Difference between revisions of "BBTag/Teddie"

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;Playstyle
 
;Playstyle
:Playstyle Archetypes go here
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:Trickster/Items
  
 
;Team role
 
;Team role
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</div>
 
</div>
 
==Overview==
 
==Overview==
 
+
''"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"''
  
 
===Backstory===
 
===Backstory===
 
+
A mysterious bear suit from the TV world. Teddie joins the Investigation Team on their 2nd encounter, when Yu Narukami promises to find the culprit behind the supernatural killings in Inaba. He serves as their guide through the Midnight Channel. Teddie mainly acts as the comic relief character in Persona 4, but he has his moments of inner turmoil. His suit is completely hollow inside, a reference to his true nature, and his insecurity in not knowing what he is or why he exists. After facing his Shadow and gaining his Persona Kintoki-Douji, Teddie vows to protect the TV world as well as the people who gave his life meaning. He also grows a human body, further symbolizing that he is no longer empty inside. In Arena, he reprises his role as the jokester character, which is reflected in his wacky, item-based fighting style and the beary good puns he makes.
  
 
===Playstyle===
 
===Playstyle===
 
+
Teddie is a Trickster character who uses his Mystery Teddie items to create space and force his opponents into bad situations. While his base damage is on the lower side, he can really put the hurt on by buring meter and using items like Mystery Food X and Ball Lighting. Once in, it is beary easy to snowball with Teddie, as items like Oil Drum and Amagiya Buckets create all manner of setups and mixups for him and his partner.  
====Persona: Kintoki-Douji====
 
 
 
====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.
 
  
 
===Strengths/Weaknesses===
 
===Strengths/Weaknesses===
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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 long range, similar to [[BBTag/Gordeau|Gordeau]]'s.
* Consistent safe jump oki off almost every hit
+
* 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.
 
| 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, having only 1 non-Clash overhead that is decently easy 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 dealing damage. Both as partner and enemy.
+
* 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.
 
|-
 
|-
 
|}
 
|}
 +
 +
====Persona: Kintoki-Douji====
 +
 +
===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.
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
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|image2=BBTag_Teddie_5AA.png | caption2= Oh shit, it's Ryo from King of Fighters!
 
|image2=BBTag_Teddie_5AA.png | caption2= Oh shit, it's Ryo from King of Fighters!
 
|image3=BBTag_Teddie_5AAA.png
 
|image3=BBTag_Teddie_5AAA.png
|image4=BBTag_Teddie_5AAAA.png | caption4= Teddie’s 5AAA in OR and for his Shadow-self in AU
+
|image4=BBTag_Teddie_5AAAA.png | caption4= Teddie’s 5AAA in P4A and for his Shadow-self in AU
 
|name=5A
 
|name=5A
 
|data=
 
|data=
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A forward claw swipe. Jump cancellable on both hit and block.
 
A forward claw swipe. Jump cancellable on both hit and block.
  
Good range for its speed.
+
A little slow, and not huge range to boot. Still, one of Teddies faster options.
 
}}
 
}}
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
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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, 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.
 
}}
 
}}
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
 
{{#lsth:BBTag/Teddie/Data|5BB}}
 
{{#lsth:BBTag/Teddie/Data|5BB}}
 
{{!}}-
 
{{!}}-
 +
{{Description|7|text= Kintoki-Douji body slams forward. 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. If your outside of A bearscrew range stop here on block, as 5BB pushes opponents away a good bit.
 +
}}
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
 
{{#lsth:BBTag/Teddie/Data|5BBB}}
 
{{#lsth:BBTag/Teddie/Data|5BBB}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Teddie shouts as Kintoki-Douji hops upwards. Teddies main combo tool, as this puts opponents in the perfect position to be hit by the arm whirl on 214X.  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.
 
  }}
 
  }}
 
}}
 
}}
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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|2B}}
 
{{#lsth:BBTag/Teddie/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= A boxing glove pops out of Teddie's mouth. 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|j.B}}
 
{{#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.
+
 
 +
{{Description|7|text=  
 +
*  Plus on block at IAD height
 +
 
 +
Teddie strikes a pose as Kintoki-Douji barrels forward. 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|j.C}}
 
{{#lsth:BBTag/Teddie/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= Teddie hops forward a bit, turns into a 16 ton weight and slams into the ground. Safe on block overhead and main combo ender. Can hold 6 to increase the hop distance. Good starter proration, but is impossible to combo without Assist or a counter hit.
 +
 
 +
j.C is the move you want to end most combos in, as it gives Teddie a safejump[http://www.dustloop.com/wiki/index.php?title=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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|BC}}
 
{{#lsth:BBTag/Teddie/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= Teddie taps the opponent twice before smacking them with a paper fan. 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|j.236B}}
 
{{#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.
+
{{Description|7|text= Teddie strikes a pose, then spins at the opponent like a drill. 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.
 
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.
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====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
 
====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Teddie_MysteryTeddie.png |caption=
+
|image=BBTag_Teddie_MysteryTeddie.png
 +
|caption=Ground
 +
|image2= AirMysteryTeddie.png
 +
|caption2=Air
 
|input=214A/B (air OK)
 
|input=214A/B (air OK)
 
|name=Mystery Teddie
 
|name=Mystery Teddie
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{{#lsth:BBTag/Teddie/Data|j.214B}}
 
{{#lsth:BBTag/Teddie/Data|j.214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|7|text= 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 1 item. 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 may be able to get away with it. 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 whe also getting items in play.
 
  }}
 
  }}
 
}}
 
}}
  
====== <font style="visibility:hidden" size="0">Teddievision</font> ======
+
====== <font style="visibility:hidden" size="0">Teddie Warp</font> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Teddie_Teddievision.png |caption=
+
|image=BBTag_Teddie_TeddieWarp.png |caption=
 
|input=22A/B
 
|input=22A/B
|name=Teddievision
+
|name=Teddie Warp
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=  
 
{{Description|7|text=  
* At close range, TV's will spawn behind opponent
+
* At very close (nearly point-blank) range, TV's will warp Teddie behind the 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|j.236C}}
 
{{#lsth:BBTag/Teddie/Data|j.236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 +
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 Teddie recovers fast enough to pick up the combo with 5A. 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.
 +
 
 
  }}
 
  }}
 
}}
 
}}
 +
<br style="clear:both;"/>
 +
 
====== <font style="visibility:hidden" size="0">EX Mystery Teddie</font> ======
 
====== <font style="visibility:hidden" size="0">EX Mystery Teddie</font> ======
 
{{MoveData
 
{{MoveData
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{{#lsth:BBTag/Teddie/Data|j.214C}}
 
{{#lsth:BBTag/Teddie/Data|j.214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text= Quickest throwing speed, farthest throwing distance, and fastest cooldown version of Mystery Teddie. Kintoki-Douji throws two items, the second landing in the same place as as the second item thrown by B Mystery Teddie, and the first landing even farther away. Where this skill truly shines is in combos, allowing Teddie to 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 after a j.A crossup as a means of landing safely and creating a Throw setup when you have meter to burn.
}}
+
}}
 
}}
 
}}
 +
 
====== <font style="visibility:hidden" size="0">EX Teddie Warp</font> ======
 
====== <font style="visibility:hidden" size="0">EX Teddie Warp</font> ======
 
{{MoveData
 
{{MoveData
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{{#lsth:BBTag/Teddie/Data|22C}}
 
{{#lsth:BBTag/Teddie/Data|22C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text=  
 +
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.
 
  }}
 
  }}
 
}}
 
}}
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==Items==
 
==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.
 
====== <font style="visibility:hidden" size="0">MF-06 Brahman</font> ======
 
====== <font style="visibility:hidden" size="0">MF-06 Brahman</font> ======
 
{{MoveData
 
{{MoveData
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{{#lsth:BBTag/Teddie/Data|Dr. Salt NEO}}
 
{{#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.
+
{{Description|6|text=  
 +
* Will not grant a full meter 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.
 
  }}
 
  }}
 
}}
 
}}
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{{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.
 
{{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.
+
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 opponents at close range, making it less reliable than 5P for blockstun.
  
 
  }}
 
  }}
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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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|Distortion Skill Duo}}
 
{{#lsth:BBTag/Teddie/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= 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.
 
