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.
|"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.|
- Jump cancellable on both hit and block.
5A is a little slow, and not huge range to boot. Still, one of Teddies faster options.
- Jump cancellable on hit and block.
5AA is good at starting pressure on block, especially when paired with an assist. Be mindful of the moves erratic hitbox at max range.
- 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.
On block, 5AAA is good at forcing a pushblock, as Teddie moves opponents into the corner on block, or into a Mystery Food X. As of 2.0, this move now lifts opponents into the air, with the final hit being a pseudo-launcher to link into j.A. This means you will now have to delay a 2C if you want to keep your combo on the ground.
- 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.
- 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.
- 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.
- Jump cancellable on block
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.
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.
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.
Teddie's fastest normal, being active at frame 6. It has very short range though, so you're best off going for 5A if you're not point-blank.
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.
Teddie can use this to bait out cross burst leading to a full combo this can be used in regular combos as well covering both options.
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.
- Not an overhead
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.
- Not an overhead
- Gives enough hitstun to combo into j.C
Teddie bounces off the opponent on hit/block. Hold 4 or 6 to choose the direction he bounces in.
- Plus on block at IAD height
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.
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 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.
- 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.
5A+D (Air OK)
- Knocks opponent far away on hit
- Has guaranteed minimum damage
Like all DP's, the grounded version is Air Unblockable, but is very unsafe on block. Use with caution.
236A/B (Air OK)
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.
B Bearscrew sends Teddie about 80% screen, and will always cross up the opponent on block. Depending on distance, 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.
214A/B (Air OK)
- 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.
A version quickly throws 1iitem. This is the ideal version to use in neutral, as it produces items fast and has little recovery. However, it has very little hitstun, reducing its use in combos to a ender, if used at all.
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.
- Also referred to as Teddievision.
- At very close (nearly point-blank) range, TV's will warp Teddie behind the opponent
Teddie will automatically warp out of one of the TVs depending on the buton pressed.
A version warps Teddie out of the top TV. Useful for catching jumpers and for aerial combos.
B version shoots Teddie out of the middle TV. Can be used for ground and air actions.
236C (Air OK)
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.
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 Mystery Teddie
214C (Air OK)
- 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.
EX Teddie Warp
- On frames 32-36, Teddie leaves the screen and cannot be directly hit by any attacks. Kintoki-Douji still has a hitbox however.
Teddie summons 2 TV's on either side of the opponent. Pressing C will warp him out of the left TV, while holding C will warp him from the right. Teddies only fullscreen attack outside EX bearscrew. Combos into 5B on hit for solid damage.
Teddie Warp returns as a much stronger mixup option rather than an anti-zoning tool. The warp is very fast, and Teddies hitbox is active as soon as he pops out of the TV, making for a very ambiguous left/right mix. Very risky to do raw as both warps lose to jumping on reaction, but if you hard-callout a projectile you can punish with this.
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.
- Disappears if hit by a projectile or strike, will not clash with projectiles
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.
Dr. Salt NEO
- Always grants a full meter, even during Skill Gauge Cooldown
A can of soda that lands on the floor and can be picked up by either character. Grants 1 Skill Gauge. Guaranteed once out.
Heavy Armor Agni
- Disappears if it comes into contact with an opposing strike or projectile.
- Sends opponents flying backward, then forward again when the rocket bounces off the wall.
A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then bouncing to the other side. Disappears if Teddie is hit or if it hits another projectile.
Heavy Armor Agni flies faster and at a much shallower angle than MF-06, making it better for screen control and oki.
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.
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.
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.
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.
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.
Because its active immediately after being thrown, Dry Ice is a useful extension tool for combos like 214B>5B loops.
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.
Mystery Food X
- Can be picked up by either player
- Damage is not displayed in combo damage
A mysterious plate of "food". Inflicts damage and takes away 1 Skill Gauge from whoever picks it up. Damage will not kill, leaving opponents at 1 HP. Guaranteed once out.
Like all of Yukiko's cooking, (almost) no one wants this. Can be used to force pushblocks, or hit them into it to delete their meter. Additionally, Mystery Food X has 100% minimum damage, meaning its an easy way to add 2500 damage to any combo.
WARNING: Mai actually heals and gains meter from this item.
- 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 pellet drum that lands on the floor before being struck by lightning. Useful for combos, pressure and gimping rushdown attempts. Guaranteed once out.
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.
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.
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.
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.
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.
236B+C (Air OK)
- 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.
Teddie and Kintoki-Douji throw a large missile. Starts slowly and travels faster, and will disappear if Teddie is hit. Enhanced version launches two missiles, the second at a slightly higher angle. Not a reversal super, as it is too slow to punish most moves and has next to no invulnerability.
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.
- Just Frame is indicated by a green "!" appearing.
- 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.
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.
Distortion Skill Duo
P during Partner's Distortion Skill
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.
This move saw a huge buff compared to its P4A counterpart, as the screen now freezes during Teddie's dance, and Kintoki-Douji has a hitbox on himself while falling as well as creating a "shockwave" hitbox when he hits the ground. This move grants Teddie instant victory on hit, but is punishable on block and costs all of his meter, so use with caution. Easy to combo into with 5AAA, Throw, and B Bearscrew but is very inconsistent with timing positioning and a slight breeze all messing up the combo.
|To edit frame data, edit values in BBTag/Teddie/Data.|
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