BBTag/Teddie/Combos: Difference between revisions

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==Combo List==
==Combo List==
NOTE: Combos involving Nihil Hand (214BC) always assume you land the just frame.


 
===Routes===
===Midscreen===


=====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 !! Damage !! Meter !! Start With !! Notes
|-
|-
| (5A) 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]
! # !! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| 5BBB>dl 214C>5BBB>214B  || 6200 || 1||Itemless|| The 214C 5B loop, good damage for 1 bar. Sample here[https://youtu.be/dLEwGDAADJo?t=70]
|-
|| 5BBB>214C>5BBB>jc>IAD>j.A>236>MF-06 hits>236BC>Buckets hit>2C>214BC || 10306 || 5 ||
[[File:BBTAG Teddie Pinwheel Icon.png|70px]]
|| 214C route taken to its logical extreme. Example here[https://twitter.com/TronnerBonner/status/1167853246586638336]
|-
|-
|| 5BBB> dl sj>j.A>214B>j.A>236A> Item hits>236A || 6030 || 0 ||  
| 1
[[File:P4Arena Teddie MF-06Brahman Icon.png|P4Arena Teddie MF-06Brahman Icon.png|100px]]
| 5AA > 5BBB > 214B || Any || 4900 || {{ComboDifficulty|Very Easy}} || Teddie's most basic ground combo.
|| Your go to combo when your at the beginning of your item cycle. Example here[https://twitter.com/Toy_414347/status/1160083233943375872]
|-
|-
|| 5BBB>214C>5B>236A>Item hits>5BBB>jc>IAD>j.214B>j.A>214BC || 9100 || 3 || [[File:P4Arena Teddie MF-06Brahman Icon.png|P4Arena Teddie MF-06Brahman Icon.png|100px]] || 214C route for when you want damage and item rotation.  
| 2
| 5AAA > jcAA > jcAA > j.C/j.236A || Any || 6057/6172 || {{ComboDifficulty|Very Easy}} || Teddie's most basic ground to air combo.
|-
|-
|| 5BBB>dl sj j.A>j.214B>j.A>5A>2B>Smart Bomb hits>22A|| 5490 || 0 ||  
| 3
    [[File:P4Arena Teddie MuscleDrink.png|20px]]
| 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.
|| Ends with j.A safejump combined with Oil Drum pressure. Example here[https://twitter.com/TronnerBonner/status/1167836686455209991]
|-
|-
|}
|}


==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.


=====With Assists=====
Generally, the structure of Teddie's combo's look like:


===Corner===
XX>214X>XX>j.C/Super Or XX>236X>Assist>XX>214X/j.C


=====Solo=====
This can change drastically depending on assists, available items, and Resonance.


=====With Assists=====
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.




===Resonance Blaze===
===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.


====Midscreen====
====Delaying Superjump====
{| class="wikitable"
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.
|-
! Combo !! Damage !! Meter !! Start With !!Notes
|-
|| 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) ||
[[File:P4Arena Teddie HeavyArmorAgni Icon.png|100px]]
|| 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
|-
| 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 combo. Beary good damage for 6 meter, example here[https://twitter.com/MoustachedVilla/status/1131994435510685696]
|-
| 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]
|}
 
==Combo Theory==


====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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[[Category:Teddie]]

Latest revision as of 05:04, 13 December 2023

 Teddie
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+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

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


Navigation

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