BBTag/Teddie: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Teddie}}
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
|-
!Teddie
!Teddie
|-
|-
||
||
[[File:BBTag_Teddie_Portrait.png|350x500px|center]]
[[File:BBTag_Teddie_Portrait.png|300x500px|center]]
|-
|-
||
||
{{#lsth:BBTag/Teddie/Data|SystemData}}
{{#lst:BBTag/Teddie/Data|System Data}}
;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
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</div>
</div>
==Overview==
==Overview==
''"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"''
{{Bio
| name = Teddie
| game = BBTag
| quote = Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!
| lore = 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.


===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.
}}
 
===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.


===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
|intro=
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.  
 
|pros=
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions, 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 beary long range, similar to [[BBTag/Gordeau|Gordeau]]'s.
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* Beary good tools for left/right like Bearscrew, j.C and EX Teddievision.
* 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.
| style="width: 50%;"|
|cons=
* 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.
* Unrewarding high/low mixup game, having only 1 non-Clash overhead that is decently easy to block.
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* 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.
* 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.
|-
}}
|}
 
====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;"/>
{{#lst:BBTag/Teddie/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
====== <span style="visibility:hidden;font-size:0">5A</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_5A.png
|image=BBTag_Teddie_5A.png
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|image3=BBTag_Teddie_5AAA.png
|image3=BBTag_Teddie_5AAA.png
|image4=BBTag_Teddie_5AAAA.png | caption4= Teddie’s 5AAA in P4A 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
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 5A Hitbox.png|300px]]
5A
[[File:BBTAG Teddie 5AA Hitbox.png|300px]]
5AA. Many smaller hitboxes within the big ones.
[[File:BBTAG Teddie 5AAA 1 Hitboxes.png|300px]]
1st & 3rd hit
[[File:BBTAG Teddie 5AAA 2 Hitbox.png|300px]]
2nd and 4th hit
[[File:BBTAG Teddie 5AAAA Hitbox.png|300px]]
Finisher. Why couldn't this be an aerial?
</div>
|name=5A
|name=5A
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=5A}}
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Teddie/Data|5A}}
{{#lst:BBTag/Teddie/Data|5A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
A forward claw swipe. Jump cancellable on both hit and block.
A forward claw swipe. Jump cancellable on both hit and block.


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}}
}}
{{AttackVersion|name=5AA}}
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Teddie/Data|5AA}}
{{#lst:BBTag/Teddie/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|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.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=5AAA}}
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Teddie/Data|5AAA}}
{{#lst:BBTag/Teddie/Data|5AAA}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|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. However, 5AAA can only cancel into jump and 2C, making it less useful for combos.
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.  
}}
}}
{{AttackVersion|name=5AAAA}}
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Teddie/Data|5AAAA}}
{{#lst:BBTag/Teddie/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text= Teddie slashes downward with both claws. Unsafe on block, but moves Teddie a fair bit backwards, making it harder to punish.
{{Description|8|text= Teddie slashes downward with both claws. Unsafe on block, but moves Teddie a fair bit backwards, making it harder to punish.


No real reason to use this move, as 5AA and 5AAA give a huge window to hitconfirm.
No real reason to use this move, as 5AA and 5AAA give a huge window to hitconfirm.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 5A Hitbox.png|5A
BBTAG Teddie 5AA Hitbox.png|5AA. Many smaller hitboxes within the big ones.
BBTAG Teddie 5AAA 1 Hitboxes.png|1st & 3rd hit
BBTAG Teddie 5AAA 2 Hitbox.png|2nd and 4th hit
BBTAG Teddie 5AAAA Hitbox.png|Finisher. Why couldn't this be an aerial?
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
====== <span style="visibility:hidden;font-size:0">5B</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_5B.png | caption = Batter up! (Unfortunately not Mortal Slide.)
|image=BBTag_Teddie_5B.png | caption = Batter up! (Unfortunately not Mortal Slide.)
|image2=BBTag_Teddie_5BB.png | caption2 = Teddie’s 5C in P4A
|image2=BBTag_Teddie_5BB.png | caption2 = Teddie’s 5C in P4A
|image3=BBTag_Teddie_5BBB.png | caption3 = Teddie’s 2C in P4A
|image3=BBTag_Teddie_5BBB.png | caption3 = Teddie’s 2C in P4A
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 5B Hitbox.png|300px]]
Large and disjointed, but whiffs OTG. Beary sad.
[[File:BBTAG Teddie 5BB Hitbox.png|300px]]
5BB
[[File:BBTAG Teddie 5BBB Hitbox.png|300px]]
5BBB
</div>
|name=5B
|name=5B
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=5B}}
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Teddie/Data|5B}}
{{#lst:BBTag/Teddie/Data|5B}}
{{!}}-
{{!}}-
{{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.
{{Description|8|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.
}}
}}
{{AttackVersion|name=5BB}}
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Teddie/Data|5BB}}
{{#lst: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.
{{Description|8|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. Stop the combo here on block and either cancel into A Bearscrew at close range or rebeat into 2A to remain safe.
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}}
{{#lsth:BBTag/Teddie/Data|5BBB}}
{{#lst:BBTag/Teddie/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Jump cancellable on block
* Jump cancellable on block


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.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 5B Hitbox.png|Large and disjointed, but whiffs OTG. Beary sad.
BBTAG Teddie 5BB Hitbox.png|5BB
BBTAG Teddie 5BBB Hitbox.png|5BBB
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
====== <span style="visibility:hidden;font-size:0">5C</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_5C.png |caption=  
|image=BBTag_Teddie_5C.png |caption=  
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie j.C Hitbox.png|200px]]
same hitbox as j.C
</div>
|name=5C
|name=5C
|data=
|data=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|5C}}
{{#lst:BBTag/Teddie/Data|5C}}
{{!}}-
{{!}}-
{{Description|6|text= Teddie leaps forward and slams down as a 16 ton weight.  
{{Description|7|text= 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.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie j.C Hitbox.png|same hitbox as j.C
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
====== <span style="visibility:hidden;font-size:0">2A</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_2A.png | caption=  
|image=BBTag_Teddie_2A.png | caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 2A Hitbox.png|300px]]
</div>
|name=2A
|name=2A
|data=
|data=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|2A}}
{{#lst:BBTag/Teddie/Data|2A}}
{{!}}-
{{!}}-
{{Description|6|text= Teddie kicks in front of himself twice. Hits low.
{{Description|7|text= Teddie kicks in front of himself twice. Hits low.


Teddie's fastest normal, being active at frame 6. It has very short range though, so your best off going for 5A if your not point-blank.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 2A Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
====== <span style="visibility:hidden;font-size:0">2B</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_2B.png
|image=BBTag_Teddie_2B.png
|name=2B | caption =
|name=2B | caption =
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 2B Hitbox.png|200px]]
</div>
|data=
|data=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|2B}}
{{#lst:BBTag/Teddie/Data|2B}}
{{!}}-
{{!}}-
{{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.
{{Description|7|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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 2B Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
====== <span style="visibility:hidden;font-size:0">2C</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_2C.png |caption= Teddie’s Sweep in P4A
|image=BBTag_Teddie_2C.png |caption= Teddie’s Sweep in P4A
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 2C 1 Hitbox.png|200px]]
Swipe goes outward,
[[File:BBTAG Teddie 2C 2 Hitbox.png|200px]]
then upwards.
[[File:BBTAG Teddie 2C Fish.png|200px]]
Fishbox active until it hits the floor.
</div>
|name=2C
|name=2C
|data=
|data=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|2C}}
{{#lst:BBTag/Teddie/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text= Teddie slides forward, swiping while throwing a fish. Teddie's only low outside of 2A. Safe on block outside of point-blank range, where the fish whiffs, but can still be cancelled into Bearscrew to make it safe.
{{Description|7|text= Teddie slides forward, swiping while throwing a fish. Teddie's only low outside of 2A. Safe on block outside of point-blank range, where the fish whiffs, but can still be cancelled into Bearscrew to make it safe.


2C is Teddie's best starter, and can lead to high damage when used with 236B and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.
2C is Teddie's best starter, and can lead to high damage when used with 236B and assists. Has somewhat long range, although opponents hit only by the fish will be able to recover quickly.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 2C 1 Hitbox.png|Swipe goes outward,
BBTAG Teddie 2C 2 Hitbox.png|then upwards.
BBTAG Teddie 2C Fish.png|Fishbox active until it hits the floor.
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_jA.png |caption=
|image=BBTag_Teddie_jA.png |caption=
|image2=P4Arena_Teddie_jB.png |caption2= GOOOOOAL
|image2=P4Arena_Teddie_jB.png |caption2= With these spiky cleats, anything's possible!
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie j.A Hitbox.png|200px]]
[[File:BBTAG Teddie j.AA Hitbox.png|200px]]
smaller than j.A, will whiff if not spaced correctly
</div>
|name=j.A
|name=j.A
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=j.A}}
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Teddie/Data|j.A}}
{{#lst:BBTag/Teddie/Data|j.A}}
{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|8|text=  
* 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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie j.A Hitbox.png
BBTAG Teddie j.AA Hitbox.png|smaller than j.A, will whiff if not spaced correctly
</gallery>


j.A's giant hitbox covers everywhere in front of Teddie, and is good for extended pressure and ambigous sideswaps.
}}
}}
{{AttackVersion|name=j.AA}}
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Teddie/Data|j.AA}}
{{#lst:BBTag/Teddie/Data|j.AA}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Not an overhead
* Not an overhead


Line 277: Line 254:
Teddie kicks with a spiked cleat, bouncing off the opponent's head. Hold 4 or 6 to choose the direction he bounces in.}}
Teddie kicks with a spiked cleat, bouncing off the opponent's head. Hold 4 or 6 to choose the direction he bounces in.}}
}}
}}
<nowiki/>


====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_jC.png |caption=
|image=P4Arena_Teddie_jC.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie j.B Hitbox.png|300px]]
</div>
|name=j.B
|name=j.B
|data=
|data=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|j.B}}
{{#lst:BBTag/Teddie/Data|j.B}}
{{!}}-
{{!}}-


{{Description|7|text=  
{{Description|8|text=  
*  Plus on block at IAD height
*  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.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie j.B Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_jC.png |caption= Teddie’s Air All-Out Attack in P4A
|image=BBTag_Teddie_jC.png |caption= Teddie’s Air All-Out Attack in P4A
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie j.C Hitbox.png|300px]]
</div>
|name=j.C
|name=j.C
|input=
|input=
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|j.C}}
{{#lst:BBTag/Teddie/Data|j.C}}
{{!}}-
{{!}}-
{{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.
{{Description|7|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.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie j.C Hitbox.png
</gallery>
  }}
  }}
}}
}}
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==Universal Mechanics==
==Universal Mechanics==


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_GroundThrow.png |caption=
|image=BBTag_Teddie_GroundThrow.png |caption=
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|BC}}
{{#lst:BBTag/Teddie/Data|BC}}
{{!}}-
{{!}}-
{{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.
{{Description|7|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.
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.
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Puppeteddie</font> ======
====== <span style="visibility:hidden;font-size:0">Puppeteddie</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_Puppeteddie.png |caption= LICKITY LICK
|image=BBTag_Teddie_Puppeteddie.png |caption= LICKITY LICK
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie DP Hitbox.png|200px]]
</div>
|name=Puppeteddie
|name=Puppeteddie
|input=A+D (air OK)
|input=A+D (air OK)
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{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|AD}}
{{#lst:BBTag/Teddie/Data|AD}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.AD}}
{{#lst:BBTag/Teddie/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Knocks opponent far away on hit
* Knocks opponent far away on hit


Line 361: Line 337:
Like all DP's, the grounded version is Air Unblockable, but is very unsafe on block. Use with caution.
Like all DP's, the grounded version is Air Unblockable, but is very unsafe on block. Use with caution.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie DP Hitbox.png
</gallery>
  }}
  }}
}}
}}
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==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Bearscrew</font> ======
====== <span style="visibility:hidden;font-size:0">Bearscrew</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_Bearscrew.png |caption=
|image=BBTag_Teddie_Bearscrew.png |caption= S P E E N
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 236A Hitbox.png|200px]]
 
A & B versions hitbox is identical.
</div>
|input=236A/B (air OK)
|input=236A/B (air OK)
|name=Bearscrew
|name=Bearscrew
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{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Teddie/Data|236A}}
{{#lst:BBTag/Teddie/Data|236A}}
{{!}}-  
{{!}}-  
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Teddie/Data|236B}}
{{#lst:BBTag/Teddie/Data|236B}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air A}}
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Teddie/Data|j.236A}}
{{#lst:BBTag/Teddie/Data|j.236A}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air B}}
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Teddie/Data|j.236B}}
{{#lst:BBTag/Teddie/Data|j.236B}}
{{!}}-
{{!}}-
{{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.
{{Description|8|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.
----
----
B Bearscrew sends Teddie about 80% screen, and will always cross up the opponent on block. Depending on distsnce, may leave Teddie far away from the opponent, making it hard to punish. This is also Teddie's best Bearscrew in terms of combo damage, having very good base damage and proration.
B Bearscrew sends Teddie about 80% screen, and will always cross up the opponent on block. Depending on 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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 236A Hitbox.png|A & B versions hitbox is identical.
</gallery>
  }}
  }}
}}
}}
<nowiki/>


====== <font style="visibility:hidden" size="0">Mystery Teddie</font> ======
====== <span style="visibility:hidden;font-size:0">Mystery Teddie</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_MysteryTeddie.png
|image=BBTag_Teddie_MysteryTeddie.png
Line 405: Line 383:
|image2= AirMysteryTeddie.png
|image2= AirMysteryTeddie.png
|caption2=Air
|caption2=Air
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 214X Arm Hitbox.png|300px]]
</div>
|input=214A/B (air OK)
|input=214A/B (air OK)
|name=Mystery Teddie
|name=Mystery Teddie
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{{!}}-
{{!}}-
{{AttackVersion|name=Ground A}}
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Teddie/Data|214A}}
{{#lst:BBTag/Teddie/Data|214A}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground B}}
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Teddie/Data|214B}}
{{#lst:BBTag/Teddie/Data|214B}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air A}}
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Teddie/Data|j.214A}}
{{#lst:BBTag/Teddie/Data|j.214A}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air B}}
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Teddie/Data|j.214B}}
{{#lst:BBTag/Teddie/Data|j.214B}}
{{!}}-
{{!}}-
{{Description|7|text= *Item production startup is in ()  
{{Description|8|text= *Item production startup is in ()  


Kintoki-Douji throws an item. The speed and number of items thrown depend on the button pressed. The whirling arm has a hitbox, making it useful in combos after 5BBB.
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.
Line 432: Line 407:
----
----
B version is slower but throws 2 items, the second landing farther away. Quite the recovery, but if your high enough in the air you can recover midair, avoiding the landing recovery. Where 214B really shines in is combos, as if you cross over your opponent in air you can hit them with Kintoki-Douji's whirling arm into j.A, allowing you to continue your combo while also getting items in play. Ending combos in 214B can also create both safejumps and Item oki setups.  
B version is slower but throws 2 items, the second landing farther away. Quite the recovery, but if your high enough in the air you can recover midair, avoiding the landing recovery. Where 214B really shines in is combos, as if you cross over your opponent in air you can hit them with Kintoki-Douji's whirling arm into j.A, allowing you to continue your combo while also getting items in play. Ending combos in 214B can also create both safejumps and Item oki setups.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 214X Arm Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Teddie Warp</font> ======
====== <span style="visibility:hidden;font-size:0">Teddie Warp</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_TeddieWarp.png |caption=
|image=BBTag_Teddie_TeddieWarp.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 22X Slide Hitbox.png|300px]]
</div>
|input=22A/B
|input=22A/B
|name=Teddie Warp
|name=Teddie Warp
Line 447: Line 422:
{{!}}-
{{!}}-
{{AttackVersion|name=A}}
{{AttackVersion|name=A}}
{{#lsth:BBTag/Teddie/Data|22A}}
{{#lst:BBTag/Teddie/Data|22A}}
{{!}}-
{{!}}-
{{AttackVersion|name=B}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Teddie/Data|22B}}
{{#lst:BBTag/Teddie/Data|22B}}
{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|8|text=  
* Also referred to as '''Teddievision.'''
* Also referred to as '''Teddievision.'''


Line 462: Line 437:
----
----
B version shoots Teddie out of the middle TV. Can be used for ground and air actions.
B version shoots Teddie out of the middle TV. Can be used for ground and air actions.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 22X Slide Hitbox.png
</gallery>
  }}
  }}
}}
}}
Line 468: Line 446:


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Bearscrew</font> ======
====== <span style="visibility:hidden;font-size:0">EX Bearscrew</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_Bearscrew.png |caption=
|image=BBTag_Teddie_Bearscrew.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 236C Hitbox.png|200px]]
ITS BIGGER, ITS BETTER
</div>
|input=236C (air OK)
|input=236C (air OK)
|name=EX Bearscrew
|name=EX Bearscrew
Line 481: Line 455:
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|236C}}
{{#lst:BBTag/Teddie/Data|236C}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.236C}}
{{#lst:BBTag/Teddie/Data|j.236C}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|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.
  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 Bearscrew is useful in ground combos, as while it cannot be picked up off of raw, you can link 5BB>236C>5A midscreen and in the corner. More damage than B Bearscrew, but also has slightly worse proration, so B Bearscrew is preferable when Assists or items with enough hitstun are available.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 236C Hitbox.png|ITS BIGGER, ITS BETTER
</gallery>
  }}
  }}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


====== <font style="visibility:hidden" size="0">EX Mystery Teddie</font> ======
====== <span style="visibility:hidden;font-size:0">EX Mystery Teddie</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_MysteryTeddie.png |caption=Take my LOVE!
|image=BBTag_Teddie_MysteryTeddie.png |caption=Take my LOVE!
Line 504: Line 481:
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|214C}}
{{#lst:BBTag/Teddie/Data|214C}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.214C}}
{{#lst:BBTag/Teddie/Data|j.214C}}
{{!}}-
{{!}}-
{{Description|7|text= *Item production startup is in ()
{{Description|8|text= *Item production startup is in ()
Throws 2 items like B Mystery Teddie, but while the second item lands in the same place, the first lands father away. This can be useful when you want to keep an Item closer to you while also making a wall between you and the opponent with the first item. Teddie also recovers much faster, letting this skill truly shine in combos. Teddie can get out items lighting fast and recover fast enough to loop 5BBB>214C into another 5BBB, which is key to getting higher damage on Teddie. 214C also works better than 214B as a means of creating a Throw setup after a j.A crossup when you have meter to burn.
Throws 2 items like B Mystery Teddie, but while the second item lands in the same place, the first lands father away. This can be useful when you want to keep an Item closer to you while also making a wall between you and the opponent with the first item. Teddie also recovers much faster, letting this skill truly shine in combos. Teddie can get out items lighting fast and recover fast enough to loop 5BBB>214C into another 5BBB, which is key to getting higher damage on Teddie. 214C also works better than 214B as a means of creating a Throw setup after a j.A crossup when you have meter to burn.
}}
}}
}}
 
}}
====== <font style="visibility:hidden" size="0">EX Teddie Warp</font> ======
<nowiki/>
====== <span style="visibility:hidden;font-size:0">EX Teddie Warp</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_TeddieWarpEX.png |caption=
|image=BBTag_Teddie_TeddieWarpEX.png |caption=
Line 522: Line 499:
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|22C}}
{{#lst:BBTag/Teddie/Data|22C}}
{{!}}-
{{!}}-
{{Description|6|text=  
{{Description|7|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.


Line 534: Line 513:
==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.
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> ======
====== <span style="visibility:hidden;font-size:0">MF-06 Brahman</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_MF-06Brahman.png |caption=  
|image=P4Arena_Teddie_MF-06Brahman.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie MF-06 Hitbox.png|180px]]
</div>
|input=
|input=
|name=MF-06 Brahman
|name=MF-06 Brahman
Line 545: Line 521:
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|MF-06 Brahman}}
{{#lst:BBTag/Teddie/Data|MF-06 Brahman}}
{{!}}-
{{!}}-
{{Description|6|text=  
{{Description|7|text=  
* Will clash with other projectiles  
*Disappears if hit by a projectile or strike, will not clash with projectiles
 
A green robot that transforms itself into a missile and flies at a 40° angle slowly. Disappears if Teddie is hit. Sees some use in rotation combos, but isn't great for screen control as its slow and easily avoided. The small popup it has on hit can serve as a re-launcher in combos, making it useful to extend after Tomahawk in the corner as well.


A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie MF-06 Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Dr. Salt NEO</font> ======
====== <span style="visibility:hidden;font-size:0">Dr. Salt NEO</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_DrSaltNEO.png |imageSize=80x80px |caption=
|image=P4Arena_Teddie_DrSaltNEO.png |imageSize=80x80px |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie DrSalt Hitbox.png|180px]]
</div>
|input=
|input=
|name=Dr. Salt NEO
|name=Dr. Salt NEO
Line 565: Line 542:
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Dr. Salt NEO}}
{{#lst:BBTag/Teddie/Data|Dr. Salt NEO}}
{{!}}-
{{!}}-
{{Description|6|text=  
{{Description|7|text=  
* Will not grant a full meter during Skill Gauge Cooldown
* Always grants a full meter, even during Skill Gauge Cooldown


A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.
A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie DrSalt Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Heavy Armor Agni</font> ======
====== <span style="visibility:hidden;font-size:0">Heavy Armor Agni</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_HeavyArmorAgni.png |caption=
|image=P4Arena_Teddie_HeavyArmorAgni.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie HeavyArmorAgni Hitbox.png|180px]]
</div>
|input=
|input=
|name=Heavy Armor Agni
|name=Heavy Armor Agni
Line 585: Line 562:
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Heavy Armor Agni}}
{{#lst:BBTag/Teddie/Data|Heavy Armor Agni}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Flies much faster than MF-06 Brahman
* Disappears if it comes into contact with an opposing strike or projectile.
 
*Sends opponents flying backward, then forward again when the rocket bounces off the wall.


A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then bouncing to the other side. Disappears if Teddie is hit or if it hits another projectile.


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


Good for oki, but can be hard to pick up off of if you dont know it'll hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 214X HeavyArmorAgni Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Muscle Drink</font> ======
====== <span style="visibility:hidden;font-size:0">Muscle Drink</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_MuscleDrink.png |imageSize=80x80px |caption= RIP Rage combos.
|image=P4Arena_Teddie_MuscleDrink.png |imageSize=80x80px |caption= RIP Rage combos.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Muscle Drink Hitbox.png|180px]]
</div>
|input=
|input=
|name=Muscle Drink
|name=Muscle Drink
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Muscle Drink}}
{{#lst:BBTag/Teddie/Data|Muscle Drink}}
{{!}}-
{{!}}-
{{Description|6|text= A drink that lands on the floor and can be picked up by either character, restoring their red health.
{{Description|7|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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Muscle Drink Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Smart Bomb</font> ======
====== <span style="visibility:hidden;font-size:0">Smart Bomb</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_SmartBomb.png |imageSize=80x80px |caption=
|image=P4Arena_Teddie_SmartBomb.png |imageSize=80x80px |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Smart Bomb Hitbox.png|180px]]
has no hitbox until it comes into contact with an opponent.
</div>
|input=
|input=
|name=Smart Bomb
|name=Smart Bomb
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Smart Bomb}}
{{#lst:BBTag/Teddie/Data|Smart Bomb}}
{{!}}-
{{!}}-
{{Description|6|text= A bomb that slowly floats downward until it blows up on contact, or after a set time. Guaranteed once out. Smart Bomb will always spawn above the opponents location when its first thrown, and fall from there.
{{Description|7|text= A bomb that slowly floats downward until it blows up on contact, or after a set time. Guaranteed once out. Smart Bomb will always spawn above the opponents location when its first thrown, and fall from there.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Smart Bomb Hitbox.png|has no hitbox until it comes into contact with an opponent.
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Oil Drum</font> ======
====== <span style="visibility:hidden;font-size:0">Oil Drum</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_OilDrum.png |imageSize=80x80px |caption= Teddies best item. End your opponents life with this.
|image=P4Arena_Teddie_OilDrum.png |imageSize=80x80px |caption= Teddies best item. End your opponents life with this.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Oil Drum Air Hitbox.png|180px]]
Tumbles through the air
[[File:BBTAG Teddie Oil Drum Hitbox.png|180px]]
And rolls along the ground.
</div>
|input=
|input=
|name=Oil Drum
|name=Oil Drum
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Oil Drum}}
{{#lst:BBTag/Teddie/Data|Oil Drum}}
{{!}}-
{{!}}-
{{Description|6|text= An oil drum that rolls along the floor until it reaches the edge of the viewable screen. Guaranteed once out, and has a hitbox before it hits the floor.
{{Description|7|text= An oil drum that rolls along the floor until it reaches the edge of the viewable screen. Guaranteed once out, and has a hitbox before it hits the floor.


Easily Teddies most infamous item. Can be used for pressure, mix-ups with EX Teddievison, and keeps them in jail for tick throws or unblockables with Cross Combo.
Easily Teddies most infamous item. Can be used for pressure, mix-ups with EX Teddievison, and keeps them in jail for tick throws or unblockables with Cross Combo.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Oil Drum Air Hitbox.png|Tumbles through the air
BBTAG Teddie Oil Drum Hitbox.png|And rolls along the ground.
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Firecracker</font> ======
====== <span style="visibility:hidden;font-size:0">Firecracker</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_Firecracker.png |caption= no longer makes them turn off their consoles on hit
|image=P4Arena_Teddie_Firecracker.png |caption= no longer makes them turn off their consoles on hit
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Firecracker Hitbox.png|180px]]
</div>
|input=
|input=
|name=Firecracker
|name=Firecracker
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Firecracker}}
{{#lst:BBTag/Teddie/Data|Firecracker}}
{{!}}-
{{!}}-
{{Description|6|text= A firecracker that flies across the screen in a zigzag pattern. Disappears if Teddie is hit and will clash with other projectiles.
{{Description|7|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.  


A decent projectile for screen control, but low hitstun stops it from being a valid combo tool.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Firecracker Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Dry Ice</font> ======
====== <span style="visibility:hidden;font-size:0">Dry Ice</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_DryIce.png |imageSize=80x80px |caption=
|image=P4Arena_Teddie_DryIce.png |imageSize=80x80px |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Dry Ice Hitbox.png|180px]]
</div>
|input=
|input=
|name=Dry Ice
|name=Dry Ice
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Dry Ice}}
{{#lst:BBTag/Teddie/Data|Dry Ice}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=


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


Because its active immediately after being thrown, Dry Ice is a useful combo extension tool. However, be wary of the proration.
Because its active immediately after being thrown, Dry Ice is a useful extension tool for combos like 214B>5B loops.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Dry Ice Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Vanish Ball</font> ======
====== <span style="visibility:hidden;font-size:0">Vanish Ball</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_VanishBall.png |imageSize=80x80px |caption=
|image=P4Arena_Teddie_VanishBall.png |imageSize=80x80px |caption=
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Vanish Ball}}
{{#lst:BBTag/Teddie/Data|Vanish Ball}}
{{!}}-
{{!}}-
{{Description|6|text= A yellow ball that explodes into a cloud of smoke. Deals no damage, but obscures the opponents view, allowing for potential mixups. Garunteed once out.
{{Description|7|text= A yellow ball that explodes into a cloud of smoke. Deals no damage, but obscures the opponents view, allowing for potential mixups. Garunteed once out.


Be wary with this one, as your opponent can make just as much use of this one as you can.
Be wary with this one, as your opponent can make just as much use of this one as you can.
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Mystery Food X</font> ======
====== <span style="visibility:hidden;font-size:0">Mystery Food X</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_MysteryFoodX.png |imageSize=80x80px |caption=This dish adheres more to BlazBlue lore than all of CF.
|image=P4Arena_Teddie_MysteryFoodX.png |imageSize=80x80px |caption=This dish adheres more to BlazBlue lore than all of CF.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Mystery Food X Hitbox.png|180px]]
</div>
|input=
|input=
|name=Mystery Food X
|name=Mystery Food X
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Mystery Food X}}
{{#lst:BBTag/Teddie/Data|Mystery Food X}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Can be picked up by either player
* Can be picked up by either player


Line 737: Line 713:


WARNING: '''Mai actually heals and gains meter from this item.'''
WARNING: '''Mai actually heals and gains meter from this item.'''
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Mystery Food X Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Pinwheel</font> ======
====== <span style="visibility:hidden;font-size:0">Pinwheel</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_Pinwheel.png |caption=
|image=P4Arena_Teddie_Pinwheel.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Pinwheel Hitbox.png|180px]]
</div>
|input=
|input=
|name=Pinwheel
|name=Pinwheel
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Pinwheel}}
{{#lst:BBTag/Teddie/Data|Pinwheel}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
A pinwheel that flies in a backwards C shape. A useful defensive tool since it can stuff airdashers and hits grounded opponets as it flies back. Disappears if Teddie is hit and will not cross up.
*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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Pinwheel Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Ball Lightning</font> ======
====== <span style="visibility:hidden;font-size:0">Ball Lightning</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_BallLightning.png |caption=
|image=P4Arena_Teddie_BallLightning.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Ball Lightning Hitbox.png|180px]]
Pikachu, Thunderbolt!
</div>
|input=
|input=
|name=Ball Lightning
|name=Ball Lightning
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Ball Lightning}}
{{#lst:BBTag/Teddie/Data|Ball Lightning}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
A pellet drum that lands on the floor before being struck by lightning. Useful for pressure and gimping rushdown attempts. Garunteed once out.
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'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.
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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Ball Lightning Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Amagiya Buckets</font> ======
====== <span style="visibility:hidden;font-size:0">Amagiya Buckets</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_AmagiyaBuckets.png |caption=Hope you weren't planning on calling an assist or anything.
|image=P4Arena_Teddie_AmagiyaBuckets.png |caption=Hope you weren't planning on calling an assist or anything.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File: BBTAG Teddie Amagiya Buckets Hitbox.png|180px]]
my screen now, thanks
</div>
|input=
|input=
|name=Amagiya Buckets
|name=Amagiya Buckets
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|Amagiya Buckets}}
{{#lst:BBTag/Teddie/Data|Amagiya Buckets}}
{{!}}-
{{!}}-
{{Description|6|text= Kintoki-Douji throws a bucket off screen. A short while later, drums play as a rain of buckets come down from the sky. Guaranteed once out.
{{Description|7|text= Kintoki-Douji throws a bucket off screen. A short while later, drums play as a rain of buckets come down from the sky. Guaranteed once out.


Provides supreme screen control, and has gaps in between buckets allowing for tick throws and crossups.
Provides supreme screen control, and has gaps in between buckets allowing for tick throws and crossups.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Amagiya Buckets Hitbox.png
</gallery>
  }}
  }}
}}
}}


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
====== <span style="visibility:hidden;font-size:0">5P</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_Bearscrew.png |caption=
|image=BBTag_Teddie_Bearscrew.png |caption=
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|5P}}
{{#lst:BBTag/Teddie/Data|5P}}
{{!}}-
{{!}}-
{{Description|6|text= Distance is identical to A Bearscrew. Will launch upward on hit, and cross up on block. Will not cross up if the opponent is in the corner.
{{Description|7|text= Distance is identical to A Bearscrew. Will launch upward on hit, and cross up on block. Will not cross up if the opponent is in the corner.
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
====== <span style="visibility:hidden;font-size:0">6P</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_TomahawkGround.png |caption=
|image=BBTag_Teddie_TomahawkGround.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie 6P Hitbox.png|200px]]
</div>
|input=Tomahawk
|input=Tomahawk
|name=6P  
|name=6P  
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|6P}}
{{#lst:BBTag/Teddie/Data|6P}}
{{!}}-
{{!}}-
{{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|7|text= 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, 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.
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.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie 6P Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
====== <span style="visibility:hidden;font-size:0">4P</span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_MysteryTeddie.png |caption=
|image=BBTag_Teddie_MysteryTeddie.png |caption=
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|4P}}
{{#lst:BBTag/Teddie/Data|4P}}
{{!}}-
{{!}}-
{{Description|6|text= Same as A version of Mystery Teddie, quickly throws the next item on Teddies list.
{{Description|7|text= Same as A version of Mystery Teddie, quickly throws the next item on Teddies list.


4P is a double-edged sword, as while it can enable incredibly powerful setups with items like Amagiya Buckets or Oil Drum, it is also next to useless defensively when Teddies item is Firecracker or a pickup item like Muscle Drink, as these offer no hitstun. Unlike most 4Ps, it is also not an anti-air unless Oil Drum, Dry Ice, or Pinwheel are thrown.
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.
Line 854: Line 832:


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Tomahawk<!-- Images requires rename or change on the input button directions --></font> ======
====== <span style="visibility:hidden;font-size:0">Tomahawk<!-- Images requires rename or change on the input button directions --></span> ======
{{MoveData
{{MoveData
|image=BBTag_Teddie_TomahawkGround.png |caption= Ground
|image=BBTag_Teddie_TomahawkGround.png |caption=In Soviet Russia, Kuma shoots hunter!
|input=236B+C (Air OK)
|input=236B+C (Air OK)
|name=Tomahawk
|name=Tomahawk
|caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Tomahawk Hitbox.png|200px]]
</div>
|data=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Teddie/Data|236BC}}
{{#lst:BBTag/Teddie/Data|236BC}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Teddie/Data|j.236BC}}
{{#lst:BBTag/Teddie/Data|j.236BC}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
Teddie and Kintoki-Douji throw a large missle. Starts slowly and travels faster, and will disappear if Teddie is hit. Enhanced version launches two missiles, the second at a slightly higher angle. Not a reversal super, as it is too slow to punish most moves and has next to no invulnerability.
* 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.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
BBTAG Teddie Tomahawk Hitbox.png
</gallery>
  }}
  }}
}}
}}
 
<nowiki/>
====== <font style="visibility:hidden" size="0">Nihil Hand</font> ======
====== <span style="visibility:hidden;font-size:0">Nihil Hand</span> ======
{{MoveData
{{MoveData
|image=P4Arena_Teddie_NihilHand.png |caption=
|image=P4Arena_Teddie_NihilHand.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:BBTAG Teddie Nihil Hand Hitbox.png|200px]]
Teddie's Inferno Pawnchi Attack
</div>
|input=214B+C
|input=214B+C
|name=Nihil Hand
|name=Nihil Hand
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{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{#lsth:BBTag/Teddie/Data|214BC}}
{{#lst:BBTag/Teddie/Data|214BC}}
{{!}}-
{{!}}-
{{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.
{{Description|7|text= *Just Frame is indicated by a green "!" appearing.
*Damage values for the Just Frame version in []
Teddie performs a flaming uppercut. If it hits, the opponent is launched into the air as a giant Teddie comes out of the ground, charging an energy ball. Pressing any button, or no buttons triggers a followup attack as the giant Teddie smacks the opponent. If done at right time (1-2 frames within the "!" appearing), the followup attack much stronger and has much more hitstun. Whiffing Nihil Hand will cause Teddie to stand there, leaving him open to a big punish.
 
Nihil Hand is Teddie's most damaging attack (outside of his Instant Kill) making it your go-to move for finishing opponents. It is also his only reversal outside of Puppeteddie. This move is very good at running out the opponent's Resonance timer, as just Nihil Hand alone shaves off 8 whole seconds. Sees some use as a high-risk callout to dive attacks like Yu's j.C or Ruby's Buzzaw Blast.
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{{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.
{{Description|7|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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{{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.
{{Description|7|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.




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==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{Roadmap}}


==Navigation==
==Navigation==
{{#lsth:BBTag/Teddie/Data|Links}}
{{#lst:BBTag/Teddie/Data|Links}}
{{notice|To edit frame data, edit values in [[BBTag/Teddie/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[BBTag/Teddie/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
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[[Category:Teddie]]
[[Category:Teddie]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]

Revision as of 05:04, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Teddie
BBTag Teddie Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Trickster/Items
Team role
Support

Overview

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

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.

Playstyle

 Teddie 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.

Pros
Cons
  • Items provide Teddie opportunities for almost everything, from pressure to cross-ups and combo extensions, even literally building free meter.
  • B Smart Combo has a beary long range, similar to Gordeau's.
  • Transitions from psuedo-zoning to lockdown pressure very quickly.
  • Consistent safe jump oki off almost every hit, especially with j.C ender.
  • Beary good tools for left/right like Bearscrew, j.C and EX Teddievision.
  • Easily sets up sandwich Cross Combos with said moves as well.
  • 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.


Normal Moves

5A
5A
BBTag Teddie 5A.png
BBTag Teddie 5AA.png
Oh shit, it's Ryo from King of Fighters!
BBTag Teddie 5AAA.png
BBTag Teddie 5AAAA.png
Teddie’s 5AAA in P4A and for his Shadow-self in AU
Template:AttackDataHeader-BBTag
5A

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

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. Be mindful of the moves erratic hitbox at max range.

5AAA

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. 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.

5AAAA

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
5B
BBTag Teddie 5B.png
Batter up! (Unfortunately not Mortal Slide.)
BBTag Teddie 5BB.png
Teddie’s 5C in P4A
BBTag Teddie 5BBB.png
Teddie’s 2C in P4A
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5B

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.

5BB

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. Stop the combo here on block and either cancel into A Bearscrew at close range or rebeat into 2A to remain safe.

5BBB
  • Jump cancellable on block

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.

5C
5C
BBTag Teddie 5C.png
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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
BBTag Teddie 2A.png
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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
BBTag Teddie 2B.png
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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
BBTag Teddie 2C.png
Teddie’s Sweep in P4A
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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
BBTag Teddie jA.png
P4Arena Teddie jB.png
With these spiky cleats, anything's possible!
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j.A
  • Not an overhead

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.

j.AA
  • 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
j.B
P4Arena Teddie jC.png
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  • 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
j.C
BBTag Teddie jC.png
Teddie’s Air All-Out Attack in P4A
Template:AttackDataHeader-BBTag

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
BBTag Teddie GroundThrow.png
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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)
BBTag Teddie Puppeteddie.png
LICKITY LICK
Template:AttackDataHeader-BBTag
Ground
Air
  • 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

Bearscrew
Bearscrew
236A/B (air OK)
BBTag Teddie Bearscrew.png
S P E E N
Template:AttackDataHeader-BBTag
A
B
Air A
Air B

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
Mystery Teddie
214A/B (air OK)
BBTag Teddie MysteryTeddie.png
Ground Air
Template:AttackDataHeader-BBTag
Ground A
Ground B
Air A
Air B
  • Item production startup is in ()

Kintoki-Douji throws an item. The speed and number of items thrown depend on the button pressed. The whirling arm has a hitbox, making it useful in combos after 5BBB.


A version quickly throws 1iitem. This is the ideal version to use in neutral, as it produces items fast and has little recovery. However, it has very little hitstun, reducing its use in combos to a ender, if used at all.


B version is slower but throws 2 items, the second landing farther away. Quite the recovery, but if your high enough in the air you can recover midair, avoiding the landing recovery. Where 214B really shines in is combos, as if you cross over your opponent in air you can hit them with Kintoki-Douji's whirling arm into j.A, allowing you to continue your combo while also getting items in play. Ending combos in 214B can also create both safejumps and Item oki setups.

Teddie Warp
Teddie Warp
22A/B
BBTag Teddie TeddieWarp.png
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A
B
  • Also referred to as Teddievision.
  • 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

EX Bearscrew
EX Bearscrew
236C (air OK)
BBTag Teddie Bearscrew.png
Template:AttackDataHeader-BBTag
Ground
Air

Lowest cooldown, 3rd fastest startup, most damaging, and fasest traveling version of Bearscrew. Travels fullscreen on ground and just under fullscreen in the air, about 90%. Not projectile invulnerable.

EX Bearscrew is useful in ground combos, as while it cannot be picked up off of raw, you can link 5BB>236C>5A midscreen and in the corner. More damage than B Bearscrew, but also has slightly worse proration, so B Bearscrew is preferable when Assists or items with enough hitstun are available.


EX Mystery Teddie
EX Mystery Teddie
214C (air OK)
BBTag Teddie MysteryTeddie.png
Take my LOVE!
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Ground
Air
  • Item production startup is in ()

Throws 2 items like B Mystery Teddie, but while the second item lands in the same place, the first lands father away. This can be useful when you want to keep an Item closer to you while also making a wall between you and the opponent with the first item. Teddie also recovers much faster, letting this skill truly shine in combos. Teddie can get out items lighting fast and recover fast enough to loop 5BBB>214C into another 5BBB, which is key to getting higher damage on Teddie. 214C also works better than 214B as a means of creating a Throw setup after a j.A crossup when you have meter to burn.

EX Teddie Warp
EX Teddie Warp
22C
BBTag Teddie TeddieWarpEX.png
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  • On frames 32-36, Teddie leaves the screen and cannot be directly hit by any attacks. Kintoki-Douji still has a hitbox however.

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

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


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
P4Arena Teddie MF-06Brahman.png
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  • Disappears if hit by a projectile or strike, will not clash with projectiles

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

Dr. Salt NEO
Dr. Salt NEO
P4Arena Teddie DrSaltNEO.png
Template:AttackDataHeader-BBTag
  • Always grants a full meter, even during Skill Gauge Cooldown

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

Heavy Armor Agni
Heavy Armor Agni
P4Arena Teddie HeavyArmorAgni.png
Template:AttackDataHeader-BBTag
  • Disappears if it comes into contact with an opposing strike or projectile.
  • Sends opponents flying backward, then forward again when the rocket bounces off the wall.

A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then bouncing to the other side. Disappears if Teddie is hit or if it hits another projectile.

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

Muscle Drink
Muscle Drink
P4Arena Teddie MuscleDrink.png
RIP Rage combos.
Template:AttackDataHeader-BBTag

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
P4Arena Teddie SmartBomb.png
Template:AttackDataHeader-BBTag

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
P4Arena Teddie OilDrum.png
Teddies best item. End your opponents life with this.
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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
P4Arena Teddie Firecracker.png
no longer makes them turn off their consoles on hit
Template:AttackDataHeader-BBTag

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
P4Arena Teddie DryIce.png
Template:AttackDataHeader-BBTag

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
P4Arena Teddie VanishBall.png
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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
P4Arena Teddie MysteryFoodX.png
This dish adheres more to BlazBlue lore than all of CF.
Template:AttackDataHeader-BBTag
  • 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
Pinwheel
P4Arena Teddie Pinwheel.png
Template:AttackDataHeader-BBTag
  • 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.

Ball Lightning
Ball Lightning
P4Arena Teddie BallLightning.png
Template:AttackDataHeader-BBTag

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
P4Arena Teddie AmagiyaBuckets.png
Hope you weren't planning on calling an assist or anything.
Template:AttackDataHeader-BBTag

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
BBTag Teddie Bearscrew.png
Template:AttackDataHeader-BBTag

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
BBTag Teddie TomahawkGround.png
Template:AttackDataHeader-BBTag

Teddie and Kintoki-Douji throw a large missile. Unlike the Distortion version, this missile will keep going until it hits the ground or the wall, exploding shortly after and carrying anyone it hits with it. Clashes with other projectiles.

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
BBTag Teddie MysteryTeddie.png
Template:AttackDataHeader-BBTag

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)
BBTag Teddie TomahawkGround.png
In Soviet Russia, Kuma shoots hunter!
Template:AttackDataHeader-BBTag
Ground
Air
  • 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.

Nihil Hand
Nihil Hand
214B+C
P4Arena Teddie NihilHand.png
Template:AttackDataHeader-BBTag
  • Just Frame is indicated by a green "!" appearing.
  • Damage values for the Just Frame version in []

Teddie performs a flaming uppercut. If it hits, the opponent is launched into the air as a giant Teddie comes out of the ground, charging an energy ball. Pressing any button, or no buttons triggers a followup attack as the giant Teddie smacks the opponent. If done at right time (1-2 frames within the "!" appearing), the followup attack much stronger and has much more hitstun. Whiffing Nihil Hand will cause Teddie to stand there, leaving him open to a big punish.

Nihil Hand is Teddie's most damaging attack (outside of his Instant Kill) making it your go-to move for finishing opponents. It is also his only reversal outside of Puppeteddie. This move is very good at running out the opponent's Resonance timer, as just Nihil Hand alone shaves off 8 whole seconds. Sees some use as a high-risk callout to dive attacks like Yu's j.C or Ruby's Buzzaw Blast.


Distortion Skill Duo

Circus Bear
P during Distortion Skill
P4Arena Teddie CircusBear.png
Exit, pursued by a bear.
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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
P4Arena Teddie KamuiKablooey.png
"Flip the Switch!"
P4Arena Teddie KamuiKablooey2.png
"Launch!"
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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.


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.


Roadmap

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Navigation

To edit frame data, edit values in BBTag/Teddie/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.