P4U2R/Teddie: Difference between revisions

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{{MFlag|update|cleanup}}
{{MFlag|update|cleanup}}
{{Overview
{{Overview
| overview = teddie is {{Character Label|GGACR|Faust|label=faust}} but even more gimmicky press 5B throw item it's literally just faust
|overview = teddie is {{Character Label|GGACR|Faust|label=faust}} but even more gimmicky press 5B throw item it's literally just faust
| lore =
|lore =
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.
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.
| quote =
|quote =
| summary =harnesses chaos to bombard the screen with items, and controls the pace with his strange normals
|summary =harnesses chaos to bombard the screen with items, and controls the pace with his strange normals
| pros =
|pros =
*'''Item Throw:''' Teddie's items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblockable situations. Being on two looping lists, the Teddie player can easily keep track of what item is coming next without the opponent knowing.
*'''Item Throw:''' Teddie's items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblockable situations. Being on two looping lists, the Teddie player can easily keep track of what item is coming next without the opponent knowing.
*'''Odd Hitboxes/Hurtboxes:''' Teddie has some very good normals to work with, mostly due to him constantly changing costumes to get different weapons. His odd hurtbox also means that some combos have to be re-adjusted specifically for Teddie.
*'''Odd Hitboxes/Hurtboxes:''' Teddie has some very good normals to work with, mostly due to him constantly changing costumes to get different weapons. His odd hurtbox also means that some combos have to be re-adjusted specifically for Teddie.
*'''Status Ailments:''' Teddie can inflict several status ailments that either seal the opponent's options or make them vulnerable to more gimmicks. Rage is an especially powerful one in his arsenal.
*'''Status Ailments:''' Teddie can inflict several status ailments that either seal the opponent's options or make them vulnerable to more gimmicks. Rage is an especially powerful one in his arsenal.
*'''Versatile:''' Teddie can transition between zoning and rushdown fairly easily.
*'''Versatile:''' Teddie can transition between zoning and rushdown fairly easily.
| cons =
|cons =
*'''Shifting Gameplan:''' Teddie's gameplan depends entirely on what items are out on the screen and which ones are coming next.
*'''Shifting Gameplan:''' Teddie's gameplan depends entirely on what items are out on the screen and which ones are coming next.
*'''No Overheads:'''  Teddie has a whopping single overhead (AoA). Teddie's aerial normals all hit Mid, and none of his specials hit High either. This puts heavy reliance on strikethrow, or setting up bad situations with meter or items.
*'''No Overheads:'''  Teddie has a whopping single overhead (AoA). Teddie's aerial normals all hit Mid, and none of his specials hit High either. This puts heavy reliance on strikethrow, or setting up bad situations with meter or items.
*'''Poor Damage:''' Teddie's damage is generally pretty low without resources.
*'''Poor Damage:''' Teddie's damage is generally pretty low without resources.
| unique_mechanic1_name= Items
|unique_mechanic1_name= Items
| unique_mechanic1=
|unique_mechanic1=
Teddie's D Persona attacks and {{MMC|input=236236A/B|label=Mystery Teddie SP}} all throw an assortment of items at the opponent for added chaos to the round. Most of these act as projectiles, but others carry strange properties, benefits or status effects that quickly cause neutral to become chaotic.
Teddie's D Persona attacks and {{MMC|input=236236A/B|label=Mystery Teddie SP}} all throw an assortment of items at the opponent for added chaos to the round. Most of these act as projectiles, but others carry strange properties, benefits or status effects that quickly cause neutral to become chaotic.


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Knowing this, you can use the two item rotations to manipulate the odds in Teddie's favor. Keeping track of the two cycles requires a very different skill than other "Item Throw" characters which can be disorienting if you're used to the RNG, and the rewards for learning it give Teddie very clean control over the match.
Knowing this, you can use the two item rotations to manipulate the odds in Teddie's favor. Keeping track of the two cycles requires a very different skill than other "Item Throw" characters which can be disorienting if you're used to the RNG, and the rewards for learning it give Teddie very clean control over the match.
}}
}}
<br clear="both"/>


