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{| | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Teddie}} | ||
; | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
: | {{FlexContainer}} | ||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
{{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. | |||
}} | |||
{{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= | |||
| | |||
* 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. | ||
| | |cons= | ||
* 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. | ||
}} | |||
| | | subheader1=Mystery Teddie Items | ||
| content2= | |||
Teddie can throw items with his Skill Mystery Teddie. The order of items thrown follow a preset order and restarts from the beginning once it reaches the end of the list. You can see which item is next in the HUD next to the Skill Gauge. See the [[#Items|Items]] section for the entire item order. | |||
}} | |||
{{Closediv}}<!--END TOP SECTION--> | |||
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. | {{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | ||
< | {{FP TOC}} | ||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
{{#lst: | | game=BBTag | ||
| fullname=Teddie | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Machinegun punch, Teddie automatically punches 8 times. Jump cancellable on hit and block. | Machinegun punch, Teddie automatically punches 8 times. Jump cancellable on hit and block. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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. | 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. | ||
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}} | }} | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <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.) | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jump cancellable on block | * Jump cancellable on block | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_5C.png |caption= | |image=BBTag_Teddie_5C.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_2A.png | caption= | |image=BBTag_Teddie_2A.png | caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_2B.png | |image=BBTag_Teddie_2B.png | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
BBTAG Teddie 2B Hitbox.png | BBTAG Teddie 2B Hitbox.png | ||
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}} | }} | ||
}} | }} | ||
====== <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 | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <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= | |image2=P4Arena_Teddie_jB.png |caption2= With these spiky cleats, anything's possible! | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Not an overhead | * Not an overhead | ||
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}} | }} | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Not an overhead | * Not an overhead | ||
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}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_jC.png |caption= | |image=P4Arena_Teddie_jC.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Plus on block at IAD height | * Plus on block at IAD height | ||
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}} | }} | ||
}} | }} | ||
====== <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 | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
}} | }} | ||
====== <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 | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Knocks opponent far away on hit | * Knocks opponent far away on hit | ||
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==Skills== | ==Skills== | ||
====== < | ====== <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 | ||
|input=236A/B (air OK) | |input=236A/B (air OK) | ||
|name=Bearscrew | |name=Bearscrew | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air A}} | {{AttackVersion|name=Air A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air B}} | {{AttackVersion|name=Air B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Mystery Teddie</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_MysteryTeddie.png | |image=BBTag_Teddie_MysteryTeddie.png | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground A}} | {{AttackVersion|name=Ground A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground B}} | {{AttackVersion|name=Ground B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air A}} | {{AttackVersion|name=Air A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air B}} | {{AttackVersion|name=Air B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Teddie Warp</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_TeddieWarp.png |caption= | |image=BBTag_Teddie_TeddieWarp.png |caption= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|22A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|22B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Also referred to as '''Teddievision.''' | * Also referred to as '''Teddievision.''' | ||
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==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Bearscrew</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_Bearscrew.png |caption= | |image=BBTag_Teddie_Bearscrew.png |caption= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
====== < | ====== <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! | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
}} | |||
====== < | ====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|22C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | *On frames 32-36, Teddie leaves the screen and cannot be directly hit by any attacks. Kintoki-Douji still has a hitbox however. | ||
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==Items== | ==Items== | ||
Items are thrown in the following order before starting again from the top of the list. Most items will disappear if Teddie is hit, but a few are guaranteed to activate once thrown. | 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. | ||
====== < | ====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|MF-06 Brahman}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
*Disappears if hit by a projectile or strike, will not clash with projectiles | *Disappears if hit by a projectile or strike, will not clash with projectiles | ||
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}} | }} | ||
}} | }} | ||
====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Dr. Salt NEO}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Always grants a full meter, even during Skill Gauge Cooldown | * Always grants a full meter, even during Skill Gauge Cooldown | ||
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}} | }} | ||
}} | }} | ||
====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Heavy Armor Agni}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Disappears if it comes into contact with an opposing strike or projectile. | * Disappears if it comes into contact with an opposing strike or projectile. | ||
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}} | }} | ||
}} | }} | ||
====== <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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Muscle Drink}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | Muscle Drink has lost most of its offensive utility, but as of 2.0 heals 2000 HP, doubled from 1.5. While this can health can be the difference between surviving a otherwise fatal blow, it makes an opponent picking it up all the more sour. | ||
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}} | }} | ||
}} | }} | ||
====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Smart Bomb}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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}} | }} | ||
}} | }} | ||
====== <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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Oil Drum}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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}} | }} | ||
}} | }} | ||
====== <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 | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Firecracker}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | Firecracker is the closest thing Teddie has to a traditional projectile, but be careful when using it to challenge incoming projectiles as the way Firecracker zigzags can make it avoid them in rare cases. | ||
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}} | }} | ||
}} | }} | ||
====== <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= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Dry Ice}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. Disappears if Teddie is hit. | 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. | ||
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}} | }} | ||
}} | }} | ||
====== <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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Vanish Ball}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
}} | }} | ||
====== <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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Mystery Food X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can be picked up by either player | * Can be picked up by either player | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Pinwheel</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_Pinwheel.png |caption= | |image=P4Arena_Teddie_Pinwheel.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Pinwheel}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
*Can clash with projectiles, and will usually win as it doesn't have a set number of hits | *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. | A pinwheel that flies in a large backwards C shape. Keeps going until it flies offscreen or hits the ground. A useful defensive tool since it can stuff air approaches and hits grounded opponents as it flies back. Disappears if Teddie is hit and will not cross up. While it can stuff projectiles, it wont hit grounded ones until it starts to loop back. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Ball Lightning</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_BallLightning.png |caption= | |image=P4Arena_Teddie_BallLightning.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Ball Lightning}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
A pellet drum that lands on the floor before being struck by lightning. Useful for combos, pressure and gimping rushdown attempts. Guaranteed 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. | ||
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}} | }} | ||
}} | }} | ||
====== <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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Amagiya Buckets}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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==Partner Skills== | ==Partner Skills== | ||
====== < | ====== <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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6P</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_TomahawkGround.png |caption= | |image=BBTag_Teddie_TomahawkGround.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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 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. | 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. | ||
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}} | }} | ||
}} | }} | ||
====== <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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <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= | |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 | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Will eat non-EX projectiles without losing any hits. Will still eat most EX projectiles too, but will only hit once in that case. | * 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. | *Startup is slightly misleading: while the missile's hitbox ''is'' active, it wont start traveling immediately. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Nihil Hand</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_NihilHand.png |caption= | |image=P4Arena_Teddie_NihilHand.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= *Just Frame is indicated by a green "!" appearing. | ||
*Damage values for the Just Frame version in [] | *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. | 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. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
Revision as of 19:39, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
"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. |
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.
- 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 | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw 5B+C |
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Puppeteddie A+D (air OK) |
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Skills
Bearscrew 236A/B (air OK) |
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Mystery Teddie 214A/B (air OK) |
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Teddie Warp 22A/B |
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Extra Skills
EX Bearscrew 236C (air OK) |
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EX Mystery Teddie 214C (air OK) |
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EX Teddie Warp 22C |
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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 | Template:AttackDataHeader-BBTag |
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Dr. Salt NEO | Template:AttackDataHeader-BBTag |
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Heavy Armor Agni | Template:AttackDataHeader-BBTag |
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Muscle Drink | Template:AttackDataHeader-BBTag |
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Smart Bomb | Template:AttackDataHeader-BBTag |
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Oil Drum | Template:AttackDataHeader-BBTag |
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Firecracker | Template:AttackDataHeader-BBTag |
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Dry Ice | Template:AttackDataHeader-BBTag |
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Vanish Ball | Template:AttackDataHeader-BBTag |
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Mystery Food X | Template:AttackDataHeader-BBTag |
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Pinwheel | Template:AttackDataHeader-BBTag |
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Ball Lightning | Template:AttackDataHeader-BBTag |
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Amagiya Buckets | Template:AttackDataHeader-BBTag |
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Partner Skills
5P Bearscrew |
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6P Tomahawk |
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4P Mystery Teddie |
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Distortion Skills
Tomahawk 236B+C (Air OK) |
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Nihil Hand 214B+C |
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Distortion Skill Duo
Circus Bear P during Distortion Skill |
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Astral Heat
Kamui Kablooey 222B+C |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •