P4AU/Teddie/Frame Data

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System Data

Health: 9,500

Combo Rate: 65%

Persona Cards: 5

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run, Teddievision teleport

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F

Normal Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5A 230 2 Body All JSpSO 200 200 50 7 3 19 -9 -
5AA
Normal
80, 40x7~14 3 Body All JSpSO 0 100 50 12 2x7, 1, 2 20 -7 -

Charge possible

5AAA
Normal
400, 200x3 4 Body All (J)SpSO 0 400 50 7 5 (3)7(2)5(4)13 17 -16 -
5AA
Shadow
460 3 Body All JSpSO 0 100 50 8 3 17 -5 -
5AAA
Shadow
1100 4 Body All SpSO 0 400 50 13 4 23 -10 -
5B 600 3 Chest All (J)SpSOD 400 100 50 13 3 30 -18 -
  • Dash Cancel is -7 on block
2A 140, 70 1, 1 Leg Low ?SpSO 400 100 50 6 2 (3) 2 10 -1 -

? = self cancelable or whiff cancelable. dunno what letter we're using for it yet

2B 550 3 Body AUB JSpSODB 200 100 50 10 4 31 -20 -
  • Dash Cancel is -7 on block
  • Backdash Cancel is -6 on block
j.A 170, 85x3 2 Head All JSpSO 200 100 100 8 3, 3, 3, 4 8 -- -
j.B 630 2 Head All JSpSO 200 100 1100 9 3 15 -- -
Guard Cancel Attack 000 - Body All O - - - - - - - -
All Out Attack 300 5 Body High O 0 1000 10000 28 6 30 -17 -
Aerial All Out Attack 300 5 Head High O 0 1000 10000 28 (31f on crouch narukami) 6 After landing 30 -17 -
All Out Rush 200xN 5,3 Body All O 1900 100 50 -- -- -- -- -
All Out Finish (C) 1800 4 Body All O 500 300 50 -- -- -- -- -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 5 Body All JSpSO 500 100 50 -- -- -- -- -
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 1300, 100 4, 1 Leg, Projectile Low, All O 200, 0 100, 100 1000, 50 13, 41 5, 1 32 -13 -

Secondary values listed correspond to the fish

Dash Cancel - - - - - - - - - - Total 21 - -

Dash cancel frame data

Persona Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
5C 900 4 Body All OD 0 100 1000 25 11 16 -10 -
  • Dash Cancel is -5 on block
5D 100, (50xN) 1 Body All -- 300 1000 50 10 3~113 5D: 25
2D: 26
-- -
  • Hold button to charge. Charging to max throws two items instead of one.
  • Startup value is fastest that an item can appear.
2C 1140 4 Body All ODB 0 100 50 19 14 8 -5 -
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
  • Fatal Counter
j.C 1000 4 Head All O 0 100 900 21 15 7 -- -
j.D 100 (50xN) 1 Head All -- 300 1000 50 10 3~113 32 -- -
  • Hold button to charge. Charging to max throws two items instead of one.
  • Startup value for D series is based on the attack hitbox of his spinning arm.
  • Items are thrown at 18f at earliest.
  • j.2D added, same frame data but throws out an item from the second list

Items

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
MF-06 Brahman 600 3 Projectile All -- 0 100 50 21 after landing -- -- -- -
Dr. Salt NEO +20 SP, cure Ailments -- -- Unblockable -- -- -- -- 17 after landing 274 -- -- -
Dry Ice 200 3 Projectile All -- 0 500 50 1f after being thrown 270 -- -- -

freeze lasts for 173f

Smart Bomb 2000 4 Projectile AUB -- 400 100 50 189 11 -- -- -
Oil Drum 300, 150 x8 3 Projectile All -- 500 100 50 1 after visible 94 [(8) 4 (8) 4]x4 -- -- -
Vanish Ball -- -- -- - -- -- -- -- 21 after landing - -- -- -
Firecracker 900 3 Projectile All -- 0 100 50 1 after visible -- -- -- -
Ball Lightning 430, 215x2 3 Projectile All -- 0 100 50 31 after landing 6, 6, 6 -- -- -
Muscle Drink +1000 HP, Rage -- -- Unblockable -- -- -- -- 17 after landing 274 -- -- -
Pinwheel 200, 100xN 2 Projectile All -- 0 100 50 1 - -- -- -
Heavy Armor Agni 600, 300 3 Projectile All -- 0 100 50 50 after landing -- -- -- -
Mystery Food X Fear, Silence -- -- Unblockable -- -- -- -- 15 after landing 186 -- -- -
Amagiya Buckets 340xN 3 Projectile All -- 0 100 50 - -- -- -- -
Diausu 350 3 Projectile All -- 0 100 50 27 after landing 23(26)23(26)43(26)23(26)23(26)42(26)23(26)23 -- -- -

omex is too lazy to translate exact names until eng release ww

Bike Key 900x2 5 Projectile All -- 300 300 50 27 after landing 16 -- -- -

once it goes offscreen it reappears 31f after omex is too lazy to translate exact names until eng release ww

Balnana 600 3 Projectile Low -- 0 100 50 27 after landing 33 -- -- -

omex is too lazy to translate exact names until eng release ww

Pretty B 160, 80x9 2 Projectile All -- 300 300 50 27 after landing 16f after landing -- -- -

omex is too lazy to translate exact names until eng release ww

Throws

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Ground Throw 0, 1100 4 Throw All O 0 1000, 100 50 5 3 25 -- -
Air Throw 750, 375, 375 2x3 Throw All O 0 1200, 100 50 4 3 19 -- -

Furious Action

Teddie Decoy
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
BD (Catch) -- -- -- -- -- -- -- -- - Catch 1-13 43 -- -
Attack 90 4 Projectile All -- 300 100 50 9 15 77 -65 -

Fatal Recovery lazy unspecific translation: special hitstop rules. afaik 6f hitstop is applied to opponent if they trigger the counter, and 12f hitstop is applied to teddie only if he catches a projectile.

Skill Attacks

Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
Bearscrew
236A 230,115x7 3 Head All SO 200 100 50 8 16 8+15 Landing -4 -
j.236A 310, 155x7 3 Head All SO 0 100 50 10 17 Until landing + 13 -- -
236B 250, 125x8 4 Head All SO 0 100 500 22 20 8+12 landing -8 -
j.236B 330, 165x7 3 Head All SO 0 100 500 18 19 17 after landing -- -
236AB 180, 90x5 4 Head All SO 500 300 50 18 20 14+12 after landing +2 -
j.236AB 200, 100x7 3 Head All SO 500 300 50 18 22 13 after landing -- -

Fatal Recovery

Puppeteddie
214A air OK 700 4 Head All SO 300 100 50 18 9 11+10 (until landing+10) -13 -
214B air OK 900 4 Head All SO 300 100 50 28 10 13/until landing+10 -16 -
214AB air OK 1000 4 Head All - 300 100 50 28 9 13+10 landing recovery -16 -

214A/j.214A Fatal Counter

Teddievision
236C 800 3 Projectile All SO 100 100 50 15 15 45 total -10 -
236D 800 3 Projectile All SO 100 100 50 15 15 60 total -25 -
236CD 800 3 Projectile All SO 100 100 50 24 15 48 total -4 -
  • Fatal Counter
Teddie Warp
236C with TV deployed -- -- -- -- -- -- -- -- - -- 38 -- -
236D with TV deployed -- -- -- -- -- -- -- -- - -- 44 -- -
236CD with TV deployed -- -- -- -- -- -- -- -- - -- 33 -- -
236C/D as TV disappears -- -- -- -- -- -- -- -- - -- 26 -- -

C ver - from 23f can guard, double jump, jump attack, air backdash, air skill cancel possible. CH during animation. D ver - from 23f can guard, roll, hop, jump, ground attack and skill attack cancel. CH during animation. CD ver - from 16f can guard, double jump, air backdash, jump attack and jump skill cancel. CH during animation.

2D Teddie
22A -- -- -- -- - -- -- -- - -- 31 total -- -
22B -- -- -- -- - -- -- -- - -- 41-110 total -- -
22AB -- -- -- -- - -- -- -- - -- 22-141 total -- -
  • A Version can cancel into any attack except specials or Furious Action from 23F~
  • B Version can cancel into any attack except specials or Furious Action from 37F~ (if charged, able to cancel 4F after releasing button)
  • SB Version can cancel into any attack except specials or Furious Action from 17F~ (if charged, able to cancel 4F after releasing button)

SP Skill Attacks

Tomahawk
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
236236C 700, 1500 4 Projectile All O 100 100, 500 50 7+6 -- 48 total -11 -
j.236236C 1000, 1500 4 Projectile All O 100 100, 500 50 7+5 -- 27 total -- -
236236D 1000,1500 4 Projectile All O 100 100, 500 50 7+2 - 48 total -- -
j.236236D 1000, 1500 4 Projectile All O 100 100, 500 50 7+2 -- 27 Total -- -
236236CD [5,1200]x2 4 Projectile All O 100 100, 500 50 7+9 - 48 total -14 -
j.236236CD [800,1200]x2 4 Projectile All O 100 100, 500 50 7+1 -- 27 Total -- -
  • Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged.
  • Automatically explodes 61F after crashing into the ground.
  • Explosion has 8 active frames.
Mystery Teddie SP
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
236236A/B (air ok) - - - - - - - - 5+? -- Total 37 (54 in air) - -
236236AB (air ok) - - - - - - - - 5+? -- Total 42 (55 in air) - -
  • Items are thrown during the superflash. (at 5f) If hit during superflash, items will disappear (if items are hit during superflash?)
  • As soon as item toss begins, Teddie may execute any non-Persona actions and skills.
  • After the last item is thrown, Teddie regains all Persona attacks and Persona-required skills.

Awakened SP Skill Attacks

Nihil Hand
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214A 400 5 Body All -- 0 0 50 4+7 4 75 -35 -
214214B 800 5 Body All -- 0 0 50 4+7 4 75 -35 -
214214AB 1200 5 Body All -- 0 0 50 4+7 4 75 -35 -
214214A/B Followup 2800 [4000] 5 Projectile All -- 0 900 50 2+6 3 122 -35 -

invuln type still needs to be translated [ ] numbers are for clean hit scenarios when the opponent is hit in the first 1-3 frames in the (!) hitbox area. (could have mistranslated on the ! part)

Circus Bear
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
214214C 3600 5 Body Unblockable -- 0 100 50 6+81 until end of screen 11 -- -
214214D 3000 5 Body Unblockable -- 0 100 50 6+52 until end of screen 11 -- -
214214CD 3600+3000 5 Body Unblockable -- 0 1000 50 6+81 until end of screen 11 -- -

Instant Kill

Kamui Kablooey
Version Damage Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Frame Adv. Inv
222CD K.O. 5 Body All -- 0 100 50 5+48 1 46 -22 -

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 2A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA - - - - - Jump[-], Special
Shadow 5AA Shadow 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
Shadow 5AAA - - - - - Special
2A 5A on 2nd hit, 2A three times[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], AoA, Dash
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5C[2] - 5B, 2B 2C 5D, 2D AoA Dash
2C - - - j.D AoA -
5D - - - - - -
All-out Attack - - - - - -
Sweep - - - - - -
Air P Combo Table
A B C D Air AoA Cancels
j.A - j.B j.C, j.2C j.D, j.2D Air AoA Jump, Special
j.B j.A - j.C, j.2C j.D, j.2D Air AoA Jump, Special
j.C - - - j.D, j.2D - -
j.2C - - - j.D, j.2D - -
j.D - - - - - -
  • 5A and 2A can only cancel into each other once per string.
For example, 2A > 5A will work, but 5A > 2A > 5A will not.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
For example, 5B > 2B > 5B does not work, but 5B > 2B > 5C > 5B does work.
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)