==Normal Attacks==
==Normal Attacks==
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</div>
</div>
<div id="movelist-1" class="movelist">
<div id="movelist-1" class="movelist">
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA Normal,5AAA Normal|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_5A.png|
P4AU_Teddie_5AA.png|
P4AU_Teddie_5AAA.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
;{{clr|1|5A}}
;{{clr|1|5A}}
Good range for a {{clr|1|5A}} that allows him to outpoke many members of the cast. However, will lose in speed to most characters' {{clr|1|5A}} up close.
Good range for a {{clr|1|5A}} that allows him to outpoke many members of the cast. However, will lose in speed to most characters' {{clr|1|5A}} up close.
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;{{clr|1|5AAA}}
;{{clr|1|5AAA}}
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 can only be cancelled into skills and supers.
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 can only be cancelled into skills and supers.
{{CloseCard}}
}}
</div>
</div>
<div id="movelist-2" class="movelist">
<div id="movelist-2" class="movelist">
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA Shadow,5AAA Shadow|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_5A.png|
P4Arena_Teddie_5AA.png|
P4Arena_Teddie_5AAA.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
;{{clr|1|5A}}
;{{clr|1|5A}}
Good range for a {{clr|1|5A}} that allows him to outpoke many members of the cast. However, will lose in speed to most characters' {{clr|1|5A}} up close.
Good range for a {{clr|1|5A}} that allows him to outpoke many members of the cast. However, will lose in speed to most characters' {{clr|1|5A}} up close.
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;{{clr|1|5AAA}}
;{{clr|1|5AAA}}
A downwards claw swipe. {{clr|1|5AA}} > {{clr|1|5AAA}} blockstring is very tight unless cancelled into in the first couple of frames in {{clr|1|5AA}}, so it's possible for {{clr|1|5AAA}} to be DP'd (especially on Instant Block). However, it also means it can beat mashers.
A downwards claw swipe. {{clr|1|5AA}} > {{clr|1|5AAA}} blockstring is very tight unless cancelled into in the first couple of frames in {{clr|1|5AA}}, so it's possible for {{clr|1|5AAA}} to be DP'd (especially on Instant Block). However, it also means it can beat mashers.
{{CloseCard}}
</div>
</div>
}}
===<big>{{clr|1|2A}}</big>===
{{P4U2R Move Card
|input=2A
|description=
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. {{clr|1|5A}} and {{clr|1|2A}} can be cancelled into each other, but only once total per string.
}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B/5BB,5BBB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_5B.png|The Almighty 5B in neutral
*Dash Cancel is -7 on block.
</gallery>
*Gatlings into itself 3 times. Cannot cancel third hit into any other move
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Dash Cancel is -7 on block.
* Gatlings into itself 3 times. Cannot cancel third hit into any other move
Teddie swings a baseball bat. {{clr|2|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.
Teddie swings a baseball bat. {{clr|2|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.
{{CloseCard}}
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Teddie_2A.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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. {{clr|1|5A}} and {{clr|1|2A}} can be cancelled into each other, but only once total per string.
{{CloseCard}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_2B.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Dash Cancel is -7 on block
*Dash Cancel is -7 on block
*Backdash Cancel is -6 on block
*Backdash Cancel is -6 on block
Line 202: Line 97:


{{clr|2|2B}} is now dash and backdash cancellable in P4U, giving it some use in blockstrings. However, like most {{clr|2|2B}}s, it has a long recovery on whiff.
{{clr|2|2B}} is now dash and backdash cancellable in P4U, giving it some use in blockstrings. However, like most {{clr|2|2B}}s, it has a long recovery on whiff.
{{CloseCard}}
}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_jA.png|
Teddie kicks at the opponent multiple times. While slower compared to its P4A incarnation, {{clr|1|j.A}} still has a great hitbox and fast recovery, and is an excellent jump-in and pressure option. Cancellable into itself on whiff.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Not an overhead.
Teddie kicks at the opponent multiple times. While slower compared to its P4A incarnation, {{clr|1|j.A}} still has a great hitbox and fast recovery, and is an excellent jump-in and pressure option. Cancellable into itself on whiff.
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_jB.png|
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. {{clr|2|j.B}} is also a great move for air cross-ups in conjunction with IADs, and is a staple combo ender into item summon.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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. {{clr|2|j.B}} is also a great move for air cross-ups in conjunction with IADs, and is a staple combo ender into item summon.
{{CloseCard}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (air OK)'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5AB,j.AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_AOA.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB" or input="j.AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 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.
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.
{{CloseCard}}
}}


===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Sweep.png|
*Alternates between no fish and three fish.
</gallery>
**Three fish {{clr|1|2A}}+{{clr|2|B}} allows Teddie to extend combos.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Alternates between no fish and three fish.
** Three fish {{clr|1|2A}}+{{clr|2|B}} allows Teddie to extend combos.
Teddie slides forward and swipes at the opponent while throwing a fish. Teddie's only low outside of {{clr|1|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 slides forward and swipes at the opponent while throwing a fish. Teddie's only low outside of {{clr|1|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.
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.
{{CloseCard}}
}}
<br clear=all/>


==Persona Attacks==
==Persona Attacks==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_5C.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Dash Cancel is -5 on block
*Dash Cancel is -5 on block
Kintoki-Douji does a body slam forward. A bit of a slow attack, 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 {{clr|3|2C}}. Because of the slower startup time, it can end up catching people who try to roll what they think is a {{clr|2|5B}}.
Kintoki-Douji does a body slam forward. A bit of a slow attack, 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 {{clr|3|2C}}. Because of the slower startup time, it can end up catching people who try to roll what they think is a {{clr|2|5B}}.
{{CloseCard}}
===<big>{{clr|4|5D}}/{{clr|4|2D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Teddie_5D.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Kintoki-Douji throws an item. Pressing D again while the Persona is out will have it throw a second item, or if the {{clr|4|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 {{clr|4|5D}} to throw a total of three items before he disappears. While the {{clr|4|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!
{{clr|4|5D}} and {{clr|4|2D}} are similar, but will throw items from two separate item lists, and {{clr|4|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.
{{CloseCard}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_2C.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Dash Cancel is -5 on block
*Dash Cancel is -5 on block
*Backdash Cancel is -4 on block
*Backdash Cancel is -4 on block
Line 369: Line 153:


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.
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.
{{CloseCard}}
}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_jC.png|
Similar to {{clr|3|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 {{clr|3|5C}}, cannot be followed up with {{clr|3|j.2C}} since the Persona disappears earlier.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Similar to {{clr|3|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 {{clr|3|5C}}, cannot be followed up with {{clr|3|j.2C}} since the Persona disappears earlier.
{{CloseCard}}


===<big>{{clr|3|j.2C}}</big>===
===<big>{{clr|3|j.2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_2C.png|
*Kintoki-Douji starts the attack at ground level.
</gallery>
Very similar looking to {{clr|3|2C}}, but does not hit grounded opponents.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Kintoki-Douji starts the attack at ground level.
Very similar looking to {{clr|3|2C}}, but does not hit grounded opponents.
{{CloseCard}}


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|4|5D}}/{{clr|4|2D}} and {{clr|4|j.D}}/{{clr|4|j.2D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5D/2D,j.D/j.2D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_jD.png|
Kintoki-Douji throws an item. Pressing D again while the Persona is out will have it throw a second item, or if the {{clr|4|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 {{clr|4|5D}} to throw a total of three items before he disappears. While the {{clr|4|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!
</gallery>
 
</div>
{{clr|4|5D}} and {{clr|4|2D}} are similar, but will throw items from two separate item lists, and {{clr|4|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.
<div class="attack-info">
----
{| class="wikitable attack-data"
;{{clr|4|j.D}}
{{AttackDataHeader-P4U2}}
*Kintoki-Douji appears on the ground.
|-
Teddie blows a kiss as Kintoki-Douji throws an item. Similar to {{clr|4|5D}}/{{clr|4|2D}} except Teddie is in the air.
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Kintoki-Douji appears on the ground.
Teddie blows a kiss as Kintoki-Douji throws an item. Similar to {{clr|4|5D}}/{{clr|4|2D}} except Teddie is in the air.
<br clear=all/>
{{CloseCard}}


==Items==
==Items==
Line 442: Line 187:


===<big>MF-06 Brahman</big>===
===<big>MF-06 Brahman</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=MF-06 Brahman
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_MF-06Brahman.png|
A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit and can be destroyed by enemy attacks, and will clash with other projectiles.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="MF-06 Brahman")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
A green robot that transforms itself into a missile and flies diagonally upwards slowly. Disappears if Teddie is hit and can be destroyed by enemy attacks, and will clash with other projectiles.
{{CloseCard}}


===<big>Dr. Salt NEO</big>===
===<big>Dr. Salt NEO</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Dr. Salt NEO
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_DrSaltNEO.png |
A can of soda that lands on the floor and can be picked up by either character, granting 20 SP and curing all ailments. Guaranteed once out. Can be knocked around by attacks from both players
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Dr. Salt NEO")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
A can of soda that lands on the floor and can be picked up by either character, granting 20 SP and curing all ailments. Guaranteed once out. Can be knocked around by attacks from both players
{{CloseCard}}


===<big>Heavy Armor Agni</big>===
===<big>Heavy Armor Agni</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Heavy Armor Agni
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_HeavyArmorAgni.png|
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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Heavy Armor Agni")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
{{CloseCard}}


===<big>Mystery Food X</big>===
===<big>Mystery Food X</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Mystery Food X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_MysteryFoodX.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Mystery Food X")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
A mysterious plate of what was once food. Inflicts Silence, Poison, and Fear to whoever picks it up.
A mysterious plate of what was once food. Inflicts Silence, Poison, and Fear to whoever picks it up.


A pickup item that inflicts three 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, Posion causing passive damage, 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. Mystery Food X can be knocked around by attacks.
A pickup item that inflicts three 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, Posion causing passive damage, 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. Mystery Food X can be knocked around by attacks.
{{CloseCard}}
}}


===<big>Smart Bomb</big>===
===<big>Smart Bomb</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Smart Bomb
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_SmartBomb.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Smart Bomb")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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 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.
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.
{{CloseCard}}
}}


===<big>Turbo Recon Dyaus</big>===
===<big>Turbo Recon Dyaus</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Dyaus
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Diausu.png |
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 and can be destroyed by enemy attacks. 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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Dyaus")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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 and can be destroyed by enemy attacks. 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.
{{CloseCard}}


===<big>Oil Drum</big>===
===<big>Oil Drum</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Oil Drum
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_OilDrum.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Oil Drum")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
An oil drum that rolls along the floor. Will keep going until it reaches the edge of the viewable screen. Guaranteed once out.
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.
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.
{{CloseCard}}
}}


===<big>Motorcycle Key</big>===
===<big>Motorcycle Key</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Motorcycle Key
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_KeyBike.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Motorcycle Key")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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 opponent is given 10 SP and the bike will not appear. 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 Teddie picks them up.
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 opponent is given 10 SP and the bike will not appear. 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 Teddie picks them up.


A very good item. The scooter is a strong tool to force the opponent to block or jump. 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).
A very good item. The scooter is a strong tool to force the opponent to block or jump. 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).
{{CloseCard}}
}}


===<big>Firecracker</big>===
===<big>Firecracker</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Firecracker
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Firecracker.png| Screw your neutral
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Firecracker")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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 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.
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.
{{CloseCard}}
}}


===<big>Dry Ice</big>===
===<big>Dry Ice</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Dry Ice
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_DryIce.png|
A small chunk of ice that freezes the opponent on contact. Good for combos or as a defensive item. Has a large proration, so combos on a frozen opponent will not lead to very much.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Dry Ice")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
A small chunk of ice that freezes the opponent on contact. Good for combos or as a defensive item. Has a large proration, so combos on a frozen opponent will not lead to very much.
{{CloseCard}}


===<big>Vanish Ball</big>===
===<big>Vanish Ball</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Vanish Ball
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_VanishBall.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Vanish Ball")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
A yellow ball that explodes into a cloud of smoke. Guaranteed on startup.
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!
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!
{{CloseCard}}
}}


===<big>Mobile Model Varna</big>===
===<big>Mobile Model Varna</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Varna
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Balnana.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Varna")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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, and can be destroyed by enemy attacks
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, and can be destroyed by enemy attacks


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.
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.
{{CloseCard}}
}}


===<big>Muscle Drink</big>===
===<big>Muscle Drink</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Muscle Drink
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_MuscleDrink.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Muscle Drink")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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!
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!
{{CloseCard}}
}}


===<big>Pinwheel</big>===
===<big>Pinwheel</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Pinwheel
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Pinwheel.png|
A pinwheel that flies in a backwards C shape. Disappears if Teddie is hit. A useful defensive tool since it flies back, although it doesn not cross the opponent up.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Pinwheel")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
A pinwheel that flies in a backwards C shape. Disappears if Teddie is hit. A useful defensive tool since it flies back, although it doesn not cross the opponent up.
{{CloseCard}}


===<big>D-Type Prithvi</big>===
===<big>D-Type Prithvi</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Prithvi
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_PrettyB.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Prithvi")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.
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.
{{CloseCard}}
}}


===<big>Ball Lightning</big>===
===<big>Ball Lightning</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Ball Lightning
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_BallLightning.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Ball Lightning")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.
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.
{{CloseCard}}
}}


===<big>Amagiya Buckets</big>===
===<big>Amagiya Buckets</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Amagiya Buckets
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_AmagiyaBuckets.png| Screw your neutral 2: Electric Boogaloo
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (name="Amagiya Buckets")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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.
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.
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.
{{CloseCard}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_GroundThrow.png| Has good range for a throw
Teddie taps the opponent twice before smacking them with a paper fan. He gets good damage off it in the corner. Also Teddie's fastest ground normal at 5F.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Teddie taps the opponent twice before smacking them with a paper fan. He gets good damage off it in the corner. Also Teddie's fastest ground normal at 5F.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_AirThrow.png|
Teddie turns into a drill and spins onto the opponent. Like most air throws, deals heavy damage. In the corner, at certain heights the opponent can be caught with {{clr|1|j.A}} / {{clr|2|j.B}} / {{clr|4|236236D}} to extend combos.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Teddie turns into a drill and spins onto the opponent. Like most air throws, deals heavy damage. In the corner, at certain heights the opponent can be caught with {{clr|1|j.A}} / {{clr|2|j.B}} / {{clr|4|236236D}} to extend combos.
{{CloseCard}}


===<big>Teddie Decoy</big>===
===<big>Teddie Decoy</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD Catch,BD Attack|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_BD.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=Catch|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD Catch")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Attack|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD Attack")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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 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.


This DP should be used with 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.
This DP should be used with 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.
{{CloseCard}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Sweep.png|
Teddie slides forward and swipes at his opponent. One of Teddie's tools for getting out of pressure. Though it is the same animation as his sweep, Teddie will not throw a fish.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Teddie slides forward and swipes at his opponent. One of Teddie's tools for getting out of pressure. Though it is the same animation as his sweep, Teddie will not throw a fish.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Bearscrew</big>===
===<big>Bearscrew</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,j.236A,236B,j.236B,236AB,j.236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Bearscrew.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Teddie spins at the opponent like a drill. All versions of the move now have landing recovery, but only the {{clr|1|A}} version has Fatal Recovery
Teddie spins at the opponent like a drill. All versions of the move now have landing recovery, but only the {{clr|1|A}} version has Fatal Recovery
----
----
Line 950: Line 375:
----
----
{{clr|1|A}}+{{clr|2|B}} 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 {{clr|2|2B}} into an air combo, but due to the high proration of the attack, rarely leads to much.
{{clr|1|A}}+{{clr|2|B}} 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 {{clr|2|2B}} into an air combo, but due to the high proration of the attack, rarely leads to much.
{{CloseCard}}
}}


===<big>Puppeteddie</big>===
===<big>Puppeteddie</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}} (air OK)'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A,214B,214AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Puppeteddie.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B" or input="214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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. Holding forward when using the {{clr|2|B}} and SB versions has Teddie move fowards during the attack, giving the move better range
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. Holding forward when using the {{clr|2|B}} and SB versions has Teddie move fowards during the attack, giving the move better range
----
----
Line 979: Line 389:
----
----
{{clr|1|A}}+{{clr|2|B}} version inflicts Rage. Used to set up unblockable mix-ups or resets. Also wallbounces on CH.
{{clr|1|A}}+{{clr|2|B}} version inflicts Rage. Used to set up unblockable mix-ups or resets. Also wallbounces on CH.
{{CloseCard}}
}}


===<big>Teddievision</big>===
===<big>Teddievision</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C,236D,236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_Teddievision.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="236D" or input="236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 {{clr|3|C}} version of Teddie Warp.
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 {{clr|3|C}} version of Teddie Warp.
----
----
Line 1,008: Line 403:
----
----
{{clr|3|C}}+{{clr|4|D}} 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.
{{clr|3|C}}+{{clr|4|D}} 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.
{{CloseCard}}
}}


===<big>Teddie Warp</big>===
===<big>Teddie Warp</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} with Teddievision out'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} with Teddievision out}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=TV > 236C,TV > 236D,TV > 236CD,236C/D as TV disappears|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_TeddieWarp.png|
*Only usable with Teddievision out.  
</gallery>
*Kintoki-Douji lingers at Teddie's location as Teddie warps offering an opportunity to catch opponents offguard with {{clr|3|2C}}.
</div>
*Opponents can hit Teddie as he drops into the warp and as he exits the TV.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=C|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C with TV deployed")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236D with TV deployed")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236CD with TV deployed")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=as TV disappears|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C as TV disappears")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Only usable with Teddievision out.  
* Kintoki-Douji lingers at Teddie's location as Teddie warps offering an opportunity to catch opponents offguard with {{clr|3|2C}}.
* Opponents can hit Teddie as he drops into the warp and as he exits the TV.


If the move is used right as the TVs disappear or if {{clr|3|236C}}/{{clr|4|236D}} is inputted during the teleport, Teddie will fall from the top of the screen instead.
If the move is used right as the TVs disappear or if {{clr|3|236C}}/{{clr|4|236D}} is inputted during the teleport, Teddie will fall from the top of the screen instead.
Line 1,062: Line 421:
----
----
{{clr|3|C}}+{{clr|4|D}} version has Teddie pop out of the middle TV. Teddie can do air actions faster after reappearing compared to the {{clr|3|C}} version, and lands faster as well.
{{clr|3|C}}+{{clr|4|D}} version has Teddie pop out of the middle TV. Teddie can do air actions faster after reappearing compared to the {{clr|3|C}} version, and lands faster as well.
{{CloseCard}}
}}


===<big>2D Teddie</big>===
===<big>2D Teddie</big>===
<span class="input-badge">'''{{clr|1|22A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=22A,22B,22AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_2DTeddie.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22A" or input="22B" or input="22AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 {{clr|2|5B}} or {{clr|2|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!
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 {{clr|2|5B}} or {{clr|2|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!
----
----
Line 1,091: Line 435:
----
----
{{clr|3|C}}+{{clr|4|D}} 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. This version can also be used while shocked allowing you to move despite the status effect.
{{clr|3|C}}+{{clr|4|D}} 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. This version can also be used while shocked allowing you to move despite the status effect.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Tomahawk</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Teddie_TomahawkGround.png |Ground
P4Arena_Teddie_TomahawkAir.png |Air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD" or input="j.236236C" or input="j.236236D" or input="j.236236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Kintoki-Douji throws a large missile, trajectory depends on the button used. The {{clr|3|C}}/{{clr|4|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 {{clr|3|C}} and {{clr|4|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 {{clr|3|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 {{clr|4|D}} version can also be used as a bit of an anti-anti air.
{{CloseCard}}
===<big>Mystery Teddie SP</big>===
===<big>Mystery Teddie SP</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|1|236236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A/B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_5D.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A/B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Kintoki-Douji will throw multiple items immediately, depending on what version is used:
Kintoki-Douji will throw multiple items immediately, depending on what version is used:
*{{clr|1|A}} version will throw the next three items from the {{clr|4|5D}}/{{clr|4|j.D}} order.
*{{clr|1|A}} version will throw the next three items from the {{clr|4|5D}}/{{clr|4|j.D}} order.
Line 1,154: Line 456:
*Teddie is able to perform any non-Persona action as soon as Kintoki-Douji begins throwing items.
*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.
*After the last item is thrown, Teddie regains use of Persona-required actions.
{{CloseCard}}
}}
<br clear=all/>
 
===<big>Tomahawk</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}
{{P4U2R Move Card
|input=236236C,j.236236C,236236D,j.236236D,236236CD,j.236236CD|versioned=yes
|description=
Kintoki-Douji throws a large missile, trajectory depends on the button used. The {{clr|3|C}}/{{clr|4|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 {{clr|3|C}} and {{clr|4|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 {{clr|3|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 {{clr|4|D}} version can also be used as a bit of an anti-anti air.
}}


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Nihil Hand</big>===
===<big>Nihil Hand</big>===
<span class="input-badge">'''{{clr|1|214214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214A,214214B,214214AB,214214A Followup|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_NihilHand.png| Big damage combo ender
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214A" or input="214214B" or input="214214AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Cannot kill opponent if the follow-up attack whiffs.
*Cannot kill opponent if the follow-up attack whiffs.
*One More! Cancel and One More! Burst cancellable on block only.
*One More! Cancel and One More! Burst cancellable on block only.
Line 1,186: Line 482:


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. Many opponents can respond to reversal Nihil Hand with a reversal of their own after the super flash.  
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. Many opponents can respond to reversal Nihil Hand with a reversal of their own after the super flash.  
{{CloseCard}}
}}


===<big>Circus Bear</big>===
===<big>Circus Bear</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C,214214D,214214CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_CircusBear.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C" or input="214214D" or input="214214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 {{clr|3|C}} version has Teddie approach from the side of the screen he's facing from, while the {{clr|4|D}} version has him approach from the opposite side. The {{clr|3|C}}+{{clr|4|D}} version will have Teddie do the {{clr|3|C}} version followed by the {{clr|4|D}} version (with both hits connecting if the opponent isn't too close to the edge of the screen).
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 {{clr|3|C}} version has Teddie approach from the side of the screen he's facing from, while the {{clr|4|D}} version has him approach from the opposite side. The {{clr|3|C}}+{{clr|4|D}} version will have Teddie do the {{clr|3|C}} version followed by the {{clr|4|D}} version (with both hits connecting if the opponent isn't too close to the edge of the screen).


Line 1,213: Line 494:


The attack is now a strike rather than a projectile, so opponents can no longer escape Circus Bear by using moves with projectile invulnerability.
The attack is now a strike rather than a projectile, so opponents can no longer escape Circus Bear by using moves with projectile invulnerability.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Kamui Kablooey</big>===
===<big>Kamui Kablooey</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Teddie_KamuiKablooey.png|
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, too close to Teddie, too far, or is in hitstun. Very limited use.
P4Arena_Teddie_KamuiKablooey2.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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, too close to Teddie, too far, or is in hitstun. Very limited use.
{{CloseCard}}
<br clear=all/>


==External References==
==External References==
Line 1,250: Line 512:
*[http://www.dustloop.com/ Character Video Thread]
*[http://www.dustloop.com/ Character Video Thread]


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Teddie|36px|P4AU_Teddie_portrait.png}}</center>
<center>{{Character Label|P4U2R|Teddie|36px|P4AU_Teddie_portrait.png}}</center>

Revision as of 15:21, 28 September 2022



Overview
Overview

teddie is  faust but even more gimmicky press 5B throw item it's literally just faust

 Teddie  Teddie harnesses chaos to bombard the screen with items, and controls the pace with his strange normals

Pros
Cons
  • Item Throw: Teddie's items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblockable situations. Being on two looping lists, the Teddie player can easily keep track of what item is coming next without the opponent knowing.
  • Odd Hitboxes/Hurtboxes: Teddie has some very good normals to work with, mostly due to him constantly changing costumes to get different weapons. His odd hurtbox also means that some combos have to be re-adjusted specifically for Teddie.
  • Status Ailments: Teddie can inflict several status ailments that either seal the opponent's options or make them vulnerable to more gimmicks. Rage is an especially powerful one in his arsenal.
  • Versatile: Teddie can transition between zoning and rushdown fairly easily.
  • Shifting Gameplan: Teddie's gameplan depends entirely on what items are out on the screen and which ones are coming next.
  • No Overheads: Teddie has a whopping single overhead (AoA). Teddie's aerial normals all hit Mid, and none of his specials hit High either. This puts heavy reliance on strikethrow, or setting up bad situations with meter or items.
  • Poor Damage: Teddie's damage is generally pretty low without resources.

Teddie's D Persona attacks and Mystery Teddie SPP4Arena Teddie 5D.pngGuardStartupRecoveryTotal 5+(47 Flash)+13Advantage- all throw an assortment of items at the opponent for added chaos to the round. Most of these act as projectiles, but others carry strange properties, benefits or status effects that quickly cause neutral to become chaotic.

Unlike other ArcSys "item throw" characters, Teddie's items are NOT random. Each item throw goes down a cycle, then repeats once the pool is exhausted.

  • 5D/j.D/236236A: MF-06 Brahman, Dr. Salt NEO, Heavy Armor Agni, Mystery Food X, Smart Bomb, Turbo Recon Dyaus, Oil Drum, Motorcycle Key, Firecracker, Dry Ice, Vanish Ball, Mobile Model Varna, Muscle Drink, Pinwheel, D-Type Prithvi, Ball Lightning, Amagiya Buckets
  • 2D/j.2D/236236B: Firecracker, Dry Ice, Vanish Ball, Mobile Model Varna, Muscle Drink, Pinwheel, D-Type Prithvi, Ball Lightning, Amagiya Buckets, MF-06 Brahman, Dr. Salt NEO, Heavy Armor Agni, Mystery Food X, Smart Bomb, Turbo Recon Dyaus, Oil Drum, Motorcycle Key
  • 236236C/D throws two items from both tables, cycling them down.

There are no limits on how many items can be out at a time, besides the recovery of Kintoki-Douji and Teddie himself.

Knowing this, you can use the two item rotations to manipulate the odds in Teddie's favor. Keeping track of the two cycles requires a very different skill than other "Item Throw" characters which can be disorienting if you're used to the RNG, and the rewards for learning it give Teddie very clean control over the match.
P4U2R Teddie Nameplate.png
P4U Teddie Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
5
Combo Rate
65%
Unique Movement Options
Teddievision
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 230 All 7 3 19 -9 Body
5AA Normal 80, 40×7~14 All 12 2×(8~15) 20 -7 Body
5AAA Normal 400, 200×3 All 7 5(3)7(2)5(4)13 17 -16 Body
5A

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.


5AA

Machinegun punch. A staple for both pressure and combos. However, its erratic hitbox can lead to some of the hits whiffing on airborne opponents, especially at the tip of 5A's range.

Can hold down A button to increase the number of hits.

Hold Forward by the 6th hit to do Teddie's "100-Hit". Ends with a baseball bat swing. Cannot be OMC/OMB or special canceled. Used to stall for time or to confirm into active items.


5AAA

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 can only be cancelled into skills and supers.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 230 All 7 3 19 -9 Body
5AA Shadow 460 All 8 3 7+10L -5 Body
5AAA Shadow 1100 All 13 4 15+8L -10 Body
5A

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.


5AA

Floats the enemy on hit, allowing for relaunches using 2B in combos. Teddie is airborne during the later portion of the move.


5AAA

A downwards claw swipe. 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.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
140, 70 Low 6 2(3)2 10 -1 Foot

5B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B/5BB 600 All 12 3 30 -18 Chest
5BBB 600 All 12 3 39 -18 Chest
  • Dash Cancel is -7 on block.
  • Gatlings into itself 3 times. Cannot cancel third hit into any other move

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.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
550 Air Unblockable 10 4 31 -20 Body 5~13 H
  • 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.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
170, 85×3 All 8 3,3,3,4 8 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
630 All 9 3 18 <20> Head

All Out Attack

5A+B (Air OK)

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5AB 300 High 28 6 29 -17 Body 12~28 Guard Strike
j.AB 1200 High 22 Until L 27 -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.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1300, [100] Low, All 13, [37] 5, [1] 32 -13 [+2] Foot, [Projectile] 4~14 Chest
  • Alternates between no fish and three fish.
    • Three fish 2A+B allows Teddie to extend combos.

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.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 25 11 16 -10 Body Persona 1~Until Active All

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 19 14 8 -5 Body Persona 1~Until Active All
  • 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.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 21 15 7 Head Persona 1~Until Active All

j.2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 17 14 17 Body

5D/2D and j.D/j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D/2D 100, [100, 50×N] All 10 3 [9×N] 5D: Total 31
2D: Total 32
Body
j.D/j.2D 100 [100, 50×N] All 10 3 [9×N] Total 36 Head

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 similar, 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.


j.D
  • Kintoki-Douji appears on the ground.

Teddie blows a kiss as Kintoki-Douji throws an item. Similar to 5D/2D except Teddie is in the air.

Items

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.

MF-06 Brahman

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 All Until L+21 Until Hit Projectile

Dr. Salt NEO

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
+20 SP, cure Ailments Unblockable Until L+17 274

Heavy Armor Agni

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600, 300 All Until L+50 Until Hit×2 Projectile

Mystery Food X

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Poison, Fear, Mute Unblockable Until L+15 186

A mysterious plate of what was once food. Inflicts Silence, Poison, and Fear to whoever picks it up.

A pickup item that inflicts three 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, Posion causing passive damage, 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. Mystery Food X can be knocked around by attacks.

Smart Bomb

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2000 Air Unblockable 189 11 Projectile

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

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
350 All Until L+27 23(26)23(26)43(26)23(26)23(26)42(26)23(26)23 Projectile

Oil Drum

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300, 150×8 All 1 94 [(8)4(8)4]×4 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.

Motorcycle Key

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900×2 All Until L+27 16 Projectile

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 opponent is given 10 SP and the bike will not appear. 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 Teddie picks them up.

A very good item. The scooter is a strong tool to force the opponent to block or jump. 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).

Firecracker

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 1 Until Hit Projectile

Dry Ice

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 All 1 Until L+36 Projectile

Vanish Ball

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
21

Mobile Model Varna

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 Low Until L+26 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, and can be destroyed by enemy attacks

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.

Muscle Drink

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
+1000 HP, Rage Unblockable Until L+17 276

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!

Pinwheel

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200, 100×N All 1 3×N Projectile

D-Type Prithvi

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160, 80×9 All Until L+(11~181) 8×10 Projectile

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.

Ball Lightning

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
430, 215×2 Until L+31 6×3 Projectile

Amagiya Buckets

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
340×9 All Projectile

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.

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw (130) 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 750, 375×2 All 4 3 19 Throw

Teddie Decoy

B+D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD Catch 43 1~13 Guard All
BD Attack 90 All 5 9 Total 100 -79 Projectile 1~73 All

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.

This DP should be used with 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.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 15 4 27 -14 Body

Skill Attacks

Bearscrew

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 180,90×7 All 8 16 <2×7> 8+15L <16+15L> -4 Head
j.236A 200, 100×7 All 10 17 <2×7> Until L+13 Head
236B 250, 125×8 All 22 20 <2×8> 8+12L <24+12L> -8 Head
j.236B 250, 125×7 All 18 19 <2×7> Until L+17 Head
236AB 230, 115×9 All 18 2×10 14+12L +2 Head 15-37 Projectile
j.236AB 250, 125×9 All 18 3,2×7,3,2 Until L+13 Head 15-39 Projectile

Teddie spins at the opponent like a drill. All versions of the move now have landing recovery, but only the A version has Fatal Recovery


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.


A+B 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.

Puppeteddie

214A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 700 All 18 9 11+6L -9 Head 1~7 F
214B 900 All 28 10 13+2L -8 Head 1~12 F
214AB 1000 All 28 10 13+2L -8 Head 1~12 F

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. Holding forward when using the B and SB versions has Teddie move fowards during the attack, giving the move better range


A version inflicts Poison and has the fastest startup. This move forces a fatal counter and leads to big damage in the corner. The immediate airborne frames on this move make it work very well for a throw bait. When opponents enter awakening, this move can be used in place of many standard enders to apply unscaled poison damage.


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.


A+B version inflicts Rage. Used to set up unblockable mix-ups or resets. Also wallbounces on CH.

Teddievision

Persona Required 236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 800 All 15 15 Total 45 -10 Projectile Persona 1~Until Active All
236D 800 All 15 15 Total 50 -15 Projectile Persona 1~Until Active All
236CD 800 All 23 15 Total 48 -5 Projectile Persona 1~Until Active All

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.


C+D 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.

Teddie Warp

Persona Required 236C/D with Teddievision out

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
TV > 236C 38 13~14 All
TV > 236D 44 13~14 All
TV > 236CD 33
236C/D as TV disappears 26
  • Only usable with Teddievision out.
  • Kintoki-Douji lingers at Teddie's location as Teddie warps offering an opportunity to catch opponents offguard with 2C.
  • Opponents can hit Teddie as he drops into the warp and as he exits the TV.

If the move is used right as the TVs disappear or if 236C/236D is inputted during the teleport, 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.


C+D 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.

2D Teddie

22A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
22A Total 31 3~19 Low Profile
6~19 T
22B Total 41~110 3~33 Low Profile
6~33 T
22AB Total 22~141 3~14 Low Profile
6~14 T

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!


A version will have Teddie re-inflate himself automatically after a while.


B version takes a longer time to flatten, but can be charged by holding down the button to remain flattened longer.


C+D 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. This version can also be used while shocked allowing you to move despite the status effect.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
22A
22B
22AB

22A:

  • 23F onwards can cancel into any attack except specials or Furious Action


22B:

  • 37F onwards can cancel into any attack except specials or Furious Action
  • If held, able to cancel 4F after releasing button, and Throw invinciblity lasts until end of move


22AB:

  • 17F onwards can cancel into any attack except specials or Furious Action
  • If held, able to cancel 4F after releasing button, and Throw invinciblity lasts until end of move

SP Skill Attacks

Mystery Teddie SP

Persona Required 236236A/B (Air OK)

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Total 5+(47 Flash)+13 1~5 All

Kintoki-Douji will throw multiple items immediately, depending on what version is used:

  • A version will throw the next three items from the 5D/j.D order.
  • B version will throw the next three items from the 2D/j.2D order.
  • C+D 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 C+D 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 C+D 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 C+D 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.

Tomahawk

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 700, 1500 All 7+(80 Flash)+6 Until Hit(1*)8 Total 39+9L -11 Projectile 1~30 All
j.236236C 1000, 1500 All 7+(80 Flash)+6 Until Hit(1*)8 Total 27 Projectile 1~7 All
236236D 1000, 1500 All 7+(80 Flash)+3 Until Hit(1*)8 Total 39+9L Projectile 1~30 All
j.236236D 1000, 1500 All 7+(80 Flash)+2 Until Hit(1*)8 Total 27 Projectile 1~7 All
236236CD (500, 1200), (800, 1200) All 7+(80 Flash)+3
7+(80 Flash)+44
Until Hit(1*)8 Total 39+9L -14 Projectile 1~30 All
j.236236CD (800, 1200), (800, 1200) All 7+(80 Flash)+1
7+(80 Flash)+26
Until Hit(1*)8 Total 27 Projectile 1~7 All

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.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C 100 100, 500 50 4
j.236236C 100 100, 500 50 4
236236D 100 100, 500 50 4
j.236236D 100 100, 500 50 4
236236CD 100 100, 500 50 4
j.236236CD 100 100, 500 50 4

236236C:

  • 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
  • Minimum damage 210, 450 (660)


j.236236C:

  • 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
  • Minimum damage 300, 450 (750)


236236D:

  • 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
  • Minimum damage 300, 450 (750)


j.236236D:

  • 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
  • Minimum damage 300, 450 (750)


236236CD:

  • 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
  • Minimum damage 125, 300 (425), 200, 300 (500)


j.236236CD:

  • 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
  • Minimum damage 200, 300 (500), 200, 300 (500)

Awakened SP Skill Attacks

Nihil Hand

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 400 All 4+(62 Flash)+7 4 75 -35 Body 1~14 All
214214B 800 All 4+(62 Flash)+13 4 75 -35 Body 1~20 All
214214AB 1200 All 4+(62 Flash)+7 4 75 -35 Body 1~14 All
214214A Followup 2800 [4000] All 2+(63 Flash)+6 3 122 -35 Projectile 1~93 All
  • 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. In the corner, there is an additional window before the ! appearing where the opponent will wall stick and can be picked up with 5A.

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, C+D 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. Many opponents can respond to reversal Nihil Hand with a reversal of their own after the super flash.

Circus Bear

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C 3600 Unblockable 6+(70 Flash)+81 Until end of screen 11 Body 1~(Until Reappear Midair) All
214214D 3000 Unblockable 6+(70 Flash)+52 Until end of screen 11 Body 1~(Until Reappear Midair) All
214214CD 3600, 3000 Unblockable 6+(70 Flash)+81 Until end of screen×2 11 Body 1~(Until Reappear Midair) All

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 C+D 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.

Instant Kill

Kamui Kablooey

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 5+(50 Flash)+47 1 Total 100 -22 Body 1~74 All

External References

Navigation

 Teddie



To edit frame data, edit values in P4U2R/Teddie/Data.