P4AU/Teddie/Frame Data

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< P4AU‎ | Teddie
Revision as of 05:47, 12 April 2021 by Shtkn (talk | contribs)

System Data

Health: 9,500

Combo Rate: 65%

Persona Cards: 5

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run, Teddievision teleport

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F


Normal Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5A 230 All 7 3 19 -9 Body 200 200 50 JSpSO - 2
5AA
Normal
80, 40×7~14 All 12 2×7, 1, 2 20 -7 Body 0 100 50 JSpSO - 3

Charge possible

5AAA
Normal
400, 200×3 All 7 5 (3)7(2)5(4)13 17 -16 Body 0 400 50 (J)SpSO - 4
5AA
Shadow
460 All 8 3 17 -5 Body 0 100 50 JSpSO - 3
5AAA
Shadow
1100 All 13 4 23 -10 Body 0 400 50 SpSO - 4
5B 600 All 13 3 30 -18 Chest 400 100 50 (J)SpSOD - 3
  • Dash Cancel is -7 on block
2A 140, 70 Low 6 2 (3) 2 10 -1 Leg 400 100 50 ?SpSO - 1, 1

? = self cancelable or whiff cancelable. dunno what letter we're using for it yet

2B 550 AUB 10 4 31 -20 Body 200 100 50 JSpSODB 5-13 Head 3
  • Dash Cancel is -7 on block
  • Backdash Cancel is -6 on block
j.A 170, 85×3 All 8 3, 3, 3, 4 8 - Head 200 100 100 JSpSO - 2
j.B 630 All 9 3 15 - Head 200 100 1100 JSpSO - 2
Guard Cancel Attack 0 All - - - - Body - - - O - -
All Out Attack 300 High 28 6 30 -17 Body 0 1000 10000 O 12-28 Guard 5
Aerial All Out Attack 300 High 28 (31f on crouch narukami) 6 After landing 30 -17 Head 0 1000 10000 O - 5
All Out Rush 200×N All - - - - Body 1900 100 50 O - 5,3
All Out Finish (C) 1800 All - - - - Body 500 300 50 O - 4
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
All Out Finish (D) 1000 All - - - - Body 500 100 50 JSpSO - 5
  • Forces Fatal status on normal hit if All Out Rush did 15 hits
  • Corner Bounces if All Out Rush did 15 hits
Sweep 1300, 100 Low, All 13, 41 5, 1 32 -13 Leg, Projectile 200, 0 100, 100 1000, 50 O 4-14 Chest 4, 1

Secondary values listed correspond to the fish

Dash Cancel - - - - Total 21 - - - - - - - -

Dash cancel frame data

Persona Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
5C 900 All 25 11 16 -10 Body 0 100 1000 OD - 4
  • Dash Cancel is -5 on block
5D 100, (50×N) All 10 3~113 5D: 25
2D: 26
- Body 300 1000 50 - - 1
  • Hold button to charge. Charging to max throws two items instead of one.
  • Startup value is fastest that an item can appear.
2C 1140 All 19 14 8 -5 Body 0 100 50 ODB - 4
  • Dash Cancel is -5 on block
  • Backdash Cancel is -4 on block
  • Fatal Counter
j.C 1000 All 21 15 7 - Head 0 100 900 O - 4
j.D 100 (50×N) All 10 3~113 32 - Head 300 1000 50 - - 1
  • Hold button to charge. Charging to max throws two items instead of one.
  • Startup value for D series is based on the attack hitbox of his spinning arm.
  • Items are thrown at 18f at earliest.
  • j.2D added, same frame data but throws out an item from the second list

Items

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
MF-06 Brahman 600 All 21 after landing - - - Projectile 0 100 50 - - 3
Dr. Salt NEO +20 SP, cure Ailments Unblockable 17 after landing 274 - - - - - - - - -
Dry Ice 200 All 1f after being thrown 270 - - Projectile 0 500 50 - - 3

freeze lasts for 173f

Smart Bomb 2000 AUB 189 11 - - Projectile 400 100 50 - - 4
Oil Drum 300, 150×8 All 1 after visible 94 [(8) 4 (8) 4]x4 - - Projectile 500 100 50 - - 3
Vanish Ball - - 21 after landing - - - - - - - - - -
Firecracker 900 All 1 after visible - Total 21 - Projectile 0 100 50 - - 3
Ball Lightning 430, 215×2 - 31 after landing 6, 6, 6 Total 21 - Projectile 0 100 50 - - 3
Muscle Drink +1000 HP, Rage Unblockable 17 after landing 274 - - - - - - - - -
Pinwheel 200, 100×N All 1 - - - Projectile 0 100 50 - - 2
Heavy Armor Agni 600, 300 All 50 after landing - - - Projectile 0 100 50 - - 3
Mystery Food X Fear, Silence Unblockable 15 after landing 186 - - - - - - - - -
Amagiya Buckets 340×N All - - - - Projectile 0 100 50 - - 3
Turbo Recon Diausu 350 All 27 after landing 23(26)23(26)43(26)23(26)23(26)42(26)23(26)23 - - Projectile 0 100 50 - - 3

omex is too lazy to translate exact names until eng release ww

Bike Key 900×2 All 27 after landing 16 - - Projectile 300 300 50 - - 5

once it goes offscreen it reappears 31f after omex is too lazy to translate exact names until eng release ww

Mobile Model Varna 600 Low 27 after landing 33 - - Projectile 0 100 50 - - 3

omex is too lazy to translate exact names until eng release ww

D-Type Prithvi 160, 80×9 All 27 after landing 16f after landing - - Projectile 300 300 50 - - 2

omex is too lazy to translate exact names until eng release ww

Throws

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Ground Throw 0, 1100 All 5 3 25 - Throw 0 1000, 100 50 O - 4
Air Throw 750, 375, 375 All 4 3 19 - Throw 0 1000, 100 50 O - 2×3

Furious Action

Teddie Decoy
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
BD (Catch) - - - Catch 1-13 43 - - - - - - - -
Attack 90 All 9 15 77 -65 Projectile 300 100 50 - 1-65 4

Fatal Recovery lazy unspecific translation: special hitstop rules. afaik 6f hitstop is applied to opponent if they trigger the counter, and 12f hitstop is applied to teddie only if he catches a projectile.

Skill Attacks

Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
Bearscrew
236A 230,115×7 All 8 16 8+15 Landing -4 Head 200 100 50 SO - 3
j.236A 310, 155×7 All 10 17 Until landing + 13 - Head 0 100 50 SO - 3
236B 250, 125×8 All 22 20 8+12 landing -8 Head 0 100 500 SO - 4
j.236B 330, 165×7 All 18 19 17 after landing - Head 0 100 500 SO - 3
236AB 180, 90×5 All 18 20 14+12 after landing +2 Head 500 300 50 SO 15-37 Projectile 4
j.236AB 200, 100×7 All 18 22 13 after landing - Head 500 300 50 SO 15-39 Projectile 3

Fatal Recovery

Puppeteddie
214A air OK 700 All 18 9 11+10 (until landing+10) -13 Head 300 100 50 SO 1-7 Leg 4
214B air OK 900 All 28 10 13/until landing+10 -16 Head 300 100 50 SO 1-12 Feet 4
214AB air OK 1000 All 28 9 13+10 landing recovery -16 Head 300 100 50 - 1-12 Feet 4

214A/j.214A Fatal Counter

Teddievision
236C 800 All 15 15 45 total -10 Projectile 100 100 50 SO - 3
236D 800 All 15 15 60 total -25 Projectile 100 100 50 SO - 3
236CD 800 All 24 15 48 total -4 Projectile 100 100 50 SO - 3
  • Fatal Counter
Teddie Warp
236C with TV deployed - - - - 38 - - - - - - - -
236D with TV deployed - - - - 44 - - - - - - - -
236CD with TV deployed - - - - 33 - - - - - - - -
236C/D as TV disappears - - - - 26 - - - - - - - -

C ver - from 23f can guard, double jump, jump attack, air backdash, air skill cancel possible. CH during animation. D ver - from 23f can guard, roll, hop, jump, ground attack and skill attack cancel. CH during animation. CD ver - from 16f can guard, double jump, air backdash, jump attack and jump skill cancel. CH during animation.

2D Teddie
22A - - - - 31 total - - - - - - 3-19 low profile, 6-19 throw -
22B - - - - 41-110 total - - - - - - 3-33 low profile, 6-33 throw -
22AB - - - - 22-141 total - - - - - - 3-14 low profile, 6-14 throw -
  • A Version can cancel into any attack except specials or Furious Action from 23F~
  • B Version can cancel into any attack except specials or Furious Action from 37F~ (if charged, able to cancel 4F after releasing button)
  • SB Version can cancel into any attack except specials or Furious Action from 17F~ (if charged, able to cancel 4F after releasing button)

SP Skill Attacks

Tomahawk
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
236236C 700, 1500 All 7+6 - 48 total -11 Projectile 100 100, 500 50 O 1-32 inv 4
j.236236C 1000, 1500 All 7+5 - 27 total - Projectile 100 100, 500 50 O 1-7 4
236236D 1000,1500 All 7+2 - 48 total - Projectile 100 100, 500 50 O 1-30 4
j.236236D 1000, 1500 All 7+2 - 27 Total - Projectile 100 100, 500 50 O 1-7 4
236236CD [5,1200]x2 All 7+9 - 48 total -14 Projectile 100 100, 500 50 O 1-30 4
j.236236CD [800,1200]x2 All 7+1 - 27 Total - Projectile 100 100, 500 50 O 1-7 4
  • Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button when charged.
  • Automatically explodes 61F after crashing into the ground.
  • Explosion has 8 active frames.
Mystery Teddie SP
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
236236A/B (air ok) - - 5+? - Total 37 (54 in air) - - - - - - 1-5 Full (1-11 air) -
236236AB (air ok) - - 5+? - Total 42 (55 in air) - - - - - - 1-5 Full (1-9 air) -
  • Items are thrown during the superflash. (at 5f) If hit during superflash, items will disappear (if items are hit during superflash?)
  • As soon as item toss begins, Teddie may execute any non-Persona actions and skills.
  • After the last item is thrown, Teddie regains all Persona attacks and Persona-required skills.

Awakened SP Skill Attacks

Nihil Hand
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214A 400 All 4+7 4 75 -35 Body 0 0 50 - 1-14 5
214214B 800 All 4+7 4 75 -35 Body 0 0 50 - 1-14 5
214214AB 1200 All 4+7 4 75 -35 Body 0 0 50 - 1-14 5
214214A/B Followup 2800 [4000] All 2+6 3 122 -35 Projectile 0 900 50 - 1-93 5

invuln type still needs to be translated [ ] numbers are for clean hit scenarios when the opponent is hit in the first 1-3 frames in the (!) hitbox area. (could have mistranslated on the ! part)

Circus Bear
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
214214C 3600 Unblockable 6+81 until end of screen 11 - Body 0 100 50 - 1F - reappears mid-air 5
214214D 3000 Unblockable 6+52 until end of screen 11 - Body 0 100 50 - 1F - reappears mid-air 5
214214CD 3600+3000 Unblockable 6+81 until end of screen 11 - Body 0 1000 50 - 1F - reappears mid-air 5

Instant Kill

Kamui Kablooey
Version Damage Guard Startup Active Recovery Frame Adv. Attribute P1 P2 SMP Cancel Inv Level
222CD K.O. All 5+48 1 46 -22 Body 0 100 50 - 1-74 5

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5A 2A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AA 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5AAA - - - - - Jump[-], Special
Shadow 5AA Shadow 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
Shadow 5AAA - - - - - Special
2A 5A on 2nd hit, 2A three times[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special
5B[2] - 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], AoA, Dash
2B[2] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special
5C[2] - 5B, 2B 2C 5D, 2D AoA Dash
2C - - - j.D AoA -
5D - - - - - -
All-out Attack - - - - - -
Sweep - - - - - -
Air P Combo Table
A B C D Air AoA Cancels
j.A - j.B j.C, j.2C j.D, j.2D Air AoA Jump, Special
j.B j.A - j.C, j.2C j.D, j.2D Air AoA Jump, Special
j.C - - - j.D, j.2D - -
j.2C - - - j.D, j.2D - -
j.D - - - - - -
  • 5A and 2A can only cancel into each other once per string.
For example, 2A > 5A will work, but 5A > 2A > 5A will not.
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[2] = X can be done twice per string, but can not go from X > Y > X
For example, 5B > 2B > 5B does not work, but 5B > 2B > 5C > 5B does work.
Special = Skill Attacks, Hops, Furious Actions, and SP Skill Attacks (aka: Specials and Supers)
Super = SP Skill Attacks (aka: Supers)


Navigation

To edit frame data, edit values in P4AU/Teddie/Data.