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Generally, the structure of Teddie's combo's look like: | Generally, the structure of Teddie's combo's look like: | ||
XX>214X>XX>j.C/Super Or XX>236X>Assist>XX>214X/j.C | 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. | 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=== | ===Combo Tech=== | ||
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====Delaying Superjump==== | ====Delaying Superjump==== | ||
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. | 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==== | |||
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== | ==Video Examples== |
Revision as of 17:15, 2 December 2019
Combo Notation Guide | |||||||||
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Combo List
NOTE: Damage from combos involving Nihil Hand (214BC) always assume you land the just frame.
Damage values currently being adjusted for 2.0, may not be 100% accurate
Midscreen
Solo
# | Combo | Damage | Meter | Start With | Notes |
---|---|---|---|---|---|
1 | 5AAA>2C>236A | 5237[5625] | 0 | Itemless | Tactics Mode Combo 1. 236A can be replaced with 236B for more dmg (see [] numbers.) |
2 | j.A>5AA>5B>214BC | 5421 | 2 | Itemless | Tactics Mode Combo 2. |
3 | 2B>jc>j.AA>jc>j.AA>j.C | 5175 | 0 | Itemless | Tactics Mode Combo 3. Your go to string when 2B hits. |
4 | BC>5BBB>214B | 4093 | 0 | Itemless | Tactics Mode Combo 4. Basic throw combo into B item toss. |
5 | 5BB>236C>5AAAA | 5845 | 1 | Itemless | Tactics Mode Combo 5, basic EX Bearscrew extension. |
6 | 5AA>5BBB>sjc>j.AA>jc>j.AA>j.C | 5704 | 0 | Itemless | Itemless beginner combo. |
7 | (5BBB>dl>sj>j.A>j.214B>j.A>5AAA>2C>236B | 5453 | 0 | Itemless | Much easier than the IAD combos in the vids. Sample here[1] |
8 | 5BBB>dl 214C>5BBB>214B | 6200 | 1 | Itemless | 214C 5B loop, ends in item oki + safejump. Sample here[2] |
9 | 5BBB>dl>214C>5BBB>sjc>j.AA>jc>j.AA>j.C | - | 1 | Itemless | 214C loop with more dmg, ends in safejump. |
10 | 5BBB>214C>5BBB>jc>IAD>j.A>236>MF-06 hits>236BC>Buckets hit>2C>214BC | 10306 | 5 | 214C route taken to its logical extreme. Example here[3] | |
11 | 5BBB>214C>5B>236A>Item hits>5BBB>jc>IAD>j.214B>j.A>214BC | 9100 | 3 | P4Arena Teddie MF-06Brahman Icon.png | 214C route for when you want damage and item rotation. |
12 | 5BBB> dl sj>j.A>214B>j.A>236A> Item hits>236A | 6030 | 0 | Your go to combo when your at the beginning of your item cycle. Example here[4] | |
13 | 5BBB>dl sj j.A>j.214B>j.A>5A>2B>Smart Bomb hits>22A | 5490 | 0 |
|
Ends with j.A safejump combined with Oil Drum pressure. Example here[5] |
14 | 5BBB>214C>5BBB>22B>Item hits>5BB>2C>214BC | - | 3 | Smart Bomb into Oil Drum combo extender. |
With Assists
Corner
Solo
# | Combo | Damage | Meter | Start With | Notes |
---|---|---|---|---|---|
1 | 5A>5BB>5A>5B>236B>2A>5A>5BBB>jc (jump backwards)>214B. | - | 0 | Itemless | Corner bnb. Can replace the jc>214B with 214BC for more dmg. |
With Assists
Resonance Blaze
Midscreen
# | Combo | Damage | Meter | Start With | Notes |
---|---|---|---|---|---|
1 | 5BBB>hjc>j.AA>jc>j.AA>j.236A>j.236BC | 6809 | 2 | Itemless | Tactics Mode Combo 6. |
2 | 5AAA>2C>236A>214BC | 7784 | 2 | Itemless | 2 meter RB combo that works from anywhere. |
3 | 5BBB>dl sj>j.A >214B>j.A>land>5AA>IADB>j.214A>land>j.AA>236A>Smart Bomb hits>2C>236B>222BC | 35021 | 9 (start at 2) | Astral combo. Works with at least 2 meter, can be improvised if you have more. Example here [6] |
Corner
# | Combo | Damage | Meter | Start With | Notes |
---|---|---|---|---|---|
1 | 5AAA>2C>236A>236BC>236A>214BC | - | 4 | Itemless | Corner Carry route, can get them to the corner from roundstart range. |
2 | 5BB>236B>2A>5A>2B>j.A>j.236A>j.236BC>j.A>land>5BBB>214B>236BC>item hits>214BC | 10077 | 6 | File:P4Arena Teddie BallLightning Icon.png | Double Tomahawk into Nihil Hand. Beary good damage for 6 meter, example here[7] |
3 | 5BBB>214C>5BB>214C>236BC>Ball Lightning hits>214A>236C>236BC>Amagiya Buckets hit>dl>236C>214BC | 14851 (says 12351, combo dmg never counts food) | 10 (start at 9, lv 4 meter gain gives will give an extra bar) | File:P4Arena Teddie MysteryFoodX Icon.png | For when you have 9 meter and cant/wont astral. example here [8] |
Combo Theory
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
Delaying 214C
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
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
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
Basic Teddie Combos by Meno
Teddie 1.5 combos by Ciao Chao
External Documents and References
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