No edit summary |
|||
(21 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
{{# | {{#lst:BBTag/Teddie/Data|Nav}} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
Line 6: | Line 6: | ||
}} | }} | ||
==Combo List== | ==Combo List== | ||
<big>[https://docs.google.com/spreadsheets/d/1fzSMaT1vqtsuuwHpKKwMPUwYRjqqIK2sMea9PV1tYJY/edit?usp=sharing Teddie Combo Sheet for 2.0.]</big> | |||
==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== | ==Video Examples== | ||
Basic Teddie Combos by Meno | |||
{{#ev:youtube|CYh1kWCuC5g}} | |||
<br style="clear:both;"/> | |||
Teddie 1.5 combos by Ciao Chao | |||
{{#ev:youtube|te1Oxc-iVPw}} | |||
<br style="clear:both;"/> | |||
==External Documents and References== | ==External Documents and References== | ||
Line 50: | Line 49: | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:BBTag/Teddie/Data|Links}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] | ||
[[Category:Teddie]] | [[Category:Teddie]] |
Revision as of 06:48, 6 March 2020
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
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
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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 •