| 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[https://twitter.com/sb_tomahawk/status/1171225883769589760]
|| Astral combo. Works with at least 2 meter, can be improvised if you have more. Example here [https://twitter.com/MoustachedVilla/status/1142915877718773760]
|}
====Corner====
{| class="wikitable"
|-
! #!!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[https://twitter.com/MoustachedVilla/status/1131994435510685696]
|-
| 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 [https://twitter.com/Cune_Bune/status/1133534365756133376]
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.