Combo Rate: 65%
Backdash Time: 23
Backdash Invincibility: 1-6
Movement Options: 1 Double Jump/Airdash, Dash type: Run, Teddievision teleport
P-1 Climax Nickname: "The Beast in Heat!"
Arcana: The Star
- A being from inside the TV, Teddie was a mysterious one, but was immediately instrumental to the Investigation Team learning about Shadows and Personas. He also crafted glasses that allowed them to see through the Fog as they looked for the culprit together. After questioning what it means to have a 'Self' Teddie awoke to a Persona and left the TV world. He currently lives with Yosuke and is the mascot of Junes. Naive and innocent, Teddie still has many things to learn about our world, and he is ever eager to do so.
|5AA||80, 40x7~14||All||12||2x7, 1, 2||20||-7||Body|
|5AAA||400, 200x3||All||7||5 (3)7(2)5(4)13||17||-16||Body|
Good range for a 5A that allows him to outpoke many members of the cast. However, will lose in speed to most characters' 5A up close.
Machinegun punch. Can hold down A button to increase the number of hits.
5AA is a staple for both pressure and combos. However, its erratic hitbox can lead to some or the hits whiffing on airborne opponents, especially at the tip of 5A's range.
Teddie delivers several charging slams with taiko drumsticks. Very good corner carry even on block. Up to the third hit can be jump cancelled (only on hit) or cancelled into Sweep or AoA. The fourth hit gives Teddie a significant amount of SP and Burst, but can only be cancelled into skills and supers.
Shadow Teddie does a claw swipe. Identical to Teddie's version of the move.
5AA floats the enemy on hit, allowing for relaunches using 2B in combos. Teddie is airborne during the later portion of the move.
Like most 5AAAs, provides a generous amount of SP on hit. 5AA > 5AAA blockstring is very tight unless cancelled into in the first couple of frames in 5AA, so it's possible for 5AAA to be DP'd (especially on Instant Block). However, it also means it can beat mashers.
- Dash Cancel is -7 on block
Teddie swings a baseball bat. 5B has a very long range that makes it great for midscreen options and to harass zoners. Floats the enemy on hit and sends them flying on a Counter Hit, causing a wallstick in the corner. However, the move has a long recovery on whiff, making it punishable by rolling through the move or IADing above it.
5B is no longer backdash cancellable in P4AU, making it slightly less safe. However, it can still be dash cancelled.
|140, 70||Low||6||2 (3) 2||10||-1||Leg|
Teddie kicks at the enemy twice. Teddie's fastest normal and one of his two Lows, making it of use in some punishes and for pressure. Can be cancelled into itself up to twice more, even on whiff. 5A and 2A can be cancelled into each other, but only once total per string.
- Dash Cancel is -7 on block
- Backdash Cancel is -6 on block
A boxing glove pops out of Teddie's mouth. 2B is Teddie's staple anti-air and also used as a relauncher in combos. While it covers a good amount of range, its angular nature means it has difficulty hitting opponents right above Teddie or those trying to do cross-ups.
2B is now dash and backdash cancellable in P4U, giving it some use in blockstrings. However, like most 2Bs, it has a long recovery on whiff.
|170, 85x3||All||8||3, 3, 3, 4||8||-||Head|
Teddie kicks at the opponent multiple times. While slower compared to its P4A incarnation, j.A still has a great hitbox and fast recovery, and is an excellent jump-in and pressure option. Cancellable into itself on whiff. Not an overhead.
Teddie kicks at the opponent with a soccer cleat and bounces off them. Depending on the direction held during the attack, Teddie will either bounce backward (holding backwards or nothing) or forward, which can be important in repositioning Teddie for air cross-ups after a combo. j.B is also a great move for air cross-ups in conjunction with IADs, and is a staple combo ender into item summon. Not an overhead.
A+B (air OK)
|air||300||High||28 (31f on crouch narukami)||6||After landing 30||-17||Head|
Teddie turns into a 16-ton weight and drops onto the opponent. Teddie's only overhead. Covers a very short horizontal range and only gains armor frames at the apex of Teddie's jump, making it quite slow and cumbersome. If Teddie runs at the opponent while doing the move, it can cross-them up.
Teddie is the only character with an aerial version of his AoA, which is also his only aerial overhead. Unlike the grounded version, his aerial AoA has no armor frames and has Fatal Recovery, making it even more risky. It can be used as a high-risk high-reward anti anti-air with the right timing, but is overall an unsafe move to use in neutral without a OMC.
|1300, 100||Low, All||13, 41||5, 1||32||-13||Leg, Projectile|
Teddie slides forward and swipes at the opponent while throwing a fish. Teddie's only low outside of 2A. The fish also has a hitbox that hits slightly later, which can interrupt opponents who try to punish the sweep and end up running into a fish. However, there is a window between the sweep and the fish where the opponent can DP.
Teddie's Sweep has excellent range, high damage and has chest invul from frame 4, making it a very strong neutral tool, and is quite safe at max range. While it can't convert to anything else without a OMC, it can be used to fish for decent neutral hits and is used in corner combos involving missile to delay the opponent's fall before the explosion.
- Dash Cancel is -5 on block
Kintoki-Douji does a body slam forward. A bit of a slow attack and does slightly less damage compared to P4A, but covers a good amount of horizontal range and is now dash cancellable on hit or block. Wall bounces on hit. Can be followed up with 2C. Because of the slower startup time, it can end up catching people who try to roll what they think is a 5B.
|100, (50xN)||All||10||3~113||5D: 25
Kintoki-Douji throws an item. Pressing D again while the Persona is out will have it throw a second item, or if the D button is held, the item toss will be delayed, and after enough time of being held down, Kintoki-Douji will automatically throw two items, and you can follow it up with another 5D to throw a total of three items before he disappears. While the D button is held, Kintoki-Douji (but not Teddie) is projectile invulnerable. The whirling arm actually has a hitbox, which can be used in very specific blockstrings!
5D and 2D are similiar, but will throw items from two separate item lists, and 2D will throw the item further. Note that Kintoki-Douji stays out for longer now before disappearing, making him more vulnerable. Teddie can't use any other Persona attacks until his Persona disappears.
- Dash Cancel is -5 on block
- Backdash Cancel is -4 on block
Teddie shouts as Kintoki-Douji rises upwards. Teddie's strongest normal and most rewarding starter, due to its Fatal Counter properties and long hitstun. 2C also has a short recovery and can now be dash and backdash cancelled, making the move relatively safe. It can also be used to have Kintoki-Douji throw items from the air with 5D/2D.
It can even be cancelled into All-Out-Attack now, which might catch people that are trained to block low when the character is crouching off-guard.
Similar to 5C, but slightly faster, covers slightly less distance and recovers much faster. A generally good air-to-air and a staple in corner combos. Unlike 5C, cannot be followed up with j.2C since the Persona disappears earlier.
Items are thrown in the following order before starting again from the top of the list. Note that at the start of each battle, 5D/j.D will start from MF-06 Brahman, while 2D/j.2D will start from Firecracker.
Dr. Salt NEO
Heavy Armor Agni
|600, 300||All||50 after landing||-||-||-||Projectile|
A red robot that transforms itself into a missile, flying diagonally to the edge of the screen then to the other side. Disappears if Teddie is hit and will clash with other projectiles. A decent item to cover the screen and when blocking, but can be hard to pick up from it unless you know it's about to hit.
Mystery Food X
|Fear, Silence||Unblockable||15 after landing||186||-||-||-|
A mysterious plate of what was once food. Inflicts Silence and Fear to whoever picks it up.
Mystery Food X no longer inflicts Poison, but now inflicts two very strong statuses for maintaining pressure on the opponent if they pick it up or land on the plate. Since they cannot Burst or use Persona attacks (and for some characters, Furious Actions) due to Silence and Fear leads to Fatal Counters and untechable throws, Mystery Food X allows for high-damage set-ups. Be cautious, as Teddie can end up picking it himself.
A bomb on a balloon that appears above the opponent's head and slowly floats downwards before exploding on contact or after some time. The explosion is air unblockable. Guaranteed once out and always spawns above the opponent at the time of throwing.
A good item for discouraging the opponents from jumping recklessly. Also can be used in corner combos to tack on extra damage due to its large damage and long hitstun.
Turbo Recon Dyaus
|350||All||27 after landing||23(26)23(26)43(26)23(26)23(26)42(26)23(26)23||-||-||Projectile|
A small robot that hops along the ground. Does two low hops then a slightly higher hop, then repeats the cycle once before disappearing. Disappears if Teddie is hit. While it can be used as a bit of a frametrap, the robot hops slowly and disappears if Teddie is hit, so it's generally of limited use.
|300, 150 x8||All||1 after visible||94 [(8) 4 (8) 4]x4||-||-||Projectile|
An oil drum that rolls along the floor. Will keep going until it reaches the edge of the viewable screen. Guaranteed once out.
One of Teddie's best items. Can be used for pressure or mix-ups using 2D Teddie, rolls or air turns, and can lead to guaranteed damage with Circus Bear if the opponent is stuck blocking it. The drum will do a maximum of six hits before the opponent drops out, but Teddie can drop the opponent back into it with something like j.B, which can allow him to push the opponent all the way into the corner.
A set of keys that lands on the ground. If Teddie picks them up, a scooter will rush along the screen and back. If the opponent picks them up, the scooter will only make one pass (but will still hit the opponent instead of Teddie!). The keys will disappear after some time if nobody picks them up, but do not disappear if Teddie is hit and the scooter is guaranteed once someone picks them up.
A very good item. The scooter is a strong tool to force the opponent to block or jump, and the only benefit the opponent gets from picking them up is they only have to worry about one less pass of the scooter. The scooter inflicts spin state on hit, which can lead to some potent unblockable resets if you also have the Muscle Drink out. On an air hit, the scooter will carry the opponent to the edge of the screen with a slight floorslide afterwards (and will propel the opponent to the other side again if it hits a second time).
|900||All||1 after visible||-||Total 21||-||Projectile|
A firecracker that flies up and down across the screen in a zigzag pattern. Disappears if Teddie is hit and will clash with other projectiles.
A decent projectile for screen control. Can also be used to squeeze out some extra damage in combos, but will almost immediately drop the combo afterwards.
|-||-||21 after landing||-||-||-||-|
A yellow ball that explodes into a cloud of smoke. Guaranteed on startup.
Does no damage, but obscures vision, which can lead to tricky mixups or throw setups since your opponent can't see what you're doing. Be warned your opponent can make just as much use of it as you can!
Mobile Model Varna
|600||Low||27 after landing||33||-||-||Projectile|
A samurai robot that turns invisible and tracks the opponent along the ground, before doing a sweeping slash that hits low. Disappears if Teddie is hit.
A deceptively good item. Teddie's only item that hits low, which means he can use pseudo unblockable blockstrings with this item and his All-Out-Attack. It's also a good item for discouraging opponents from rushing in along the ground, as the robot will catch them with the low attack as they dash in.
|+1000 HP, Rage||Unblockable||17 after landing||274||-||-||-|
A drink that can be picked up by either character. Restores 1000 health, but inflicts Rage, increasing attack power but leaving them unable to block for some time. Guaranteed once out.
Muscle Drink can be one of Teddie's best items if used correctly. If your blockstring can push your opponent into it, it leads to them being unable to block your attacks, leading to a full combo. Also can be used for high damage resets, or can even be picked up yourself for the health boost!
A robot that stays in place and releases a small shockwave around itself, shocking the opponent in place. Does ten hits if uninterrupted. Disappears if Teddie is hit.
An okay defensive item, but has a low level of hitstun, meaning you won't get much off it. Still, it lifts the opponent into the air, allowing you to take them into mid-air combos.
|430, 215x2||-||31 after landing||6, 6, 6||Total 21||-||Projectile|
A Japanese pellet drum that lands on the ground before lightning strikes it after a short period of time. Guaranteed once out and inflicts Shock on hit.
Because the lightning hits from the top of the screen, it's a very good item for controlling jump-ins. Useful for defensive options, combos, and discouraging rushdown, making it a handy all-around item overall.
Kintoki-Douji throws a bucket off screen. A short while later, drums play as a rain of buckets come down from the sky. The drums will not come out if Teddie or Kintoki-Douji is hit on startup, but after the bucket is thrown then it's guaranteed. Inflicts Panic on hit and covers a good portion of the screen.
One of Teddie's best items for screen control, opening up avenues for rushdown and crossups, unblockable situations for Circus Bear, defensive play... you name it.
Teddie dabs. If he is hit, he deflates his suit in a large cloud of smoke that inflicts a minor amount of damage and Rage on hit, reappearing shortly afterwards near the opponent.
Teddie Decoy received two notable nerfs in Ultimax. Firstly, the cloud of smoke is no longer unblockable. Secondly, Teddie has less invulnerability when he reappears. This means that not only can the attack be baited and punished, but it also makes the move less viable as an escape from full-screen zoning as the opponent will be free to attack the hapless Teddie when he reappears right near them. This DP should be used with more care, but it can still be a useful reversal if used wisely, especially since it leaves the opponent unable to block on a successful catch.
236A/B (air OK)
|A ground||230,115x7||All||8||16||8+15 Landing||-4||Head|
|A air||310, 155x7||All||10||17||Until landing + 13||-||Head|
|B ground||250, 125x8||All||22||20||8+12 landing||-8||Head|
|B air||330, 165x7||All||18||19||17 after landing||-||Head|
|SB ground||180, 90x5||All||18||20||14+12 after landing||+2||Head|
|SB air||200, 100x7||All||18||22||13 after landing||-||Head|
Teddie spins at the opponent like a drill. All versions of the move now have landing recovery, and have Fatal Recovery.
The A version is a fast attack, so it can be used as a risky form of attack or travel in neutral. Can leave Teddie in front or behind the opponent on block, depending on how close he was to the opponent when starting the attack. Either way, it's unsafe on block, so OMCing the attack to make it safe if blocked is preferable due to the Fatal Recovery. The ground version always leads to 5A on a ground CH, allowing a full combo, while air CHs or CHs with the air version launch the opponent into the air. Aside from that, is often used in combos when extra damage is preferred.
B version is notably slower, but deals more damage and travels further (about 3/4th of the screen). Leaves Teddie a good way behind the opponent, which can make it more difficult for certain characters to punish, but is also more negative on block. Launches the opponent quite far up, making it difficult to follow up on without OMCing or using a super cancel. Also used early on in a combo when proration is low, or as part of Fatal Counter combos, to tack on more damage.
The SB version deals the least amount of damage, but is the only version of the move that is safe on block, and it travels the greatest distance (slightly less than full screen). The move now has projectile invulnerability when travelling, making it a helpful tool against zoners. On hit, launches the opponent slightly, allowing relaunches with 2B into an air combo, but due to the high proration of the attack, rarely leads to much.
214A/B (air OK)
|A||700||All||18||9||11+10 (until landing+10)||-13||Head|
|SB||1000||All||28||9||13+10 landing recovery||-16||Head|
Teddie hops slightly backwards into the air while one hand turns into a puppet. All versions of the move leave Teddie in the air afterwards, and have some minor foot invulnerability.
The A version inflicts Poison and has the fastest startup. Fatal Counters, but is generally impossible to follow up on without using a OMC or OMB.
The B version causes Fear. Sometimes used in corner combos to set up Teddie's dangerous mixup and throw game. Wallbounces on CH, allowing followups if close enough to the corner.
The SB version inflicts Rage. Used to set up unblockable mix-ups or resets. Also wallbounces on CH.
Teddie and Kintoki-Douji stomp on the ground and summon a stack of three TVs which hit at about superjump height. When the TVs are out, Teddie can't use Teddievision, but gains access to Teddie Warp. All versions of the move Fatal Counter and can be followed up with a combo with the C version of Teddie Warp.
C version summons the TVs right next to Teddie. Can catch opponents trying to air dash over 5B or 5C, or in some corner combos, but otherwise not used much.
D version summons about a half-screen away from Teddie. Used in corner carry combos.
SB version is slower, but tracks the opponent's position on the screen until the TVs are summoned. This makes it a very valuable zoning tool and one of Teddie's only full-screen attacks. Make zoners and opponents low on health wary whenever you have 25 SP.
236C/D with Teddievision out
|as TV disappears||-||-||-||-||26||-||-|
Only usable with Teddievisions out. Kintoki-Douji warps Teddie into the ground before he pops out from one of the TVs. Can be CHed during startup, losing a card in the process.
If the move is used right as the TVs disappear, Teddie will fall from the top of the screen instead.
C version has Teddie appear from the top TV, allowing him to do air actions shortly after exiting. Generally used in Teddievision FC combos.
D version has Teddie slide forward from the bottom TV, allowing him to do ground actions. Teddie can do some tricky mixups with this move, such as using SB 2D Teddie while an active item is on screen, forcing the opponent to guess which way to block. Also used in corner carry combos with meter.
SB version has Teddie pop out of the middle TV. Teddie can do air actions faster after reappearing compared to the C version, and lands faster as well.
Teddie flattens himself, giving him a very low hitbox. He also gains throw invulnerability from frame 6. However, Teddie is completely vulnerable otherwise while deflating, making it a risky maneuver if mistimed, and the attack doesn't protect him at all against attacks that hit the feet or travel til they reach the ground. It can lead to potentially rewarding punishes against attacks with lengthy recovery times on whiff, or used to make moves like 5B or 2B safe. Teddie can cancel the deflated state into any attack except skills, supers, and Teddie Decoy. You can even cancel it into something like a throw or an Instant Kill!
The A version will have Teddie re-inflate himself automatically after a while. The B version takes a longer time to flatten, but can be charged by holding down the button to remain flattened longer. The SB version has the fastest flattening time, can remain flattened by holding down the buttons, and also allows Teddie to move left and right along the ground while flattened. This allows him to not only cause some interesting cross-ups with his items, but also allows him to travel along the screen and punish a lengthy attack like Yu's Ziodyne.
236236C/D (air OK)
|C ground||700, 1500||All||7+6||-||48 total||-11||Projectile|
|C air||1000, 1500||All||7+5||-||27 total||-||Projectile|
|D ground||1000,1500||All||7+2||-||48 total||-||Projectile|
|D air||1000, 1500||All||7+2||-||27 Total||-||Projectile|
|SB ground||[5,1200]x2||All||7+9||-||48 total||-14||Projectile|
|SB air||[800,1200]x2||All||7+1||-||27 Total||-||Projectile|
Kintoki-Douji throws a large missile, trajectory depends on the button used. The C/D button can be held down to delay the explosion, and releasing the button or pressing it again will cause the missile to explode. If the missile hits the opponent and the button is held, it will carry the opponent until the missile goes offscreen or hits the ground. The SB version will throw both C and D versions of the missile. In P4AU, the missile will now disappear if Teddie is hit.
While not extremely high on damage, Tomahawk can be a very valuable tool for corner carry, and delaying the explosion is key to many of Teddie's advanced combos. For example, a simple autocombo in the corner can end with j.236236[C], then hitting the enemy with Sweep before triggering the explosion. From there one can set up item oki or even Nihil Hand with more meter! One can even avoid triggering the explosion and use the threat of the explosion as a form of oki. The aerial D version can also be used as a bit of an anti-anti air.
236236A/B (air OK)
|A/B||-||-||5+?||-||Total 37 (54 in air)||-||-|
|SB||-||-||5+?||-||Total 42 (55 in air)||-||-|
Kintoki-Douji will throw multiple items immediately, depending on what version is used:
- The A version will throw the next three items from the 5D/j.D order.
- The B version will throw the next three items from the 2D/j.2D order.
- The SB version will throw the next two items from both orders, for a total of four items. It's possible to create duplicate items this way, such as two Oil Drums, if they would be in the next two items in the respective orders.
The A version will throw the items with successively increasing distance, while the B version will throw them with successively decreasing distance. For instance, if the item order is Brahman, Dr. Salt Neo, Heavy Armor Agni, the A version will throw the items with the Brahman the closest, the Neo second, and the Agni the furthest away, with the inverse for the B version. The SB version will throw each item from both orders with increasing distance.
Using Mystery Teddie SP will prevent Teddie from using any of his D normals or Mystery Teddie SP again for a short amount of time, indicated by a grey gauge above his SP bar. The SB version's gauge lasts longer. If either Teddie or his Persona is hit during startup, all the items immediately disappear; post superflash, they are subject to the individual items' clause for disappearing.
Mystery Teddie SP is a very interesting skill in that it doesn't cause any direct damage. Instead, it can be used to create interesting, high-damage setups, or to throw items at a much faster rate than that of Teddie's D normals and with a lower risk to his Persona. Additionally, since the items are thrown at different distances, Mystery Teddie SP can create unique tricks and combos that are only limited by imagination and proper knowledge of item orders. It can even be used to cancel the recovery of some moves like Bearscrew to extend combos! However, the super still requires a hefty amount of meter to use, especially the SB version, so knowing when to use Mystery Teddie SP is important; in some scenarios, it may be more beneficial to just use the meter for a more damaging super or to save it for defensive options.
- Teddie is able to perform any non-Persona action as soon as Kintoki-Douji begins throwing items.
- After the last item is thrown, Teddie regains use of Persona-required actions.
Awakened SP Skill Attacks
- Cannot kill opponent if the follow-up attack whiffs.
- One More! Cancel and One More! Burst cancellable on block only.
- Teddie's only super available when Persona-broken.
Teddie performs an uppercut. On a successful hit, the opponent is hurled high into the air, slowly falling down as a giant Teddie (or Shadow Teddie) charges a large ball of energy. Pressing any button will create a followup attack that causes a wallstick. If done at exactly the right time (around 1-2F of the ! appearing), the follow up attack is much stronger and causes the opponent to bounce off the walls twice before the wallstick.
The version of the attack only affects the initial distance and the damage of the uppercut. A version covers the most distance and has the least initial damage, SB version has the shortest distance and most initial damage. The followup is identical for all versions. The more powerful followup has 1400 minimum damage.
As one of Teddie's few reversals, Nihil Hand provides a much needed defensive and offensive tool to Teddie's repertoire. The damage is higher than Tomahawk, but you will likely push the opponent out of the corner unless you have a specific set-up. Your go-to combo ender when you want damage. Whiffing it leaves Teddie very vulnerable, though, and without the resources to One More! Cancel or Burst on block, Teddie is left open to a huge punish. As with any reversal, don't be too predictable when using it.
|C||3600||Unblockable||6+81||until end of screen||11||-||Body|
|D||3000||Unblockable||6+52||until end of screen||11||-||Body|
|SB||3600+3000||Unblockable||6+81||until end of screen||11||-||Body|
Teddie leaps off a trampoline and into the air, before he comes rolling through the screen on Kintoki-Douji. The move is unblockable and does a high amount of damage on hit, but can be evaded if the opponent is at an appropriate height in the air. In some situations, however, it may be difficult to evade this super. Teddie is invincible from the first frame until he falls back down from the top of the screen. The C version has Teddie approach from the side of the screen he's facing from, while the D version has him approach from the opposite side. The SB version will have Teddie do the C version followed by the D version (with both hits connecting if the opponent isn't too close to the edge of the screen).
While a potentially powerful comeback tool, especially since it's an unblockable, it also gives the opponent plenty of time to react to the move, so few opponents will be hit by the move if it's simply tossed out. However, it's possible to make it difficult to evade the super by forcing opponents to block or evade an item such as the Oil Drum or Amagiya Buckets, and in some cases one can even combo into Circus Bear with specific routes or by forcing an opponent into spinstate.
The attack is now a strike rather than a projectile, so opponents can no longer escape Circus Bear by using moves with projectile invulnerability.
Kintoki-Douji falls from the sky, causing the opponent to fall into him before Teddie sets up an explosive finale. Invincible from frame 1, but slow, blockable, and won't hit if the opponent is off the ground or too close or far from Teddie. Very limited use.
|To edit frame data, edit values in P4AU/Teddie/Data.|
- Akihiko Sanada[★]
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- Ken Amada[★]
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- SHO Minazuki[★]
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Click [★] for character's full frame data