"Bearly Survived" The Teddie Thread

If you find yourself in a situation where you’re stumped on what to confirm your hit into, don’t be afraid to auto-combo. Just remember not to waste meter by going all the way to super.

That said, the most basic combo I see most Teddie player learn is :snka:,:snka:,:d::snkb: ,:u:, j.:snka:,:u:,j.:snka:,j.:snkb:. Some folks will do :qcf::snka: instead of j.:snkb: but that lets your opponent recover in mid air. IMO, the only time you should do :qcf::snka: at the end of that is when you’re going to cancel it into :qcf::qcf::snkc:.

also after the j.B>j.D to get an item out…depending whats next in rotation
(hold D when the balloon bomb is next)

EDITED… never post when on muscle relaxers…

It’s actually j.D, but yeah. That’s the general idea. For the basic combo it’s actually better to just do j.B instead of dj.A. This is so you retain an air option after knocking them down, thus you can do other things if the next item you have isn’t very good.

When punishing, if close enough, consider doing 236A instead of 5B. On CH Teddie gets pretty good damage and it’s 8f, so only 1f slower than Teddie’s 5A. Keep in mind that 236A+B is also plus (though much slower than 236A), so it’s a nifty tool. If they’re close, throw is actually very strong because it’s only 5f (they cannot tech if they’re in counter hit state). Even if you don’t get much damage off of it, it’s still damage where Teddie can’t normally get it. And if you’re near the corner you can get a nice corner BnB from it.

Circus Bear you have to be very careful. Teddie will always appear where he started it and he’s in counter hit state when he first appears from the top of the screen. Because of this, characters can just jump and airthrow him to punish. It an okay cheese option from certain setups (Tomahawk, Firecracker, Oil Drum, Meteors). Also, it’s very effective against Elizabeth. Once Teddie has 50 meter in awakening, Elizabeth cannot use SB Maragidyne or any form of Maziodyne or else she risks losing almost half of her health to a free CH D Circus Bear.

For 2D Teddie, it has limited uses, but it can be useful. For example, if mid screen they block your 5B, instead of cancelling into 236D, you can 22A and then 5B them again. Also, if you teleport towards them using the D Teddie Warp, you can 22A as you come out to cross under them. You can also go under certain moves (like Mitsuru 5A and Droite) but you have to be careful as you can be easily hit out of start up or recovery. During 22A and 22B (which is a little slower, but you can hold it) you are in Counter Hit state the entire time. However, with 22A+B, not only can you move, but you’re also not in Counter Hit state. Also, while Teddie is deflated he cannot be thrown, but he can be thrown during both start up and recovery.

Oh, and someone mentioned hitting people with Teddie’s AoA when they’re raged. If this happens, what you should actually do is wait for the AoA to uncombo and then do the follow up rush for a combo into really huge damage. They cannot block the follow up rush because they’re raged and apparently, due to a weird property of AoAs, they cannot reversal out of it.

Pretty sure that airthrow can be teched even if it’s trying to punish something in recovery…but I’m sure most Teddy’s won’t be expecting it so I’ll give it a try.

Arakune, Faust, Kuma…Wow…

We should just create some kind of club for this shit.

Nice to see fellow mains of the same characters. XD

Ranged right, you can also get combo out of 236A.

No. If you are in counter hit state (which Teddie is when he appears from the top of the screen), you cannot tech a throw. If you’re late though, expect Teddie to hit j.A or if he has meter, throw Tomahawk at you.

Not CH? If so, I’ll have to try that. Is it at max range? Or closer?

Just about max range, you’ll know when Teddie lands and they’re still recovering from hitstun.

Hello everyone. First tournament yesterday. Got 3rd place. Got sent to losers and later eliminated by the one particular Mitsuru. How do you handle this match-up? Looking around, all I see is bait and punish and “use 5B”, but attempts at using 5B resulted in me getting stabbed in the face (either 5A or that charge stab of hers). The Mitsuru player pretty much dominated me and I had no idea how to get her off me without eating Counter hits.

What do?

Spacing and punishment. Get out of her 5A range (you’re more mobile after all) and use 5B there. Also, fill the screen with shizz. Teddie has so much more tools to keep her from getting at her preferred range. Droit should be IBd so you can punish it. You should be trying to bait out her pressure game and out pressure her back. Teddie has so much more tools for mixups than Mitsuru. Her main tools against your own pressure are going to be her B+D and Bufudyne. The former should be baited and punished, the latter can be bypassed with 236+A/B.

Whenever I bait Big gamble and actually press 2C on reaction to blocking her furious action, that’s a fatal counter and easy dmg/kill combo for Teddie.Same applies to Yu. Her pressure can be escaped also whenever she goes back to swing again or charge an AOA.

I have no idea why, but I was getting destroyed by a Labrys player earlier this week. Any suggestions on handling dat axe?

The easiest way to go is to zone her out. It’s not a good idea to mess with her up close when she’s hitting buttons, so look for a good time to get out. From my experience, she’ll either go for sweep, guillotine, or rocket punch into cross up j.B. All of those pretty much end her pressure unless she has 50 meter, then she’ll probably go for something like guillotine OMC 2A. However, Labrys has a very hard time dealing with Teddie j.A (as a pressure tool), her DP is actually no good against it. 2B is also pretty strong against j.B.

As stated, j.A pressure is your friend. Also, combine Teddie’s item toss with his greater mobility. Just pile on the pressure, open her up and score with her.

Sounds dirty.

Is there anything particularly useful you can after giving your opponent fear with QCB + B?

throw becomes guaranteed FC, as well as any other hit you get, so if you do the hard knockdown combo for fear (whatever > j236A > D tomahawk > 214B > release D), you can do dash throw or dash > backstep 5a. if you read certain B+D’s (aigis, slab, lab, yosuke, i think naoto, probably akihiko, maybe a couple of others), do rising j9B, this will also catch throw whiffs.

off 5a ch - 5aa > 5b > sjC > jBA > land 5b > 5c > (optional 5D) > 2B > aerial of choice

off throw FC - normal throw combo is fine

off jB ch - jB (hold forward) > land 5aaa > delay jC > land 5b > 5c > (optional 5d) > 2b > aerial of choice

if that one is a little hard/annoying then after the jC, just land and do 2b into aerial

Saw the combos and interesting tech. However, what’s a good starter combo that is essential to Kuma’s games? I just started playing Teddie, I feel like 5AAA… is all I do all day. I try to add his counter with his persona and his bat, but can’t pull off much damage besides 5AAA… mixups. Also, any tips against Yukiko?

well a starter combo for Teddie midscreen would be 2A, 5AA, 2B, then from here you can go into an air combo that can be done in a few ways…

  • jA, djA, qcf+A, super
  • jA, dj(A, B, throw item)
  • j(A, B, throw item), for this setup since you don’t use the double jump, you will be able to airdash after the item throw…so you can do a variety of mixups with this one.

There’s better stuff but these are pretty important starter combos for Teddie, atleast midscreen. Corner you can get a lot more using 5Bs, 5Cs and other stuff but I don’t have the exact notations at the moment.

your basic hitconfirm is 5a > delay A, this gives you plenty of time to hitconfirm, on hit you generally go into 2B midscreen, on block you do whatever you want

however, depending on what item is coming next, you may want to do 5AAA > item instead of 5AA > 2B

the general best knockdown he can get midscreen is from 5AA > 2B > jABD, which lets you keep your airdash

if you start a combo off barrel mixup, do 5AA > 5B > iad jA > land 2B > jABD

in the corner, you confirm with 5AA > 5B > sj jC > jBA > land 5B > 5C > 2B > aerial of choice

vs yukiko, super jump a lot. your persona always appears on the same spot on the screen so she can take cards easily, but if you hold D, the persona will eat the fans (there’s a hitbox where he’s winding up his arms). it’s best to do this with certain items coming up, for example if you used green robo, then you’d want to do the held D from around midscreen because the following items will be soda and dry ice, and it’ll be good to do it again because the next items are smart bomb (yukiko’s like to jump and this move is air unblockable + 2000 dmg raw) and oil drum (covers the ground well)

once you get her to the corner just go in hard, 5b > sweep spaced is safe on block and stops jumps. iad back jC if you read roll