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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 | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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|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 | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_5C.png |caption= | |image=BBTag_Teddie_5C.png |caption= | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_2A.png | caption= | |image=BBTag_Teddie_2A.png | caption= | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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|image=BBTag_Teddie_2B.png | |image=BBTag_Teddie_2B.png | ||
|name=2B | caption = | |name=2B | caption = | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
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{{!}}- | {{!}}- | ||
{{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|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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie 2B Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_2C.png |caption= Teddie’s Sweep in P4A | |image=BBTag_Teddie_2C.png |caption= Teddie’s Sweep in P4A | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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|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= GOOOOOAL | ||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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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.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> | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_jC.png |caption= | |image=P4Arena_Teddie_jC.png |caption= | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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Teddie strikes a pose as Kintoki-Douji barrels forward. Slower than 5BB and lacks a solid followup option. Also not a great way to challenge aerial opponents as the startup is quite high. j.B sometimes sees use as a way to bait opponents who think your going to throw items and jump into it's range. | 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> | |||
}} | }} | ||
}} | }} | ||
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{{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 | ||
|name=j.C | |name=j.C | ||
|input= | |input= | ||
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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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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_Puppeteddie.png |caption= LICKITY LICK | |image=BBTag_Teddie_Puppeteddie.png |caption= LICKITY LICK | ||
|name=Puppeteddie | |name=Puppeteddie | ||
|input=A+D (air OK) | |input=A+D (air OK) | ||
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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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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_Bearscrew.png |caption= | |image=BBTag_Teddie_Bearscrew.png |caption= | ||
|input=236A/B (air OK) | |input=236A/B (air OK) | ||
|name=Bearscrew | |name=Bearscrew | ||
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---- | ---- | ||
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> | |||
}} | }} | ||
}} | }} | ||
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|image2= AirMysteryTeddie.png | |image2= AirMysteryTeddie.png | ||
|caption2=Air | |caption2=Air | ||
|input=214A/B (air OK) | |input=214A/B (air OK) | ||
|name=Mystery Teddie | |name=Mystery Teddie | ||
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---- | ---- | ||
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> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_TeddieWarp.png |caption= | |image=BBTag_Teddie_TeddieWarp.png |caption= | ||
|input=22A/B | |input=22A/B | ||
|name=Teddie Warp | |name=Teddie Warp | ||
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---- | ---- | ||
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> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_Bearscrew.png |caption= | |image=BBTag_Teddie_Bearscrew.png |caption= | ||
|input=236C (air OK) | |input=236C (air OK) | ||
|name=EX Bearscrew | |name=EX Bearscrew | ||
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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 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> | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">MF-06 Brahman</font> ====== | ====== <font style="visibility:hidden" size="0">MF-06 Brahman</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_MF-06Brahman.png |caption= | |image=P4Arena_Teddie_MF-06Brahman.png |caption= | ||
|input= | |input= | ||
|name=MF-06 Brahman | |name=MF-06 Brahman | ||
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A green robot that transforms itself into a missile and flies at a 40° angle slowly. Disappears if Teddie is hit. Sees some use in rotation combos, but isn't great for screen control as its slow and easily avoided. The small popup it has on hit can serve as a re-launcher in combos, making it useful to extend after Tomahawk in the corner as well. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie MF-06 Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_DrSaltNEO.png |imageSize=80x80px |caption= | |image=P4Arena_Teddie_DrSaltNEO.png |imageSize=80x80px |caption= | ||
|input= | |input= | ||
|name=Dr. Salt NEO | |name=Dr. Salt NEO | ||
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A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out. | 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> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_HeavyArmorAgni.png |caption= | |image=P4Arena_Teddie_HeavyArmorAgni.png |caption= | ||
|input= | |input= | ||
|name=Heavy Armor Agni | |name=Heavy Armor Agni | ||
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Heavy Armor Agni flies faster and at a much shallower angle than MF-06, making it better for screen control and oki. | Heavy Armor Agni flies faster and at a much shallower angle than MF-06, making it better for screen control and oki. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie 214X HeavyArmorAgni Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_MuscleDrink.png |imageSize=80x80px |caption= RIP Rage combos. | |image=P4Arena_Teddie_MuscleDrink.png |imageSize=80x80px |caption= RIP Rage combos. | ||
|input= | |input= | ||
|name=Muscle Drink | |name=Muscle Drink | ||
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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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie Muscle Drink Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_SmartBomb.png |imageSize=80x80px |caption= | |image=P4Arena_Teddie_SmartBomb.png |imageSize=80x80px |caption= | ||
|input= | |input= | ||
|name=Smart Bomb | |name=Smart Bomb | ||
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{{!}}- | {{!}}- | ||
{{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|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. | ||
<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> | |||
}} | }} | ||
}} | }} | ||
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{{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. | ||
|input= | |input= | ||
|name=Oil Drum | |name=Oil Drum | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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{{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 | ||
|input= | |input= | ||
|name=Firecracker | |name=Firecracker | ||
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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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie Firecracker Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_DryIce.png |imageSize=80x80px |caption= | |image=P4Arena_Teddie_DryIce.png |imageSize=80x80px |caption= | ||
|input= | |input= | ||
|name=Dry Ice | |name=Dry Ice | ||
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Because its active immediately after being thrown, Dry Ice is a useful extension tool for combos like 214B>5B loops. | 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> | |||
}} | }} | ||
}} | }} | ||
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{{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. | ||
|input= | |input= | ||
|name=Mystery Food X | |name=Mystery Food X | ||
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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> | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_Pinwheel.png |caption= | |image=P4Arena_Teddie_Pinwheel.png |caption= | ||
|input= | |input= | ||
|name=Pinwheel | |name=Pinwheel | ||
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*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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie Pinwheel Hitbox.png | |||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_BallLightning.png |caption= | |image=P4Arena_Teddie_BallLightning.png |caption= | ||
|input= | |input= | ||
|name=Ball Lightning | |name=Ball Lightning | ||
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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. | 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> | |||
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{{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. | ||
|input= | |input= | ||
|name=Amagiya Buckets | |name=Amagiya Buckets | ||
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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> | |||
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{{MoveData | {{MoveData | ||
|image=BBTag_Teddie_TomahawkGround.png |caption= | |image=BBTag_Teddie_TomahawkGround.png |caption= | ||
|input=Tomahawk | |input=Tomahawk | ||
|name=6P | |name=6P | ||
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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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie 6P Hitbox.png | |||
</gallery> | |||
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|name=Tomahawk | |name=Tomahawk | ||
|caption=In Soviet Russia, Kuma shoots hunter! | |caption=In Soviet Russia, Kuma shoots hunter! | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
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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> | |||
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{{MoveData | {{MoveData | ||
|image=P4Arena_Teddie_NihilHand.png |caption= | |image=P4Arena_Teddie_NihilHand.png |caption= | ||
|input=214B+C | |input=214B+C | ||
|name=Nihil Hand | |name=Nihil Hand | ||
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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. | 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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
BBTAG Teddie Nihil Hand Hitbox.png|Teddie's Inferno Pawnchi Attack | |||
</gallery> | |||
}} | }} | ||
}} | }} |
Revision as of 07:26, 14 April 2020
Teddie |
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Overview
"Now is the beginning of Teddie's legend! To anyone and everyone: bring it on!"
Backstory
A mysterious bear suit from the TV world. Teddie joins the Investigation Team on their 2nd encounter, when Yu Narukami promises to find the culprit behind the supernatural killings in Inaba. He serves as their guide through the Midnight Channel. Teddie mainly acts as the comic relief character in Persona 4, but he has his moments of inner turmoil. His suit is completely hollow inside, a reference to his true nature, and his insecurity in not knowing what he is or why he exists. After facing his Shadow and gaining his Persona Kintoki-Douji, Teddie vows to protect the TV world as well as the people who gave his life meaning. He also grows a human body, further symbolizing that he is no longer empty inside. In Arena, he reprises his role as the jokester character, which is reflected in his wacky, item-based fighting style and the beary good puns he makes.
Playstyle
Teddie is a Trickster character who uses his Mystery Teddie items to create space and force his opponents into bad situations. While his base damage is on the lower side, he can really put the hurt on by buring meter and using items like Mystery Food X and Ball Lighting. Once in, it is beary easy to snowball with Teddie, as items like Oil Drum and Amagiya Buckets create all manner of setups and mixups for him and his partner.
Strengths/Weaknesses
Strengths | Weaknesses |
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Persona: Kintoki-Douji
Mystery Teddie Items
Teddie can throw items with his Skill Mystery Teddie. The order of items thrown follow a preset order and restarts from the beginning once it reaches the end of the list. You can see which item is next in the HUD next to the Skill Gauge.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Puppeteddie
Puppeteddie A+D (air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Bearscrew
Bearscrew 236A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Mystery Teddie
Mystery Teddie 214A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Teddie Warp
Teddie Warp 22A/B |
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Extra Skills
EX Bearscrew
EX Bearscrew 236C (air OK) |
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EX Mystery Teddie
EX Mystery Teddie 214C (air OK) |
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EX Teddie Warp
EX Teddie Warp 22C |
Template:AttackDataHeader-BBTag |
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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 | Template:AttackDataHeader-BBTag |
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Dr. Salt NEO
Dr. Salt NEO | Template:AttackDataHeader-BBTag |
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Heavy Armor Agni
Heavy Armor Agni | Template:AttackDataHeader-BBTag |
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Muscle Drink
Muscle Drink | Template:AttackDataHeader-BBTag |
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Smart Bomb
Smart Bomb | Template:AttackDataHeader-BBTag |
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Oil Drum
Oil Drum | Template:AttackDataHeader-BBTag |
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Firecracker
Firecracker | Template:AttackDataHeader-BBTag |
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Dry Ice
Dry Ice | Template:AttackDataHeader-BBTag |
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Vanish Ball
Vanish Ball | Template:AttackDataHeader-BBTag |
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Mystery Food X
Mystery Food X | Template:AttackDataHeader-BBTag |
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Pinwheel
Pinwheel | Template:AttackDataHeader-BBTag |
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Ball Lightning
Ball Lightning | Template:AttackDataHeader-BBTag |
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Amagiya Buckets
Amagiya Buckets | Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P Bearscrew |
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6P
6P Tomahawk |
Template:AttackDataHeader-BBTag |
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4P
4P Mystery Teddie |
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Distortion Skills
Tomahawk
Tomahawk 236B+C (Air OK) |
Template:AttackDataHeader-BBTag |
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Nihil Hand
Nihil Hand 214B+C |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
Circus Bear P during Distortion Skill |
Template:AttackDataHeader-BBTag |
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Astral Heat
Kamui Kablooey 222B+C |
Template:AttackDataHeader-BBTag |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •