|6|text=
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.
===<big>Ball Lightning</big>===
}}
{{BBTag Move Card|game=BBTag
|input=Ball Lightning
|description=
A pellet drum that lands on the floor before being struck by lightning. Useful for combos, pressure and gimping rushdown attempts. Guaranteed once out.
 
Fast startup and virtually infinite vertical range makes Ball Lightning a great defensive item, but where it really shines is in item rotation combos. The lighting deals 3 hits with plenty of stun and hard knockdown on the final one, letting you extend combos with ease. It's also followed by Amagiya Buckets, allowing you to combo from Tomahawk into another one or Nihil Hand.  
}}
}}


====== <font style="visibility:hidden" size="0">Amagiya Buckets</font> ======
 
{{MoveData
===<big>Amagiya Buckets</big>===
|image=P4Arena_Teddie_AmagiyaBuckets.png |caption=Hope you weren't planning on calling an assist or anything.
{{BBTag Move Card|game=BBTag
|input=
|input=Amagiya Buckets
|name=Amagiya Buckets
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|Amagiya Buckets}}
{{!}}-
{{Description|6|text= 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.
Provides supreme screen control, and has gaps in between buckets allowing for tick throws and crossups.
}}
}}
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Bearscrew}}
|image=BBTag_Teddie_Bearscrew.png |caption=
{{BBTag Move Card|game=BBTag
|input=Bearscrew
|input=5P
|name=5P
|description=
|data=
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.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|5P}}
{{!}}-
{{Description|6|text= Distance is identical to A Bearscrew. Will launch on hit, and cross up on block.
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
 
{{MoveData
===<big>{{clr|5|6P}}</big>===
|image=BBTag_Teddie_TomahawkGround.png |caption=
{{InputBadge|Tomahawk}}
|input=Tomahawk
{{BBTag Move Card|game=BBTag
|name=6P  
|input=6P
|data=
|description=
{{AttackDataHeader-BBTag}}
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.
{{!}}-
 
{{#lsth:BBTag/Teddie/Data|6P}}
{{clr|5|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 {{clr|5|5P}} for blockstun.
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
|image=BBTag_Teddie_MysteryTeddie.png |caption=
|input=Mystery Teddie
|name=4P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Teddie/Data|4P}}
{{!}}-
{{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.
===<big>{{clr|5|4P}}</big>===
{{InputBadge|Mystery Teddie}}
{{BBTag Move Card|game=BBTag
|input=4P
|description=
Same as A version of Mystery Teddie, quickly throws the next item on Teddies list.
 
{{clr|5|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.


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Tomahawk<!-- Images requires rename or change on the input button directions --></font> ======
===<big>Tomahawk</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (Air OK)}}
|image=BBTag_Teddie_TomahawkGround.png |caption= Ground
{{BBTag Move Card|game=BBTag
|image2=BBTag_Teddie_TomahawkAir.png |caption2= Air
|input=236BC,j.236BC
|input=236B+C
|versioned=input
|name=Tomahawk
|description=
|data=
* Will eat non-EX projectiles without losing any hits. Will still eat most EX projectiles too, but will only hit once in that case.
{{AttackDataHeader-BBTag|version=yes}}
*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.
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|236BC}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.236BC}}
{{!}}-
{{Description|7|text=
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.


Tomahawk will now auto-explode on hit, 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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Nihil Hand</font> ======
 
{{MoveData
===<big>Nihil Hand</big>===
|image=P4Arena_Teddie_NihilHand.png |caption=
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|input=214B+C
{{BBTag Move Card|game=BBTag
|name=Nihil Hand
|input=214BC
|data=
|description=
{{AttackDataHeader-BBTag}}
*Just Frame is indicated by a green "!" appearing.
{{!}}-
*Damage values for the Just Frame version in []
{{#lsth:BBTag/Teddie/Data|214BC}}
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.
{{!}}-
 
{{Description|6|text=
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 {{clr|3|j.C}} or Ruby's Buzzaw Blast.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Circus Bear</big>===
|image=P4Arena_Teddie_CircusBear.png |caption=Exit, pursued by a bear.
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Distortion Skill
{{BBTag Move Card|game=BBTag
|name=Circus Bear
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
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.
{{!}}-
 
{{#lsth:BBTag/Teddie/Data|Distortion Skill Duo}}
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.
{{!}}-
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Kamui Kablooey</big>===
|image=P4Arena_Teddie_KamuiKablooey.png |caption=''"Flip the Switch!"''
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=P4Arena_Teddie_KamuiKablooey2.png |caption2='''''"Launch!"'''''
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Kamui Kablooey
|description=
|data=
This move saw a huge buff compared to its P4A counterpart, as the screen now freezes during Teddie's dance, and Kintoki-Douji has a hitbox on himself while falling as well as creating a "shockwave" hitbox when he hits the ground. This move grants Teddie instant victory on hit, but is punishable on block and costs all of his meter, so use with caution. Easy to combo into with {{clr|1|5AAA}}, Throw, and B Bearscrew but is very inconsistent with timing positioning and a slight breeze all messing up the combo.
{{AttackDataHeader-BBTag}}
{{!}}-
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==Colors==
*[https://blazblue.wiki/wiki/Teddie#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
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[[Category:Teddie]]
 
[[Category:BlazBlue Cross Tag Battle]]
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Latest revision as of 05:04, 13 December 2023


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Overview

Overview
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.
Teddie


BBTag Teddie Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
2A (6F)
Reversals
A+D (16F)
214B+C (10F)

 Teddie

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.
  • Good keep away game due to many ways to mix up landing timings.
  • 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.


Unique Ability: 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

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 8 3 19 -8 B
5AA 350×8 All 12 2×8 20 -5 B
5AAA 750×4 All 7 6(2)7(2)7(2)3 27 -12 B
5AAAA 2000 All 9 4 20+8L -11 B
  • 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.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 5 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 13 3 30 -16 B
5BB 1700 All 11 27 4 -12 B
5BBB 1700 All 14 14 27 -22 B
  • 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.

Version Level P1 P2
5B 3 90 70
5BB 4 90 85
5BBB 4 90 85

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 H

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.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×2 Low 6 2(3)1 13 -2 F

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

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 10 4 31 -18 B 5~13 H

2B is Teddie's main anti-air and sees some use as a relauncher in combos. However, due to it's angle it has trouble hitting opponents directly above Teddie. Unlike most 2B's, Teddie's cannot OTG.

Teddie can use this to bait out cross burst leading to a full combo this can be used in regular combos as well covering both options.

Level P1 P2
3 90 80


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 300 Low, All 13 2 25 -8 [-3] F

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.

Level P1 P2
4, 1 90, 100 85, 100
  • Fish has startup 37F, active for 1F, ignores hitstop of Teddie's strike
  • Frame adv is -3 if opponent blocks both strike and Fish
  • If Opponent only blocks fish, frame adv +9F


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 600×4 All 8 3,3,3,4 9 H
j.AA 1700 All 9 3 18 H
  • Not an overhead

j.A's sizable hitbox covers everywhere in front of Teddie, and is good for extended pressure and jumpins. You can also use it for ambigous sideswaps, but you wont get much damage off this.


  • Not an overhead
  • Gives enough hitstun to combo into j.C

Teddie bounces off the opponent on hit/block. Hold 4 or 6 to choose the direction he bounces in.

Version Level P1 P2
j.A 2 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 28 27 14+5L H
  • Plus on block at IAD height

Slower than 5BB and lacks a solid followup option. Also not a great way to challenge aerial opponents as the startup is quite high. j.B sometimes sees use as a way to bait opponents who think your going to throw items and jump into it's range. Useful to air stall and mixing up landing timings.

Level P1 P2
4 80 75


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 19 Until L 20L -1 H

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 Safe Jump. 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.

Level P1 P2
5 80 90


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • At 7F it is one of Teddie's faster options, right behind 2A.

Ground Throws animation is long, allowing you to set up Partner Skills with lengthy startup (Waldstein 6P, Nu 6P) to hit as soon as it ends. Outside of this the throw is fairly standard.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Puppeteddie

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2400 Air Unblockable 16 5 23+25L -34 B 1~25 All
j.AD 2400 All 16 5 Until L+20L H 1~25 All
  • 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.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 120


j.AD:

  • Minimum Damage 120


Skills

Bearscrew

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 420×8 All 8 16 [2,2,2,2,2,2,2] 10+15L [16+15L] -4 H
236B 500×9 All 18 20 [2,2,2,2,2,2,2,2] 8+16L [18+16L] -7 H
j.236A 420×8 All 10 17 [2,2,2,2,2,2,2] Until L+15L H
j.236B 500×9 All 18 17 [2,2,2,2,2,2,2,2] Until L+21L H

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.

Version Level P1 P2
236A 3 80 80
236B 4 80 85
j.236A 3 80 80
j.236B 4 80 85

236A:

  • On hit/block, transitions into values in [ ]
  • Minimum Damage 21×8 (168)


236B:

  • On hit/block, transitions into values in [ ]
  • Minimum Damage 25×9 (225)


j.236A:

  • On hit/block, transitions into values in [ ]
  • Minimum Damage 21×8 (168)


j.236B:

  • On hit/block, transitions into values in [ ]
  • Minimum Damage 25×9 (225)


Mystery Teddie

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500 All 4 <8> 2(2)2 Total: 34 -5 B
214B 900×4 All 4 <18,25> 2(2)5,6,6,3 Total: 66 -20 B
j.214A 1500 All 4 <8> 2(2)2 Total: 36+4L B
j.214B 900×4 All 4 <18,25> 2(2)5,6,6,3 Total: 50+4L B
  • 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.

Version Level P1 P2
214A 3 90 80
214B 3 90 80
j.214A 3 90 80
j.214B 3 90 80

214A:

  • Item thrown on <>
  • Minimum Damage 75


214B:

  • Items thrown on <>
  • Minimum Damage 45×4 (180)


j.214A:

  • Item thrown on <>
  • Minimum Damage 75


j.214B:

  • Items thrown on <>
  • Minimum Damage 45×4 (180)


Teddie Warp

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 24
22B 1000 All 52 20 0 -6 B
  • Also referred to as Teddievision.
  • At very close (nearly point-blank) range, TV's will warp Teddie behind the opponent

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.

Version Level P1 P2
22A
22B 2 80 75

22A:
22B:

  • Minimum Damage 50


Extra Skills

EX Bearscrew

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 550×10 All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L +2 H
j.236C 550×10 All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L H

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.

Version Level P1 P2
236C 4 80 75
j.236C 4 80 75

236C:

  • On hit/block, transitions into values in []
  • Minimum Damage 55×10 (550)


j.236C:

  • On hit/block, transitions into values in []
  • Minimum Damage 55×10 (550)

EX Mystery Teddie

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 600×12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3 B
j.214C 600×12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L B
  • 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.

Version Level P1 P2
214C 3 90 80
j.214C 3 90 80

214C:

  • Minimum Damage 60×12 (720)


j.214C:

  • Minimum Damage 60×12 (720)

EX Teddie Warp

22C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 43 20 0 -6 F
  • 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.

Level P1 P2
2 80 75
  • Hold button to appear behind opponent
  • Minimum Damage 100


Items

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

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 21 P1
  • Disappears if hit by a projectile or strike, will not clash with projectiles

A green robot that transforms itself into a missile and flies at a 40° angle slowly. Disappears if Teddie is hit. Sees some use in rotation combos, but isn't great for screen control as its slow and easily avoided. The small popup it has on hit can serve as a re-launcher in combos, making it useful to extend after Tomahawk in the corner as well.

Level P1 P2
3 80 80
  • Minimum Damage 75


Dr. Salt NEO

Damage Guard Startup Active Recovery On-Block Attribute Invuln
+1 Skill Gauge
  • Always grants a full meter, even during Skill Gauge Cooldown

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

Level P1 P2


Heavy Armor Agni

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All 50 P1
  • Disappears if it comes into contact with an opposing strike or projectile.
  • Sends opponents flying backward, then forward again when the rocket bounces off the wall.

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 or if it hits another projectile.

Heavy Armor Agni flies faster and at a much shallower angle than MF-06, making it better for screen control and oki.

Level P1 P2
3 80 80×2
  • Minimum Damage 75×2 (150)


Muscle Drink

Damage Guard Startup Active Recovery On-Block Attribute Invuln
+2000 Health

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

Muscle Drink has lost most of its offensive utility, but as of 2.0 heals 2000 HP, doubled from 1.5. While this can health can be the difference between surviving a otherwise fatal blow, it makes an opponent picking it up all the more sour.

Level P1 P2


Smart Bomb

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3500 All Until Hit 11 P2

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.

Level P1 P2
4 80 85
  • Minimum Damage 175


Oil Drum

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300×9 All Until L,4{(8)4}×7 P1

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.

Level P1 P2
3 80 80
  • Minimum Damage 15×9 (135)


Firecracker

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All P1

A firecracker that flies across the screen in a zigzag pattern. Covers quite a bit of airspace, but low hitstun stops it from being a valid combo tool. Disappears if Teddie is hit and will clash with other projectiles.

Firecracker is the closest thing Teddie has to a traditional projectile, but be careful when using it to challenge incoming projectiles as the way Firecracker zigzags can make it avoid them in rare cases.

Level P1 P2
3 80 80
  • Minimum Damage 75


Dry Ice

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All Until L+90 P1

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. Disappears if Teddie is hit.

Because its active immediately after being thrown, Dry Ice is a useful extension tool for combos like 214B>5B loops.

Level P1 P2
3 80 80
  • Minimum Damage 75


Vanish Ball

Damage Guard Startup Active Recovery On-Block Attribute Invuln

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.

Level P1 P2


Mystery Food X

Damage Guard Startup Active Recovery On-Block Attribute Invuln
-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.

Level P1 P2


Pinwheel

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×N All P
  • Can clash with projectiles, and will usually win as it doesn't have a set number of hits

A pinwheel that flies in a large backwards C shape. Keeps going until it flies offscreen or hits the ground. A useful defensive tool since it can stuff air approaches and hits grounded opponents as it flies back. Disappears if Teddie is hit and will not cross up. While it can stuff projectiles, it wont hit grounded ones until it starts to loop back.

Level P1 P2
2 80 75
  • Minimum Damage 32×N


Ball Lightning

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 6×3 P2

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

Fast startup and virtually infinite vertical range makes Ball Lightning a great defensive item, but where it really shines is in item rotation combos. The lighting deals 3 hits with plenty of stun and hard knockdown on the final one, letting you extend combos with ease. It's also followed by Amagiya Buckets, allowing you to combo from Tomahawk into another one or Nihil Hand.

Level P1 P2
4 80 85
  • Minimum Damage 50×3 (150)


Amagiya Buckets

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×9 All P2

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.

Level P1 P2
3 80 95
  • Minimum Damage 35×9 (315)


Partner Skills

5P

Bearscrew

Damage Guard Startup Active Recovery On-Block Attribute Invuln
420×8 All (18)+8 16 [2,2,2,2,2,2,2] 8+15L [16+15L] -21 H

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.

Level P1 P2
3 70 80
  • On hit/block, transitions into values in [ ]
  • Minimum Damage 21×8 (168)


6P

Tomahawk

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All (18)+23 Until Ground(15)10 Total: (18)+88+9L P

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.

Level P1 P2
4 70 60
  • Minimum Damage 75×2 (150)


4P

Mystery Teddie

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+4 <8> 2(2)2 Total: 55 -26 B

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.

Level P1 P2
3 70 80
  • Items thrown on <>
  • Minimum Damage 75


Distortion Skills

Tomahawk

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 2500, 4500 [(2350, 2600)×2] All 7+(57 Flash)+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40 P2 1~7 All
j.236BC 2500, 4500 [(2350, 2600)×2] All 7+(57 Flash)+2 Until Hit(10)8 Total: Until L+9L P2 1~7 All
  • 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.

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage: 250, 900 (1150)
  • [Minimum Damage: 235×2, 416×2 (1302)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage: 250, 900 (1150)
  • [Minimum Damage: 235×2, 416×2 (1302)]


Nihil Hand

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2800, 6380 [2800, 9020] All 4+(62 Flash)+6 4 75 -33 B 1~13 All
  • 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.

Level P1 P2
5 80, 48 60, 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 280, 1508 (1788) [280, 1722 (2002)]


Distortion Skill Duo

Circus Bear

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [1250×2] All 1+(115 Flash)+1 Until Offscreen Until L+25L B 1~?? All

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.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Kamui Kablooey

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 5+(50 Flash)+12 1 Total: 99 49 H 1~22 All

This move saw a huge buff compared to its P4A counterpart, as the screen now freezes during Teddie's dance, and Kintoki-Douji has a hitbox on himself while falling as well as creating a "shockwave" hitbox when he hits the ground. This move grants Teddie instant victory on hit, but is punishable on block and costs all of his meter, so use with caution. Easy to combo into with 5AAA, Throw, and B Bearscrew but is very inconsistent with timing positioning and a slight breeze all messing up the combo.

Level P1 P2
5


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