P4U2R/Teddie/Frame Data

From Dustloop Wiki
< P4U2R‎ | Teddie
 Teddie



Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
ComboRate Affects how much damage scaling in a combo - the larger the percentage, the more damage.
Persona Cards Number of Persona Cards this character has.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Invuln Attribute and Hitbox invincibility for this attack
P1 Damage proration that is applied only when this attack is used as a combo starter.
P2 Damage proration that is applied whenever this attack is used.
SMP Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
J jump cancellable
Sp special cancellable
S super cancellable
O One More! cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Blockstun
(Standing/Crouching)
10F 12F 14F 16F 18F
Hitstun
(Standing)
11F 13F 15F 17F 19F
Air Hitstun
(aka Untechable Time)
13F 15F 17F 19F 21F
Hitstop/Blockstop 9F 10F 11F 12F 13F
Counter Hit Hitstun +12F +12F +12F +12F +12F
Counter Hit Air Hitstun
(aka CH Untechable Time)
+12F +12F +20F +20F +20F
  • Hitting a crouching opponent adds 2F of hitstun
  • Instant Block Blockstun (Ground) = Blockstun - 2
  • Instant Block Blockstun (Air) = Air Blockstun - 4
For more values, see P4U2R/Frame Data


System Data

name health prejump backdash comborate personacards Unique Movement Options
Teddie 9,500 3F 23F (1~6F Inv All) 65% 5 Teddievision

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5A 230 All 7 3 19 -9 Body 200 200 50 2 JSpSO 12 10 13 15 25 27
5AA Normal 80, 40×7~14 All 12 2×(8~15) 20 -7 Body 0 100 50 3 JSpSO 14 2 15 17 27 37
5AAA Normal 400, 200×3 All 7 5(3)7(2)5(4)13 17 -16 Body 0 400 50 4 (J)SpSO 16 10/-3, Spin 17×2, Stand 25×2 24 Spin 29×2, Stand 37×2 44
5AA Shadow 460 All 8 3 7+10L -5 Body 0 100 50 3 JSpSO 14 11 Launch 22 Launch 42
5AAA Shadow 1100 All 13 4 15+8L -10 Body 0 400 50 4 SpSO 16 12 17 29 29 49
2A 140, 70 Low 6 2(3)2 10 -1 Foot 500 100 50 1 SpSO 10 9 11 13 23 25
5B/5BB 600 All 12 3 30 -18 Chest 400 100 50 3 (J)SpSOD 14 11 Launch 27 + WStick 30 Launch 67 + WStick 30
5BBB 600 All 12 3 39 -18 Chest 400 500 50 3 (J)SpSOD 14 11 Launch 27 + WStick 30 Launch 67 + WStick 30
2B 550 Air Unblockable 10 4 31 -20 Body 5~13 H 200 100 50 3 JSpSODB 14 11 15 17 27 37
j.A 170, 85×3 All 8 3,3,3,4 8 Head 200 100 100 2 JSpSO 12 4 13 15 25 27
j.B 630 All 9 3 18 <20> Head 200 100 1100 2 JSpSO 12 7 Launch 17 + Down 13 Launch 53 + GBounce
5AB 300 High 28 6 29 -17 Body 12~28 Guard Strike 0 1000 10000 5 O 18 13 Spin 31 31 + GBounce Spin 43 51 + GBounce
j.AB 1200 High 22 Until L 27 -17 Head 700 100 50 5 O 18 13 Launch 31 + GBounce Launch 51 + GBounce
2AB 1300, [100] Low, All 13, [37] 5, [1] 32 -13 [+2] Foot, [Projectile] 4~14 Chest 200, [100] 100, [300] 1000, [50] 4, [1] O 23 [10] 4, [0] Launch, [11] 40, [28] Launch, [23] 60, [40]

Persona Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
5C 900 All 25 11 16 -10 Body Persona 1~Until Active All 200 100 1000 4 OD 16 12 Launch 37 + WBounce Launch 57 + WBounce
2C 900 All 19 14 8 -5 Body Persona 1~Until Active All 200 100 50 4 ODB 16 12 Launch 41 Launch 61
j.C 900 All 21 15 7 Head Persona 1~Until Active All 200 100 1000 4 O 16 12 Launch 37 + WBounce Launch 57 + WBounce
j.2C 900 All 17 14 17 Body 200 100 50 4 16 12 Launch 41 Launch 61
5D/2D 100, [100, 50×N] All 10 3 [9×N] 5D: Total 31
2D: Total 32
Body 300 1000 50 1 10 0 3 5 15 17
j.D/j.2D 100 [100, 50×N] All 10 3 [9×N] Total 36 Head 300 1000 50 1 O 10 0 3 5 15 17

Items

name damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
MF-06 Brahman 600 All Until L+21 Until Hit Projectile 300 100 50 3 14 0 Launch 18 Launch 38
Dr. Salt NEO +20 SP, cure Ailments Unblockable Until L+17 274
Heavy Armor Agni 600, 300 All Until L+50 Until Hit×2 Projectile 300 100 50 3 14 0 Launch 47 + WBounce Launch 67 + WBounce
Mystery Food X Poison, Fear, Mute Unblockable Until L+15 186
Smart Bomb 2000 Air Unblockable 189 11 Projectile 300 100 50 4 16 0 Launch 119 Launch 139
Dyaus 350 All Until L+27 23(26)23(26)43(26)23(26)23(26)42(26)23(26)23 Projectile 300 100 50 3 14 0/+11 15 27 27 47
Oil Drum 300, 150×8 All 1 94 [(8)4(8)4]×4 Projectile 500 100 50 3 11 0 12 24 24 44
Motorcycle Key 900×2 All Until L+27 16 Projectile 300 300 50 5 18 0/+11 Spin 49 51 Spin 61 71
Firecracker 900 All 1 Until Hit Projectile 300 100 50 3 14 0 Launch 17 Launch 37
Dry Ice 200 All 1 Until L+36 Projectile 300 100 50 3 14 0/+7
Vanish Ball 21
Varna 600 Low Until L+26 33 Projectile 300 100 50 3 14 0/+11 Launch 117
Muscle Drink +1000 HP, Rage Unblockable Until L+17 276
Pinwheel 200, 100×N All 1 3×N Projectile 300 100 50 2 12 0 13 20 25 32
Prithvi 160, 80×9 All Until L+(11~181) 8×10 Projectile 300 100 50 2 0/+1
Ball Lightning 430, 215×2 Until L+31 6×3 Projectile 0 100 50 3 14 0 Launch 57 + Down 10 Launch 77 + Down 10
Amagiya Buckets 340×9 All Projectile 300 100 50 3 14 0 Spin 30 22 Spin 42 42

Universal Mechanics

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Ground Throw CD 0, 1100 Throw (130) 5 3 25 Throw 0 1000, 100 50 4 O 0, 5 Launch 59 Launch 79
Air Throw j.CD 0, 750, 375×2 All 4 3 19 Throw 0 1000, 100 50 0, 2×3 O 0 25
Teddie Decoy (Catch) BD Catch 43 1~13 Guard All
Teddie Decoy (Attack) BD Attack 90 All 5 9 Total 100 -79 Projectile 1~73 All 1000 100 50 4 16 0 Spin 91 Ground Spin 91 Ground
Guard Cancel Attack 6AB 0 All 15 4 27 -14 Body 4 O 16 12 Launch 19 Launch 39
Dash Cancel 66 21

Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
A Bearscrew 236A 180,90×7 All 8 16 <2×7> 8+15L <16+15L> -4 Head 200 100 50 3 SO 25 1/+3 31 17 43 37
Air A Bearscrew j.236A 200, 100×7 All 10 17 <2×7> Until L+13 Head 0 100 50 3 SO 24 1/+3 Launch 29 Launch 49
B Bearscrew 236B 250, 125×8 All 22 20 <2×8> 8+12L <24+12L> -8 Head 0 100 500 4 SO 26 1/+3 Launch 49 Launch 69
Air B Bearscrew j.236B 250, 125×7 All 18 19 <2×7> Until L+17 Head 500 100 500 3 SO 24 1/+3 Launch 37 Launch 57
SB Bearscrew 236AB 230, 115×9 All 18 2×10 14+12L +2 Head 15-37 Projectile 300 300 50 4 SO 26 1/+3 Launch 34 Launch 54
Air SB Bearscrew j.236AB 250, 125×9 All 18 3,2×7,3,2 Until L+13 Head 15-39 Projectile 500 300 50 3 SO 26 1/+3 Launch 34 Launch 54
A Puppeteddie 214A 700 All 18 9 11+6L -9 Head 1~7 F 300 100 50 4 SO 16 12 Launch 19 + WBounce Launch 39 + WBounce
B Puppeteddie 214B 900 All 28 10 13+2L -8 Head 1~12 F 300 100 50 4 SO 16 12 Launch 19 + WBounce
SB Puppeteddie 214AB 1000 All 28 10 13+2L -8 Head 1~12 F 300 100 50 4 16 12 Launch 19 + WBounce Launch 39 + WBounce
C Teddievision 236C 800 All 15 15 Total 45 -10 Projectile Persona 1~Until Active All 100 100 50 3 SO 14 0/+6 Launch 34 Launch 54
D Teddievision 236D 800 All 15 15 Total 50 -15 Projectile Persona 1~Until Active All 100 100 50 3 SO 14 0/+6 Launch 34 Launch 54
SB Teddievision 236CD 800 All 23 15 Total 48 -5 Projectile Persona 1~Until Active All 100 100 50 3 SO 14 0/+6 Launch 34 Launch 54
C Teddie Warp TV &gt; 236C 38 13~14 All
D Teddie Warp TV &gt; 236D 44 13~14 All
SB Teddie Warp TV &gt; 236CD 33
Teddie Warp (top of screen) 236C/D as TV disappears 26
A 2D Teddie 22A Total 31 3~19 Low Profile
6~19 T
B 2D Teddie 22B Total 41~110 3~33 Low Profile
6~33 T
SB 2D Teddie 22AB Total 22~141 3~14 Low Profile
6~14 T

SP Skill Attacks

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Mystery Teddie SP 236236A/B Total 5+(47 Flash)+13 1~5 All
C Tomahawk 236236C 700, 1500 All 7+(80 Flash)+6 Until Hit(1*)8 Total 39+9L -11 Projectile 1~30 All 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
Air C Tomahawk j.236236C 1000, 1500 All 7+(80 Flash)+6 Until Hit(1*)8 Total 27 Projectile 1~7 All 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
D Tomahawk 236236D 1000, 1500 All 7+(80 Flash)+3 Until Hit(1*)8 Total 39+9L Projectile 1~30 All 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
Air D Tomahawk j.236236D 1000, 1500 All 7+(80 Flash)+2 Until Hit(1*)8 Total 27 Projectile 1~7 All 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
SB Tomahawk 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 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
Air SB Tomahawk 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 100 100, 500 50 4 O 16 0/+7, 0 Launch 66, 57 Launch 86, 77
A Nihil Hand 214214A 400 All 4+(62 Flash)+7 4 75 -35 Body 1~14 All 0 0 50 5 18 20 Launch 621 + Down 50 Launch 641 + Down 50
B Nihil Hand 214214B 800 All 4+(62 Flash)+13 4 75 -35 Body 1~20 All 0 0 50 5 18 20 Launch 621 + Down 50 Launch 641 + Down 50
SB Nihil Hand 214214AB 1200 All 4+(62 Flash)+7 4 75 -35 Body 1~14 All 0 0 50 5 18 20 Launch 621 + Down 50 Launch 641 + Down 50
Nihil Hand Followup 214214A Followup 2800 [4000] All 2+(63 Flash)+6 3 122 -35 Projectile 1~93 All 0 1100 50 5 13 [40]
C Circus Bear 214214C 3600 Unblockable 6+(70 Flash)+81 Until end of screen 11 Body 1~(Until Reappear Midair) All 1000 100 50 5 0 Launch 121 Launch 141
D Circus Bear 214214D 3000 Unblockable 6+(70 Flash)+52 Until end of screen 11 Body 1~(Until Reappear Midair) All 1000 100 50 5 0 Launch 121 Launch 141
SB Circus Bear 214214CD 3600, 3000 Unblockable 6+(70 Flash)+81 Until end of screen×2 11 Body 1~(Until Reappear Midair) All 0 1000 50 5 0 Launch 121 Launch 141

