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==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. | 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=== | ===Strengths/Weaknesses=== | ||
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* Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions, even literally building free meter. | * 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 [[BBTag/Gordeau|Gordeau]]'s. | |||
* B Smart Combo has a | * Transitions from psuedo-zoning to lockdown pressure very quickly. | ||
* Consistent safe jump oki off almost every hit, especially with j.C ender. | * Consistent safe jump oki off almost every hit, especially with j.C ender. | ||
* Beary good tools for | * Beary good tools for left/right like Bearscrew, j.C and EX Teddievision. | ||
* Easily sets up sandwich Cross Combos with said moves as well. | * Easily sets up sandwich Cross Combos with said moves as well. | ||
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* Unrewarding high/low mixup game, having only 1 non-Clash overhead that is decently easy to block. | * 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. | ||
* Must stay high in the air or use assists to safely throw items outside combos, making for a | * 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. | * Some items can be easily used against Teddie, especially Dr. Salt NEO (soda can). Funnily enough, Mystery Food X heals [[BBTag/Mai Natsume|Mai]] as opposed to dealing damage, both as partner and enemy. | ||
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|} | |} | ||
====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. | |||
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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 | {{Description|7|text= Teddie swings a baseball bat. 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. | 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. | ||
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{{Description|7|text= Kintoki-Douji body slams forward. Wallbounces midscreen and wallsticks in the corner. 5BB is not a true blockstring at max range. | {{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. | 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. | ||
}} | }} | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Teddie shouts as Kintoki-Douji hops upwards. Teddies main | Teddie shouts as Kintoki-Douji hops upwards. 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. | ||
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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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{{#lsth:BBTag/Teddie/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Teddie/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{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 during activation, then the opposite side. | {{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. | 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. }} | |||
}} | }} | ||
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Revision as of 16:26, 21 September 2019
Teddie |
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|
Overview
"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"
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
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
Strengths | Weaknesses |
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|
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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.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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
2A |
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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
2B |
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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
2C |
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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
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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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
j.C |
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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
Ground Throw
Ground Throw 5B+C |
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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
Puppeteddie A+D (air OK) |
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Skills
Bearscrew
Bearscrew 236A/B (air OK) |
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Mystery Teddie
Mystery Teddie 214A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Teddie Warp
Teddie Warp 22A/B |
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Extra Skills
EX Bearscrew
EX Bearscrew 236C (air OK) |
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EX Mystery Teddie
EX Mystery Teddie 214C (air OK) |
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EX Teddie Warp
EX Teddie Warp 22C |
Template:AttackDataHeader-BBTag
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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
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
MF-06 Brahman |
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A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit. |
Dr. Salt NEO
Dr. Salt NEO | Template:AttackDataHeader-BBTag | ||||
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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
Heavy Armor Agni |
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Decent for oki, but can be hard to pick up off of if you dont know it'll hit. |
Muscle Drink
Muscle Drink |
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A drink that lands on the floor and can be picked up by either character, restoring their red health. |
Smart Bomb
Smart Bomb |
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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
Oil Drum |
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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
Firecracker |
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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
Dry Ice |
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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
Vanish Ball | Template:AttackDataHeader-BBTag | ||||
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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
Mystery Food X | Template:AttackDataHeader-BBTag | ||||
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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
Pinwheel | Template:AttackDataHeader-BBTag | ||||
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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
Ball Lightning | Template:AttackDataHeader-BBTag | ||||
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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
Amagiya Buckets |
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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
5P
5P Bearscrew |
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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
6P Tomahawk |
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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
4P Mystery Teddie |
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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
Tomahawk
Tomahawk 236B+C |
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Nihil Hand
Nihil Hand 214B+C |
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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
Circus Bear P during Distortion Skill |
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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
Kamui Kablooey 222B+C |
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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.
|
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