  }}
 
  }}
 
}}
 
}}
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{{#lsth:BBTag/Teddie/Data|222BC}}
 
{{#lsth:BBTag/Teddie/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|6|text= Teddie does a quick dance before swiping at his Persona card, causing Kintoki-Douji to fall from the sky. If it connects, The opponent will fall inside of Kintoki-Douji's hatch as Teddie tosses in some explosives. Kintoki-Douji then rockets off into the sky and lets loose an impressive display of fireworks.
}}
+
 
 +
 
 +
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 5BBB, Throw, and Bearscrew. }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>

Latest revision as of 01:08, 19 September 2019

Teddie
BBTag Teddie Portrait.png

Health: 16,000

Jump Startup: 4

Backdash Time 23 / Invul: 1-7 All


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

Overview[edit]

"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"

Backstory[edit]

A mysterious bear suit from the TV world. Teddie joins the Investigation Team on their 2nd encounter, when Yu Narukami promises to find the culprit behind the supernatural killings in Inaba. He serves as their guide through the Midnight Channel. Teddie mainly acts as the comic relief character in Persona 4, but he has his moments of inner turmoil. His suit is completely hollow inside, a reference to his true nature, and his insecurity in not knowing what he is or why he exists. After facing his Shadow and gaining his Persona Kintoki-Douji, Teddie vows to protect the TV world as well as the people who gave his life meaning. He also grows a human body, further symbolizing that he is no longer empty inside. In Arena, he reprises his role as the jokester character, which is reflected in his wacky, item-based fighting style and the beary good puns he makes.

Playstyle[edit]

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.

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 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.
  • Is prone to taking Persona Break damage, since items are thrown by Kintoki-Douji.
  • 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.

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.





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 P4A 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.

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

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, 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.

5BB 1700 All 11 27 4 -12

Kintoki-Douji body slams forward. 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. If your outside of A bearscrew range stop here on block, as 5BB pushes opponents away a good bit.

5BBB 1700 All 14 14 27 -22

Teddie shouts as Kintoki-Douji hops upwards. Teddies main combo tool, as this puts opponents in the perfect position to be hit by the arm whirl on 214X. It can also lend itself to aerial Bearscrew routes, allowing the user to choose between damage or item oki. 5BBB is not a true blockstring and can catch people trying to mash out, but be wary of getting your Persona broken by quick attacks.


5C[edit]
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

A boxing glove pops out of Teddie's mouth. 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.


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 -
  • Plus on block at IAD height

Teddie strikes a pose as Kintoki-Douji barrels forward. 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.


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 -

Teddie hops forward a bit, turns into a 16 ton weight and slams into the ground. Safe on block overhead and main combo ender. Can hold 6 to increase the hop distance. Good starter proration, but is impossible to combo without Assist or a counter hit.

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



Universal Mechanics[edit]

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

Teddie taps the opponent twice before smacking them with a paper fan. 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.


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. 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 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
Ground
AirMysteryTeddie.png
Air
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 -

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 1 item. 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 may be able to get away with it. 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 whe also getting items in play.


Teddie Warp[edit]
Teddie Warp
22A/B
BBTag Teddie TeddieWarp.png
Version Damage Guard Startup Active Recovery Frame Adv.
A - - 24 - - -
B 1000 All 52 20 0 -6
  • At very close (nearly point-blank) range, TV's will warp Teddie behind the 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 -

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 Teddie recovers fast enough to pick up the combo with 5A. More damage than B Bearscrew, but also has slightly worse proration, so B Bearscrew is preferable when Assists or items with enough hitstun are available.


EX Mystery Teddie[edit]
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

Quickest throwing speed, farthest throwing distance, and fastest cooldown version of Mystery Teddie. Kintoki-Douji throws two items, the second landing in the same place as as the second item thrown by B Mystery Teddie, and the first landing even farther away. Where this skill truly shines is in combos, allowing Teddie to 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 after a j.A crossup as a means of landing safely and creating a Throw setup when you have meter to burn.


EX Teddie Warp[edit]
EX Teddie Warp
22C
BBTag Teddie TeddieWarpEX.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 43 20 0 -6

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

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


Items[edit]

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

MF-06 Brahman[edit]
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 - - - - -
  • Will not grant a full meter 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.


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 opponents 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 - - -

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

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



Astral Heat[edit]

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

Teddie does a quick dance before swiping at his Persona card, causing Kintoki-Douji to fall from the sky. If it connects, The opponent will fall inside of Kintoki-Douji's hatch as Teddie tosses in some explosives. Kintoki-Douji then rockets off into the sky and lets loose an impressive display of fireworks.


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 5BBB, Throw, and Bearscrew.


Navigation[edit]


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