Instant Kill

name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
name input damage guard startup active recovery onBlock attribute invuln p1 p2 smp level cancel blockstun hitstop groundHit airHit groundCH airCH
Kamui Kablooey 222CD K.O. All 5+(50 Flash)+47 1 Total 100 -22 Body 1~74 All 0 100 50 5 13 0/+13

P Combo System

Ground P Combo Table
A B C D AoA, Sweep Cancels
5AP4Arena Teddie 5A.pngGuardAllStartup7Recovery19Advantage-9[3] 2A, 5AA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AA NormalP4AU Teddie 5AA.pngGuardAllStartup12Recovery20Advantage-7 5AAA 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAA NormalP4AU Teddie 5AAA.pngGuardAllStartup7Recovery17Advantage-16 - - - 2C Sweep Jump[-], Special, Super
5AA ShadowP4Arena Teddie 5AA.pngGuardAllStartup8Recovery7+10LAdvantage-5 5AAA Shadow 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5AAA ShadowP4Arena Teddie 5AAA.pngGuardAllStartup13Recovery15+8LAdvantage-10 - - - - - Special, Super
2AP4Arena Teddie 2A.pngGuardLowStartup6Recovery10Advantage-1[3] 5A on 2nd hit, 2A[+] 5B, 2B 5C, 2C 5D, 2D AoA, Sweep Special, Super
5BP4Arena Teddie 5B.pngGuardAllStartup12Recovery30Advantage-18[3*] - 5BB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
5BBP4Arena Teddie 5B.pngGuardAllStartup12Recovery30Advantage-18 - 5BBB, 2B 5C, 2C 5D, 2D AoA, Sweep Jump[-], Special, Super, Dash
5BBBP4Arena Teddie 5B.pngGuardAllStartup12Recovery39Advantage-18 - - - - - Jump[-], Special[-]
2BP4Arena Teddie 2B.pngGuardAir UnblockableStartup10Recovery31Advantage-20[3*] - 5B 5C, 2C 5D, 2D AoA, Sweep Jump, Special, Super
5CP4Arena Teddie 5C.pngGuardAllStartup25Recovery16Advantage-10[2*] - 5B, 2B 2C 5D, 2D AoA Dash
2CP4Arena Teddie 2C.pngGuardAllStartup19Recovery8Advantage-5 - - - j.D AoA Special
5D - - - - - -
All-out AttackP4Arena Teddie AOA.pngGuardHighStartup28Recovery29Advantage-17 - - - - - -
SweepP4Arena Teddie Sweep.pngGuardLow, AllStartup13, [37]Recovery32Advantage-13 [+2] - - - - - -
Air P Combo Table
A B C D Air AoA Cancels
j.AP4Arena Teddie jA.pngGuardAllStartup8Recovery8Advantage- - j.B j.C, j.2C j.D, j.2D Air AoA Jump, Special, Super
j.BP4Arena Teddie jB.pngGuardAllStartup9Recovery18 <20>Advantage- j.A - j.C, j.2C j.D, j.2D Air AoA Jump, Special, Super
j.CP4Arena Teddie jC.pngGuardAllStartup21Recovery7Advantage- - - - j.D, j.2D - -
j.D - - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[#*] = X can be done # times per string, but can not go from X > Y > X
For example, 2B > 5B > 2B does not work, but 2B > 5B > 5C > 2B does work.
Special = Skill Attacks, Hops, and Furious Actions
Super = SP Skill Attacks
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string


Navigation

 Teddie



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