# Difference between revisions of "BBTag/Teddie/Combos"

< BBTag‎ | Teddie

## Contents

Combo Notation Guide
 7 8 9 4 5 6 1 2 3
Numbers represent direction on a keyboard numpad. For example + 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
(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 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