Overview
Placeholder
Health: Placeholder
Play-style: Trickster
Movement Options: Placeholder
Persona: Kintoki-Douji
Placeholder
Pros/Strengths:
- Items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblock-able situations.
- Has some very good normals to work with.
- Can inflict several status ailments, especially Rage.
Cons/Weaknesses:
- Very Persona reliant, since Items are thrown by Kintoki-Douji.
- No real mix-ups.
- Complicated game plan which depends on which Items are out/available.
External References:
Move List
- See also: Teddie Full Frame Data
Normal Attacks
Persona Attacks
5C
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5D
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2C
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j.C
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j.D
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Items
Bearscrew 236A/B (air OK)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A ground
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230,115x7
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All
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8
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16
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8+15 Landing
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-4
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Head
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A air
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310, 155x7
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All
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10
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17
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Until landing + 13
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--
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Head
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B ground
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250, 125x8
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All
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22
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20
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8+12 landing
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-8
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Head
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B air
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330, 165x7
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All
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18
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19
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17 after landing
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--
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Head
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SB ground
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180, 90x5
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All
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18
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20
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14+12 after landing
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+2
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Head
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SB air
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200, 100x7
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All
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18
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22
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13 after landing
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--
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Head
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- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Puppeteddie 214A/B (air OK)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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700
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All
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18
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9
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11+10 (until landing+10)
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-13
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Head
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B
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900
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All
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28
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10
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13/until landing+10
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-16
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Head
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SB
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1000
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All
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28
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9
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13+10 landing recovery
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-16
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Head
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- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Teddievision 236C/D
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Teddie Warp 236C/D with Teddievision out
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Tomahawk 236236C/D (air OK)
Ground Air
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C ground
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700, 1500
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All
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7+6
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--
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48 total
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-11
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Projectile
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C air
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1000, 1500
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All
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7+5
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--
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27 total
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--
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Projectile
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D ground
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1000,1500
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All
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7+2
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-
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48 total
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--
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Projectile
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D air
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1000, 1500
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All
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7+2
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--
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27 Total
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--
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Projectile
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SB ground
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[5,1200]x2
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All
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7+9
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-
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48 total
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-14
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Projectile
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SB air
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[800,1200]x2
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All
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7+1
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--
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27 Total
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--
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Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Nani Ga Deru Kuma? 236236A/B (air OK)
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Awakened SP Skill Attacks
Nihil Hand 214214A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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400
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All
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4+7
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4
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75
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-35
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Body
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B
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800
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All
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4+7
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4
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75
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-35
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Body
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SB
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1200
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All
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4+7
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4
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75
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-35
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Body
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Followup
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2800 [4000]
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All
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2+6
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3
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122
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-35
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Projectile
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- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Circus Bear 214214C/D
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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C
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3600
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Unblockable
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6+81
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until end of screen
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11
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--
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Projectile
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D
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3000
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Unblockable
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6+52
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until end of screen
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11
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--
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Projectile
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SB
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3600+3000
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Unblockable
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6+81
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until end of screen
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11
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--
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Projectile
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- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Kamui Kablooey 222C+D
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data