Difference between revisions of "BBTag/Teddie/Combos"

From Dustloop Wiki
< BBTag‎ | Teddie
Jump to: navigation, search
(Combo Theory)
(Combo Theory)
Line 100: Line 100:
  
 
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===
Line 112: Line 114:
 
====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
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.


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

BBTAG Teddie Pinwheel Icon.png

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

P4Arena Teddie MF-06Brahman Icon.png

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
P4Arena Teddie MuscleDrink.png
Ends with j.A safejump combined with Oil Drum pressure. Example here[5]
14 5BBB>214C>5BBB>22B>Item hits>5BB>2C>214BC - 3 P4Arena Teddie SmartBomb.png 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)

P4Arena Teddie HeavyArmorAgni Icon.png

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 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) 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


Navigation


BlazBlue Cross Tag Battlee
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc