Closed Thread
Results 1 to 5 of 5

Thread: Teddie - Data Thread "I-I've entered the information age!" v1.02

  1. #1
    ROW ROW FIGHT THE REGION
    LordSpectreX's Avatar
    Join Date
    Jun 2012
    Location
    London, UK
    Posts
    184
    PSN
    LordSpectreX

    Teddie - Data Thread "I-I've entered the information age!" v1.02




    Contents

    1. Introduction
    2. Movelist
    2A. Normals
    2B. Commands
    2C. Special Moves
    2D. Super Moves
    2E. Mortal Blow
    2F. Items
    3. Offense
    3A. Bread and Butter Combos
    3B. Pressure
    3C. Unblockables
    3D. Frame Traps and Okizeme
    4. Other Data
    4A. Normal Gatlings
    4B. Persona Gatlings
    4C. Air Unblockables


    1.) Introduction



    Name: Teddie (English), Kuma (Japanese)
    Age: Unknown
    Height - 152 cm (5'0") (Human form)
    Weight - 55kg (Human form)
    Persona - Kintoki-Douji
    Arcana - Star
    Health - 9500
    Voice Actor(s): Kappei Yamaguchi (JP), Dave Wittenberg (ENG, P4), Sam Riegel (ENG, P4A, P4G)

    Biography

    Teddie's appearance was based off a stuffed animal. He is an anthropomorphic bear, having blue fur and wears red and white jumpsuit-like clothing. Additionally, the head part of his suit has lenses which allow him to see through the fog in the Midnight Channel. Size-wise, Teddie is the shortest male party member.

    After developing an ego, Teddie has blond spikey hair along with bright blue eyes and tanned skin. He is shown wearing a white blouse-like shirt with various adornments like a red rose and a flamboyantly designed collar. At the school festival when cross-dressing, Teddie has long blond hair with a blue ribbon, wears a blue dress and white stockings as well as black shoes.

    Being a comic relief, Teddie is seen flirting with the girls of the Investigation Team at numerous occasions, but fails all the time at it. Other than that, he is bubbly and cute and is known to cheer up the mood when investigating the case, much like Chie. In the Japanese version, he has a verbal tick, adding -kuma after every sentence while in the English version, his speech is filled with dozens of bear puns, like saying "Bear-sona" while summoning his Persona.


    Playstyle

    Teddie is a well-rounded fighter, able to do anything competently but nothing incredibly well. His greatest assets are his Items throwns out by his Persona. There are 13 items that come out in a set order. This, when combined intelligently with Teddie's above average normals allow him to deal with any situation, be it zoning, spacing or rushdown.


    Colors



    Stats


    Ease of Use - ★★★☆☆
    Attack - ★★★☆☆
    Defense - ★★★☆☆
    Speed - ★★★☆☆
    Persona - ★★★☆☆
    Teddie is a well rounded fighter, but be sure to use all of his many tools effectively and intelligently to get the upper hand!
    Last edited by LordSpectreX; 06-30-2012 at 10:21 PM.
    The President of the Dacidbro Fan Club. Sign up for a nice pick up.

  2. #2
    ROW ROW FIGHT THE REGION
    LordSpectreX's Avatar
    Join Date
    Jun 2012
    Location
    London, UK
    Posts
    184
    PSN
    LordSpectreX
    2.) Movelist

    2A.) Normals


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    230
    2
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie does a claw swipe forwards.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    251
    2
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • He swings his other arm around him and slashes with that.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -572
    14
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • He brings down both claws in a downwards strike.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    600
    4
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Puts on a baseball uniform and does a horizontal swing with a large baseball bat. Wall splats on counterhit. Dash Cancelable.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1000
    5
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Does a pose as Kintoki-Douji lunges forward. Has Wall Bounce properties.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Summons Kintoki-Douji and he throws out the current item in the series. When D is held, Kintoki-Douji holds onto item by spinning it around and releases at the same time D is let go.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    210
    2
    -
    -
    -
    -
    -
    -
    • Sits back on his hands and kicks up and down.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    550
    4
    -
    -
    -
    -
    -
    -
    • Crouches and opens his mouth, revealing a large mechanised punching glove that shoots diagonally. Primary Anti-Air.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1140
    6
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Poses and Kintoki-Douji shoots straight up. Has Fatal Counter properties.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Summons Kintoki-Douji and he throws out the current item in the series. Has a different trajectory to 5D.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    425
    ~3 MAX
    -
    -
    -
    -
    -
    -
    • Rapidly kicks his feet. Very good quick air-to-ground. Good for pressure but weak vs large anti airs. Not an Overhead.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    630
    4
    -
    -
    -
    -
    -
    -
    • Puts on a Soccer uniform and kicks the enemy downwards with the cleat of his shoe. Teddie bounces in the direction held when the move hits. Will bounce away if no direction is held, and stay in place if canceled into something else (e.g. j.D). Not an Overhead.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1000
    5
    -
    -
    -
    -
    -
    -
    • Does a pose as Kintoki-Douji lunges forward. Has Wall Bounce properties.


    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    -
    -
    -
    -
    -
    -
    • Blows a kiss in the air as Kintoki-Douji shoots out an item.


    2B.) Commands

    Normal Throw
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1100
    4
    -
    -
    -
    -
    -
    -
    • + : Knocks on the opponent before swiping them away with a fan.


    Air Throw
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1500
    5
    -
    -
    -
    -
    -
    -
    • + : Grabs the opponent and drills through them while holding them in place.


    All-Out Attack
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    300
    3
    -
    -
    -
    -
    -
    -
    • + ~ / + ~ : Teddie jumps forward and turns into a 16 ton weight, slamming down to the ground. Overhead. Can cross-up.
      ~ C for launcher
      ~ D for hard knockdown.



    Sweep
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    1300
    6
    -
    -
    -
    -
    -
    -
    • + : Scoops his arm along the ground, a fish appears from the ground and lauches slightly for an additional hit.


    Quick Escape
    Damage N/A
    + : Teddie glides gracefully along the ground.


    Guard Cancel
    Damage N/A / SP Cost 50
    + : Same animation as his sweep. (Needs confirming.)


    R-Action "Teddie Decoy"
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    99
    2
    -
    -
    -
    -
    -
    -
    • + : Teddie does a taunt. On contact, Teddie will explode, pushing the opponent away and sending them into a Rage State. Teddie will appear some distance ahead of where the move was activated.
    Last edited by LordSpectreX; 08-03-2012 at 06:25 PM.

  3. #3
    ROW ROW FIGHT THE REGION
    LordSpectreX's Avatar
    Join Date
    Jun 2012
    Location
    London, UK
    Posts
    184
    PSN
    LordSpectreX
    2C.) Special Moves

    Bearscrew

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    (A) 1035, (B) 1250, (SB) 990
    (A) 5, (B) 6, (SB) 1
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie drills through the air. Covers a fairly large distance along with having a deceptively big hitbox. (Likely Low Invincible) AIR OK
    • ~ Lands in front of the opponent on block.
    • ~ Pasts through the opponent on block.
    • ~ Lands in front with lots of + Frames.


    Puppeteddie

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    (A) 700, (B) 900, (SB) 1000
    (A) 4, (B) 5, (SB) 1
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie's hand extends out, revealing a puppet. AIR OK
    • ~ Causes Poison state.
    • ~ Causes Fear state.
    • ~ Causes Rage state.


    Teddievision

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    (A) 800, (B) 800, (SB) 800
    (A) 4, (B) 4, (SB) 1
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie raises a stack of TVs from the ground. Distance depends on button pressed.
    • ~ Summons them close to Teddie.
    • ~ Summons them far away from Teddie.
    • ~ Tracks the opponents position.


    Teddie Warp

    /
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • When TVs are out: Teddie warps to the stack of TVs and exits from them. Direction depends on button pressed.
    • ~ Emerges from the top TV
    • ~ Emerges from the bottom TV
    • ~ Emerges from the middle TV with some invincibility.


    2D Teddie

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    -
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie deflates, allowing for him to avoid attacks temporarily by having a very low hitbox.
    • ~ Very brief.
    • ~ Can be held for a longer duration.
    • ~ Can move while deflated.


    2D.) Super Moves

    Tomahawk

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    (GroundC) 1597, (GroundD,AirC,AirD) 1897
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Kintoki-Douji throws out a large missile. The missile itself has a hitbox, along with the resulting explosion when it touches a surface. Direction thrown depends on button pressed. Missile detonation can be delayed by holding down the button. AIR OK. Costs 50 Meter.
    • ~ Ground: Thrown at a 135 Degree Angle / Air: Thrown at a 60 Degree Angle
    • ~ Ground: Thrown at a 90 Degree Angle / Air: Thrown at a 30 Degree Angle


    Circus Bear

    /:
    Damage
    SP Gain
    P1 P2 Startup Active Recovery
    Frame Adv
    (GroundC) 1597, (GroundD,AirC,AirD) 1897
    -
    N/A
    N/A
    N/A
    N/A
    N/A
    N/A
    • Teddie jumps on a trampoline, disappearing into the sky. He then reappears on the side of the screen rolling on Kintoki-Douji. Direction appeared depends on button pressed. This move cannot be blocked. Costs 50 Meter. CAN ONLY BE DONE DURING AWAKENING MODE.
    • ~ Appears on the left side of the screen.
    • ~ Appears on the right side of the screen.


    2E.) Mortal Blow

    Kamui Kablooey

    Damage: Your opponent's dignity. SP Cost: Full. Can only be done in the final round.
    +: Teddie calls Kintoki-Douji from the sky, trapping the opponent inside him. Teddie then salutes as Kintoki Douji launches into the night sky and explodes in some beary beautiful fireworks.



    2F.) Items

    Item 1.) MF-06S Brahman
    Damage (600), SP Gain (4)
    Stays on the ground a bit, before slowly launching diagonally up.


    Item 2.) Dr Salt NEO
    Damage (N/A), SP Gain (N/A)
    Drops a can of juice on the ground, that will restore 20SP when picked up. The opponent can pick this up. You can also use this as bait to know where he's going to be and attempt and mixup.


    Item 3.) Dry Ice
    Damage (200), SP Gain (2)
    Puts a small palette of ice on the ground. Stepping on it will cause the opponent to freeze for a short period of time. Very hard to notice, attempt to throw it in the air where the opponent cannot see it land, or use it as a spacing tool, like Dormammu's Flame Carpet in MvC3.


    Item 4.) Smart Bomb
    Damage (2000), SP Gain (9)
    A small package on a balloon decends from the sky. Deals a lot of damage and sends the opponent flying. Has a deceptively small hitbox however. Air Unblockable.


    Item 5.) Oil Drum
    Damage (300 Initial, 150 per Roll), SP Gain (3 Initial, Max ~6 SP)
    Launches a drum can on it's side, when it touches the ground, it will roll slowly across to the other side of the screen. Easily one of Teddie's best items. Gives an absolute absurd amount of blockstun when blocked. Not only that, since it hits rapidly, it makes crossups very, very hard to block. Because of these dangers, it is likely the opponent will try to jump over it or quick escape through it. Be ready for these so you can punish them for it. Use mid-screen for maximum effectiveness.


    Item 6.) Vanish Ball
    Damage (N/A), SP Gain (N/A)
    Puts a bomb onto the ground, when it explodes, smoke will cover a small area for a set amount of time. This allows for invisible mixups.


    Item 7.) Firecracker
    Damage (900), SP Gain (5)
    Sets a firework that bounces rapidly up and down while travelling the full length of the screen. It covers a huge area, but is disadvantaged by the fact that it is easily destroyed by any other projectile, and gives very little blockstun. Best used against the opponent for oki.


    Item 8.) Ball Lightning
    Damage (860), SP Gain (5)
    Stays on the ground for a short time until a bolt of lightning hits it. Very thin hitbox, but causes paralysis on hit.


    Item 9.) Muscle Drink
    Damage (N/A), SP Gain (N/A)
    Similar to juice. However, it will restore some HP instead of SP and inflict Rage. In a neutral situation, it is unwise to pick this up, though if picked up after a hard knockdown, you can take the benefits of the increased HP and not worry about the Rage state if you keep on the aggressive.


    Item 10.) Pinwheel
    Damage (200 First Hit, 100 Each After), SP Gain (2 First Hit, 1 Every 2 Hits)
    Covers a infinite symbol across the screen.Quick and fairly hard to see because of motion blurs. Good zoning tool.


    Item 11.) Heavy-Armor Agna
    Damage (600, 300 Second Hit), SP Gain (4, 1 Second Hit)
    Similar to the Green Toy Bluffman, but is much stronger. Bounces once against the wall.


    Item 12.) Mystery Food X
    Damage (N/A), SP Gain (N/A)
    Drops a plate of this mysterious substance on the ground. Either character that is unfortunate enough to pick it up will be poisoned.


    Item 13.) Amagiya Bucket
    Damage (340), SP Gain (0)
    A short time after being activated, a hail of tubs will rain from the top of the screen, covering the entire arena. The opponent is forced to conflict with it, either by blocking it or letting them hit him. This allows for some really safe mixup, and an opportune chance to use Teddie's awakened unblockable super. Causes confusion.
    Last edited by LordSpectreX; 08-03-2012 at 07:25 PM.

  4. #4
    ROW ROW FIGHT THE REGION
    LordSpectreX's Avatar
    Join Date
    Jun 2012
    Location
    London, UK
    Posts
    184
    PSN
    LordSpectreX
    3.) Offense

    3A.) Bread and Butter Combos
    • (2A) 5AAA 236A (236236D)
    • (2A) 5AA 2B jc j.A j.B j.D
    • (2A) 5AA 2B jc j.A j.A j.236A (j.236236D)
    • (2A) 5AA delay 5B IAD j.A 2B jc j.A j.A j.236A
    • (2A) 5AA 5B 236D 236236D 236D
    • A+B~C jc j.A j.A j.236A

      Corner
    • (2A) 5AAA j.C 5B 5C 2B jc j.A j.A j.236A (j.236236D)
    • (2A) 5A 5B hj.C j.B j.A 5B 5C 2B jc j.A j.A j.236A
    • (2A) 5AA 5B hj.C j.B j.A 5B 5C 2B jc j.A j.A j.236A j.236236[D] (delay release slightly) 214B
    • Throw (dash) 5B hj.C j.B j.A 5B 5C 2B jc j.A j.A j.236A
    • A+B~D 5B j.C j.B j.A 5B 5C 2B j.A j.236A (j.236236C)


    3B.) General Gameplay
    Pokes
    Teddie has some of the best pokes in the game. The infamous 5B has incredible range, along with being dash cancelable afterwards. His 5A, frame data outwithstanding, can easily be argued to be the best in the game. Not only is the hitbox large, but Teddie moves slightly forward with it, meaning that it has good range, along with being comboable into 5AA>5AAA at any range.

    J.A is his best air to ground poke. It has a large and long active hitbox, very good when used after an IAD or a short hop. 5C is another good move that can be done in the air or on the ground. Not only does it have a large hitbox, but it auto-corrects based on the direction the opponent is, not the direction that Teddie is facing.

    Mixup
    Teddie's high low mixup is pretty poor. j.A and j.B aren't overheads, so Teddie's only overhead is his All Out Attack. His AOA is useful, but not for it's overhead properties. His only lows are 2A and Sweep, though they are good normals. Teddie's mixup lies in his crossup potential and unblockables. There's a dedicated section for unblockables below.

    For crossups, Teddie can;
    • IAD j.B. Be sure to control the direction Teddie bounces after the j.B to continue the combo.
    • (Close) All-Out Attack. You can (and should) use the AOA to crossup the opponent, which only works if you're very close to them.
    • Quick Escape Through Items. You can quick escape just before an item hits so they get hit from behind.

    Teddie's throw is also extremely good and should be used often as a mixup tool, especially in the corner. Tick Throws are very strong on Teddie.

    Oki
    Generally, your best oki tools are any of your damaging items. Some are better than others in certain situations, with varying amount of blockstun. Use these oppotunities to mixup the opponent.

    Apart from that, 2A is a good, subtle move to pressure the opponent with that can go into a tick throw or IAD crossup. Dash Up AOA is good for crossing up the opponent on wake up and counters many R-Actions that don't activate from behind. If you're worried about a particularly strong R-Action, like Mitsuru's, you can hit them with the tip of the 5B to bait it. You can than 5C for more pressure or go for an item.

    Defense
    Teddie's R-Action is very good, but unreliable. The move activates very quickly and causes rage state, meaning they can't block. On top of all that, it puts you behind the opponent, perfect for using when you're in the corner. However, long range moves will sometimes activate your R-Action but not cause the opponent to become dazed, meaning they can freely punish. Don't forget that this move costs Red Health, and if you get hit, you'll take more damage that you would have if you just took the hit.

    2B is your general anti-air. It has a large hitbox but is obviously unsafe on whiff. 2C is good against high air dashes and air mobility in general. Use your sweep to stop dash-ins and to get some space between you can the opponent. Finally, don't forget about the universal Guard Action (6A+B), it is very useful and hard for the opponent to counter, but it does take 50 meter.




    3C.) Unblockables
    I. Tomahawk Tech Trap
    How: This setup requires you to hit the opponent in the air with Teddie's j.236236C/D. When you touch the ground, do 214214C/D (whichever side of the screen your opponent is closest to) to hit them after they tech.

    Cost and Situation: Requires 100 Meter, can be done from any Air combo.

    Counters: To counter this, the opponent can simply delay their tech so they take the unblockable as a combo extender, meaning it will do much less damage. In order to get around this, use the other version of the unblockable (i.e, the one that appears furthest away from the opponent) in order to pick them up off the ground OTG for a full clean hit. After that, this setup basically becomes a 50-50 mixup on which unblockable you do, and wherever the opponent techs or not.

    II. Tomahawk Explosion Block Trap
    How: Hold the C/D button after a blocked tomahawk super so the missile continues travelling, if you can position it correctly, so the opponent has to block the explosion on the ground, then you can do the unblockable while they're blocking the explosion.

    Cost and Situation: 100 Meter. This can be done anywhere, put requires the missile to travel directly at the opponent. Can be done via zoning or after a blocked j.a/j.b.

    Counters: The counter to this is simply to be forced to block the second part of the missile, since it is usually avoidable or punishable. If that happens, the best option is to let yourself get hit by the tomahawk explosion so the unblockable does reduced damage if it hits. Though you don't have an answer to this as a Teddie player, this setup has more guaranteed damage than the first if you manage to pull it off well enough.

    Last edited by LordSpectreX; 08-03-2012 at 08:46 PM.

  5. #5
    ROW ROW FIGHT THE REGION
    LordSpectreX's Avatar
    Join Date
    Jun 2012
    Location
    London, UK
    Posts
    184
    PSN
    LordSpectreX
    4.) Other Data

    4A.) Normal Gatlings


    [tr][td]
    -
    A
    B
    C
    D
    FOLLOWUP SWEEP?
    FOLLOWUP AOA?
    CANCELS
    2A, 5AA
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special
    5AAA
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special
    -
    -
    -
    -
    -
    -
    Special
    -
    2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special, Dash
    5A
    5B, 2B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Special
    -
    5B
    5C, 2C
    5D, 2D
    Yes
    Yes
    Jump, Special
    +
    -
    -
    -
    -
    -
    -
    -
    JA
    JB
    JC
    JD
    -
    -
    Jump, Special
    -
    -
    JC
    JD
    -
    -
    Jump, Special


    4B.) Persona Gatlings


    -
    A
    B
    C
    D
    CANCELS
    -
    5B
    2C
    5D, 2D
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    -
    JD
    -
    -
    -
    -
    -
    -



    Air Unblockables

    To be Updated very soon!
    Last edited by LordSpectreX; 08-02-2012 at 02:44 AM.

Closed Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts