Teddie |
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Overview
Backstory
Playstyle
Whether you choose to play him as your point or anchor, Teddie, at his heart, is an evasive support character who focuses on screen-control to keep the opponent at bay until they make a wrong move and allow Teddie to gain the upper hand. Teddie's gameplay, while evasive before anything else, is beary heavily zoning oriented because of his item throw. While Teddie doesn't have any traditional projectile moves, more than half of Teddie's items serve as independent projectile attacks that allow him to stay mobile while letting the items do his gameplay for him. The main goal as Teddie in neutral is to expire the opponent's patience and let them hurt themselves in neutral trying to counter his trickster style gameplay. At the same time, Teddie has tools that let him effectively incentivize the opponent to not just simply stand back as he throws his items out, especially with Oil Drum and Amagiya Buckets, which let him either land free mixups or make the opponent spend meter on Reject Guard, as well as soda, which gives a free bar of meter to whoever touches it. He can also set up easy sandwich situations if he conditions his opponent into playing patiently, all because of a Grand Viper (not a low attack) that crosses up for free, and an EX teleport attack behind the opponent. Finally, most of Teddie's proper combos can easily lead into jC as an ender, which allows him to safe jump the opponent much like pre patch Yu's jC.
However, because his playstyle is so heavily focused on evasion, his gameplay is consequently beary passive by nature. Most of Teddie's proper neutral tools (5B, 2B, Mystery Teddie) aren't very fast, even if they have excellent range, so they can be punished fairly easily if they don't hit. With Mystery Teddie especially, his main neutral tool, if Teddie uses this move on the ground in neutral, the opponent can easily rush up and force Teddie into blocking, or sometimes even true punish with a combo. This makes Teddie rely heavily on staying extremely high in the air to safely throw items, where he's beary unlikely to land meaningful melee attacks. As a result of these traits, Teddie's offense is primarily about making the opponent run into his hits themselves, instead of relying on active approach options. Aside from his passive playstyle, Teddie also lacks somewhat in terms of damage. While his damage output technically isn't as bad as most people make it out to be, it doesn't normally attain its true potential. This is because his high/low options don't provide much reward. Amongst his lows, 2C can't reverse beat since Teddie isn't from UNIST, and 2A, while extremely fast, is completely pitiful in both range and damage. And for his highs, Teddie has one of the worse 5C games because of his floatiness, and his jC, while excellent as a combo ender, pales as a starter without an assist. Also much like Hyde, much of his damage comes from his 5B, which while somewhat easier to land than Hyde's, doesn't lead into beary strong pressure if the opponent chooses to block it. As a last note, Teddie's items can sometimes work against him in combos, or even benefit the opponent such as soda giving them free meter.
In the end, Teddie is a very passive fighter who has glaring issues as both a point and an anchor. On point, Teddie has to rely heavily on the opponent's mistakes in order to gain the advantage for his anchor, and he himself must be beary patient in order to use his truly powerful options, like buckets. On anchor, Teddie's assists are pretty good, but when left on his own, he becomes beary underwhelming and must play even more passively than before. However, players willing to accept and work around these weaknesses will enjoy a beary fun and potent support character who can easily overwhelm opponents by showering the screen with space control and quickly kill their patience to provide numerous opportunities to seize the advantage in battle.
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Teddie leaps forward and slams down as a 16 ton weight. Leads into a timed followup on standing hit. Earliest followup gives decent oki, while perfectly timing the attack builds Resonance Gauge and grants 1 Skill Gauge. 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. |
2A
2A |
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Teddie kicks in front of himself twice. Hits low. 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. |
2B
2B |
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2C
2C |
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Teddie slides forward, swiping while throwing a fish. 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. |
j.A
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j.B
j.B | Template:AttackDataHeader-BBTag | |||||
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Teddie strikes a pose as Kintoki-Douji barrels forward. leaves Kintoki in the air to throw items with 214X, but the window before Kintoki disappears is short. |
j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Puppeteddie
Puppeteddie A+D (air OK) |
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Skills
Bearscrew
Bearscrew 236A/B (air OK) |
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Mystery Teddie
Mystery Teddie 214A/B (air OK) |
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Teddievision
Teddievision 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 |
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Items
MF-06 Brahman
MF-06 Brahman |
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A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit. |
Dr. Salt NEO
Dr. Salt NEO | Template:AttackDataHeader-BBTag | ||||
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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. |
Heavy Armor Agni
Heavy Armor Agni |
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Decent for oki, but can be hard to pick up off of if you dont know it'll hit. |
Muscle Drink
Muscle Drink |
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A drink that lands on the floor and can be picked up by either character, restoring their red health. |
Smart Bomb
Smart Bomb |
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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. |
Oil Drum
Oil Drum |
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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. |
Firecracker
Firecracker |
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A firecracker that flies across the screen in a zigzag pattern. Disappears if Teddie is hit and will clash with other projectiles. A decent projectile for screen control, but low hitstun stops it from being a valid combo tool. |
Dry Ice
Dry Ice |
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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. Because its active immediately after being thrown, Dry Ice is a useful combo extension tool. However, be wary of the proration. |
Vanish Ball
Vanish Ball | Template:AttackDataHeader-BBTag | ||||
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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
Mystery Food X | Template:AttackDataHeader-BBTag | ||||
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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. |
Pinwheel
Pinwheel | Template:AttackDataHeader-BBTag | ||||
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A pinwheel that flies in a backwards C shape. A useful defensive tool since it can stuff airdashers and hits grounded opponets as it flies back. Disappears if Teddie is hit and will not cross up. |
Ball Lightning
Ball Lightning | Template:AttackDataHeader-BBTag | ||||
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A pellet drum that lands on the floor before being struck by lightning. Useful for pressure and gimping rushdown attempts. Garunteed once out. Ball Lightning's relatively fast startup and good proration make it a valuable combo tool. Good hitstun, so it can be used in tandem with Tomahawk for combo extensions. |
Amagiya Buckets
Amagiya Buckets |
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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. |
Partner Skills
5P
5P Bearscrew |
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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. |
6P
6P Tomahawk |
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Teddie and Kintoki-Douji throw a large missle. Unlike the Distortion version, this missle 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, but be mindful of it potentially knocking your opponent out of your point character's effective range. The missile's explosion gives solid blockstun, but outside of the corner has a small gap between the hits. The missile will also fly right through blocking at close range, making it less reliable than 5P for blockstun. |
4P
4P Mystery Teddie |
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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. |
Distortion Skills
Tomahawk
Tomahawk 236B+C |
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Nihil Hand
Nihil Hand 214B+C |
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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 triggers a followup attack as the giant Teddie smacks the opponent. Pressing a button at just the right time (at the same time of the "!" appearing) makes the followup attack much stronger. Nihil Hand is Teddie's most damaging attack and 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. Your go-to combo ender for damage, and to hard-callout dive attacks like Yu's j.C or Ruby's Buzzaw Blast. |
Distortion Skill Duo
Circus Bear P during Distortion Skill |
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Astral Heat
Kamui Kablooey 222B+C |
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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 •