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{{Description|7|text= | {{Description|7|text= | ||
Machinegun punch. Jump cancellable on hit and block. | Machinegun punch, Teddie automatically punches 8 times. Jump cancellable on hit and block. | ||
5AA is good at starting pressure on block, especially when paired with an assist. | 5AA is good at starting pressure on block, especially when paired with an assist. Be mindful of the moves erratic hitbox at max range. | ||
Be mindful of the moves erratic hitbox at max range. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Teddie charges forward, swinging taiko drumsticks. All 4 hits are jump cancellable on hit and block. | Teddie charges forward, swinging taiko drumsticks. All 4 hits are jump cancellable on hit and block. 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. | 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. | ||
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{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
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* Not an overhead | * Not an overhead | ||
Teddie rapidly kicks 4 times in a row. | Teddie rapidly kicks 4 times in a row. | ||
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. | |||
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{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
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{{Description|6|text= | {{Description|6|text= | ||
*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 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. | ||
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{{#lsth:BBTag/Teddie/Data|Muscle Drink}} | {{#lsth:BBTag/Teddie/Data|Muscle Drink}} | ||
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{{Description|6|text= A drink that lands on the floor and can be picked up by either character, restoring their | {{Description|6|text= 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. | |||
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{{#lsth:BBTag/Teddie/Data|Firecracker}} | {{#lsth:BBTag/Teddie/Data|Firecracker}} | ||
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{{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. | {{Description|6|text= 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. | |||
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{{Description|6|text= | {{Description|6|text= | ||
A pinwheel that flies in a backwards C shape. A useful defensive tool since it can stuff | *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. | |||
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{{Description|6|text= | {{Description|6|text= | ||
A pellet drum that lands on the floor before being struck by lightning. Useful for pressure and gimping rushdown attempts. | A pellet drum that lands on the floor before being struck by lightning. Useful for combos, pressure and gimping rushdown attempts. Guaranteed once out. | ||
Ball Lightning | 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. | ||
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|input=236B+C (Air OK) | |input=236B+C (Air OK) | ||
|name=Tomahawk | |name=Tomahawk | ||
|caption= | |caption=In Soviet Russia, Kuma shoots hunter! | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:BBTAG Teddie Tomahawk Hitbox.png|200px]] | [[File:BBTAG Teddie Tomahawk Hitbox.png|200px]] | ||
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{{Description|7|text= | {{Description|7|text= | ||
Teddie and Kintoki-Douji throw a large | * 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. | 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. |
Revision as of 08:30, 16 February 2020
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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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) |
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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 |
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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 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. |
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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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. |
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 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. |
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. 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. |
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. 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. |
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 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. |
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 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. |
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 missile. Unlike the Distortion version, this missile will keep going until it hits the ground or the wall, exploding shortly after and carrying anyone it hits with it. Clashes with other projectiles. 6P is a slower assist that provides fantastic corner carry on hit, but be mindful of it potentially knocking your opponent out of your point character's effective range. The missile is very durable, eating opposing projectiles without breaking. Gives solid blockstun if both the missile and the explosion connect (in the corner), but outside of the corner has a small gap between the hits. The missile will also fly right through blocking opponents at close range, making it less reliable than 5P for blockstun. |
4P
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 (Air OK) |
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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, or no buttons triggers a followup attack as the giant Teddie smacks the opponent. If done at right time (1-2 frames within the "!" appearing), the followup attack much stronger and has much more hitstun. Whiffing Nihil Hand will cause Teddie to stand there, leaving him open to a big punish. Nihil Hand is Teddie's most damaging attack (outside of his Instant Kill) making it your go-to move for finishing opponents. It is also his only reversal outside of Puppeteddie. This move is very good at running out the opponent's Resonance timer, as just Nihil Hand alone shaves off 8 whole seconds. Sees some use as a high-risk callout to dive attacks like Yu's j.C or Ruby's Buzzaw Blast. |
Distortion Skill Duo
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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •