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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List


# Combo Position Damage Difficulty Notes
1 5AA > 5BBB > 214B Any 4900 [1] Very Easy Teddie's most basic ground combo.
2 5AAA > jcAA > jcAA > j.C/j.236A Any 6057/6172 [1] Very Easy Teddie's most basic ground to air combo.
3 5AAA > 2C > 236B > 2A > 5A > 5BB.dlB > hjcAA > hjcAA > j236A Midscreen 6900+ [1] Very Easy Somewhat difficult combo that requires lots of timing. Damage depends on how much hits are landed with j.As.

Combo Theory

Teddies combo theory in BBTAG has 1 main goal: to shuffle items around and setup your most damaging rotations. You also will want to end combos with j.C or 214B to safely continue pressure and/or throw more items.

Generally, the structure of Teddie's combo's look like:

XX>214X>XX>j.C/Super Or XX>236X>Assist>XX>214X/j.C

This can change drastically depending on assists, available items, and Resonance.

The air sequence with Teddie is j.AA>jc>j.AA>jc>j.C, j.C can be replaced by 236A/B if you really want to cross up, but you will lose out on oki.

Combo Tech

Delaying 214C

The trick to landing 214C is waiting until the opponent is directly behind Kintoki-Douji so that the arm whirl will hit them at the perfect spot.

Delaying Superjump

For Teddie's sideswap combos, slightly delaying your superjump wil take you over them as you j.A. The timing must be altered depending on how slim the opponents hitbox is.


P4A characters can rebeat their B normals into A normals. For Teddie, the most common rebeat is 5BB>2A during blockstrings. Sometimes you can do 2B>5AAA if 2B hits on a grounded opponent.

Video Examples

Basic Teddie Combos by Meno

Teddie 1.5 combos by Ciao Chao

External Documents and References