BBTag/Teddie/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.


Combo List[edit]

Teddie Combo Sheet for 2.0.

Combo Theory[edit]

Teddies combo theory in BBTAG has 1 main goal: to shuffle items around and setup your most damaging rotations. You also will want to end combos with j.C or 214B to safely continue pressure and/or throw more items.

Generally, the structure of Teddie's combo's look like:

XX>214X>XX>j.C/Super Or XX>236X>Assist>XX>214X/j.C

This can change drastically depending on assists, available items, and Resonance.

The air sequence with Teddie is j.AA>jc>j.AA>jc>j.C, j.C can be replaced by 236A/B if you really want to cross up, but you will lose out on oki.


Combo Tech[edit]

Delaying 214C[edit]

The trick to landing 214C is waiting until the opponent is directly behind Kintoki-Douji so that the arm whirl will hit them at the perfect spot.

Delaying Superjump[edit]

For Teddie's sideswap combos, slightly delaying your superjump wil take you over them as you j.A. The timing must be altered depending on how slim the opponents hitbox is.

Rebeats[edit]

P4A characters can rebeat their B normals into A normals. For Teddie, the most common rebeat is 5BB>2A during blockstrings. Sometimes you can do 2B>5AAA if 2B hits on a grounded opponent.

Video Examples[edit]

Basic Teddie Combos by Meno


Teddie 1.5 combos by Ciao Chao


External Documents and References[edit]


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