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==Combo List== | ==Combo List== | ||
===Routes=== | |||
=== | |||
=====Solo===== | =====Solo===== | ||
{| class="wikitable" | * [https://docs.google.com/spreadsheets/d/1fzSMaT1vqtsuuwHpKKwMPUwYRjqqIK2sMea9PV1tYJY/edit?usp=sharing Teddie Combo Sheet for 2.0.] | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |- | ||
! # !! Combo !! Position !! Damage !! Difficulty !! Notes | |||
|- | |- | ||
|| 5BBB | | 1 | ||
| 5AA > 5BBB > 214B || Any || 4900 || {{ComboDifficulty|Very Easy}} || Teddie's most basic ground combo. | |||
| | |||
|- | |- | ||
|| | | 2 | ||
| 5AAA > jcAA > jcAA > j.C/j.236A || Any || 6057/6172 || {{ComboDifficulty|Very Easy}} || Teddie's most basic ground to air combo. | |||
|- | |- | ||
|| | | 3 | ||
| 5AAA > 2C > 236B > 2A > 5A > 5BB.dlB > hjcAA > hjcAA > j236A || Midscreen || 6900+ || {{ComboDifficulty|Very Easy}} || Somewhat difficult combo that requires lots of timing. Damage depends on how much hits are landed with j.As. | |||
|- | |- | ||
|} | |} | ||
==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== | ||
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==Navigation== | ==Navigation== | ||
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Latest revision as of 05:04, 13 December 2023
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | |||||||||
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|
Combo List
Routes
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AA > 5BBB > 214B | Any | 4900 | [1] Very Easy | Teddie's most basic ground combo. |
2 | 5AAA > jcAA > jcAA > j.C/j.236A | Any | 6057/6172 | [1] Very Easy | Teddie's most basic ground to air combo. |
3 | 5AAA > 2C > 236B > 2A > 5A > 5BB.dlB > hjcAA > hjcAA > j236A | Midscreen | 6900+ | [1] Very Easy | Somewhat difficult combo that requires lots of timing. Damage depends on how much hits are landed with j.As. |
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