BBTag/Teddie/Frame Data

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Teddie


Glossary

How do I read frame data?

System Data Glossary
Health The amount of damage that characters can take before losing a round.
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.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be air Barrier 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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Teddie 17,000 4F 23F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 1000 All 8 3 19 -8 B 100 75 2 13 14 14 18 26 10 +0 +1
5AA 350×8 All 12 2×8 20 -5 B 100 80 3 16 17 17 22 31 2 +0 +2
5AAA 750×4 All 7 6(2)7(2)7(2)3 27 -12 B 100 85 5 20 Launch×2, 21×2 40 Launch 56 10/-3 -3 -3
5AAAA 2000 All 9 4 20+8L -11 B 100 90 5 20 Launch 60 + Down 23 Launch 76 + Down 23 13 +0 +8
2A 600×2 Low 6 2(3)1 13 -2 F 90 70 1 11 12 12 16 23 7 +0 +0
5B 1500 All 13 3 30 -16 B 90 70 3 16 Launch 21 Launch 35 11 +0 +2
5BB 1700 All 11 27 4 -12 B 90 85 4 18 19 30 + WBounce 24 45 + WBounce 12 +0 +5
5BBB 1700 All 14 14 27 -22 B 90 85 4 18 19 30 24 45 12 +0 +5
2B 1500 All 10 4 31 -18 B 5~13 H 90 80 3 16 17 20 22 34 11 +0 +2
5C 800 High 26 3 18 -4 H 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700, 300 Low, All 13 2 25 -8 [-3] F 90, 100 85, 100 4, 1 18, 11 Launch, 12 40, 12 Launch, 16 55, 23 12, 0 -3, +0 -3, +0
j.A 600×4 All 8 3,3,3,4 9 H 80 80 2 13 14 20 18 32 4 +0 +1
j.AA 1700 All 9 3 18 H 80 80 3 16 Launch 22 Launch 36 7 +0 +2
j.B 1700 All 28 27 14+5L H 80 75 4 18 Launch 42 + WBounce Launch 57 + WBounce 12 +0 +5
j.C 2000 High 19 Until L 20L -1 H 80 90 5 22 Launch 60 + Down 23 Launch 76 + Down 23 13 +0 +8


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 50 0, 5
AD Puppeteddie 2400 Air Unblockable 16 5 23+25L -34 B 1~25 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5
j.AD Air Puppeteddie 2400 All 16 5 Until L+20L H 1~25 All 80 60 4 18 Launch 60 Launch 75 12 +0 +5


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Bearscrew 420×8 All 8 16 [2,2,2,2,2,2,2] 10+15L [16+15L] -4 H 80 80 3 25 33 55 38 69 1/+3 +3 +3
236B B Bearscrew 500×9 All 18 20 [2,2,2,2,2,2,2,2] 8+16L [18+16L] -7 H 80 85 4 25 Launch 55 Launch 70 1/+3 +3 +3
j.236A Air A Bearscrew 420×8 All 10 17 [2,2,2,2,2,2,2] Until L+15L H 80 80 3 25 Launch 45 Launch 59 1/+3 +3 +3
j.236B Air B Bearscrew 500×9 All 18 17 [2,2,2,2,2,2,2,2] Until L+21L H 80 85 4 25 Launch 48 Launch 63 1/+3 +3 +3
214A A Mystery Teddie 1500 All 4 <8> 2(2)2 Total: 34 -5 B 90 80 3 16 17 30 22 44 0/+5 +5 +8
214B B Mystery Teddie 900×4 All 4 <18,25> 2(2)5,6,6,3 Total: 66 -20 B 90 80 3 16 17 48 22 62 0/+5 +5 +8
j.214A Air A Mystery Teddie 1500 All 4 <8> 2(2)2 Total: 36+4L B 90 80 3 16 17 30 22 44 0/+5 +5 +8
j.214B Air B Mystery Teddie 900×4 All 4 <18,25> 2(2)5,6,6,3 Total: 50+4L B 90 80 3 16 17 48 22 62 0/+5 +5 +8
22A A Teddie Warp 24
22B B Teddie Warp 1000 All 52 20 0 -6 B 80 75 2 13 14 14 18 30 10 +0 +1


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Bearscrew 550×10 All 11 20 [2,2,2,2,2,2,2,2,2] 14+11L +2 H 80 75 4 25 Launch 55 Launch 70 1/+3 +2 +2
j.236C Air EX Bearscrew 550×10 All 11 16 [2,2,2,2,2,2,2,2,2] Until L+15L H 80 75 4 25 Launch 50 Launch 65 1/+3 +3 +3
214C EX Mystery Teddie 600×12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 45 3 B 90 80 3 16 17 48 22 62 0/+5 +5 +8
j.214C Air EX Mystery Teddie 600×12 All 4 <18,25> 3,2,2,2,2,2,2,2,2,2,2,1 Total: 54+4L B 90 80 3 16 17 48 22 62 0/+5 +5 +8
22C EX Teddie Warp 1000 All 43 20 0 -6 F 80 75 2 13 14 14 18 30 10 +0 +1


Items

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
MF-06 Brahman MF-06 Brahman 1500 All 21 P1 80 80 3 16 Launch 38 Launch 52 0 +0 +2
Dr. Salt NEO Dr. Salt NEO +1 Skill Gauge
Heavy Armor Agni Heavy Armor Agni 1500×2 All 50 P1 80 80×2 3 16 Launch 48 + WBounce Launch 62 + WBounce 0 0 +2
Muscle Drink Muscle Drink +2000 Health
Smart Bomb Smart Bomb 3500 All Until Hit 11 P2 80 85 4 18 Launch 120 Launch 135 0 +0 +5
Oil Drum Oil Drum 300×9 All Until L,4{(8)4}×7 P1 80 80 3 13 30, 17 33, 33 + GBounce×8 35, 22 48, 48 + GBounce×8 0 +0 +2
Firecracker Firecracker 1500 All P1 80 80 3 16 Launch 17 Launch 31 0 +0 +2
Dry Ice Dry Ice 1500 All Until L+90 P1 80 80 3 16 Launch 60 Launch 74 0/+11 +11 +13
Vanish Ball Vanish Ball
Mystery Food X Mystery Food X -1 Skill Gauge, -2500 Health
Pinwheel Pinwheel 650×N All P 80 75 2 13 14 20 18 32 0 +0 +1
Ball Lightning Ball Lightning 1000×3 6×3 P2 80 85 4 Launch 50 + Down 23 Launch 65 + Down 23 0/+25 +15 +15
Amagiya Buckets Amagiya Buckets 700×9 All P2 80 95 3 5 30 60 35 74 0 +10 +10


Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Bearscrew 420×8 All (18)+8 16 [2,2,2,2,2,2,2] 8+15L [16+15L] -21 H 70 80 3 8 Launch 70 1/+3 +3
6P Tomahawk 1500×2 All (18)+23 Until Ground(15)10 Total: (18)+88+9L P 70 60 4 18 Launch 60 Launch 75 0/+7 +10 +10
4P Mystery Teddie 1500 All (18)+4 <8> 2(2)2 Total: 55 -26 B 70 80 3 16 17 60 22 74 0/+5 +5 +5


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Tomahawk 2500, 4500 [(2350, 2600)×2] All 7+(57 Flash)+2 Until Hit(10)8 Total: 69+9L [Total: 94+9L] -40 P2 1~7 All 80 60 4 18 Launch 60, 90 Launch 75, 105 0/+7, 0 +10, +0 +10, +0
j.236BC Air Tomahawk 2500, 4500 [(2350, 2600)×2] All 7+(57 Flash)+2 Until Hit(10)8 Total: Until L+9L P2 1~7 All 80 60 4 18 Launch 60, 90 Launch 75, 105 0/+7, 0 +10, +0 +10, +0
214BC Nihil Hand 2800, 6380 [2800, 9020] All 4+(62 Flash)+6 4 75 -33 B 1~13 All 80, 48 60, 100 5 35 Launch 600 + Down 23, 200 + WBounce + Down 33 Launch 616 + Down 23, 216 + WBounce + Down 33 20/+10 +0, +13 +0, +21
Distortion Skill Duo Bear Circus 2000 [1250×2] All 1+(115 Flash)+1 Until Offscreen Until L+25L B 1~?? All 100 100 5 20 Launch 150 + Down 23 Launch 166 + Down 23 0 +0 +8


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Kamui Kablooey All 5+(50 Flash)+12 1 Total: 99 49 H 1~22 All 5 20 0/+13


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
5AP4Arena Teddie 5A.pngGuard:
All
Startup:
8
Recovery:
19
Advantage:
-8
[3*]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAP4AU Teddie 5AA.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-5
5AAA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAAP4AU Teddie 5AAA.pngGuard:
All
Startup:
7
Recovery:
27
Advantage:
-12
5AAAA - 5C, 2C Jump, Special, Super
5AAAAP4Arena Teddie 5AAA.pngGuard:
All
Startup:
9
Recovery:
20+8L
Advantage:
-11
- - - -
2AP4Arena Teddie 2A.pngGuard:
Low
Startup:
6
Recovery:
13
Advantage:
-2
[3*]
5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5BP4Arena Teddie 5B.pngGuard:
All
Startup:
13
Recovery:
30
Advantage:
-16
- 5BB, 2B 5C, 2C Jump[-], Special, Super
5BBP4Arena Teddie 5C.pngGuard:
All
Startup:
11
Recovery:
4
Advantage:
-12
[1]
5A, 2A 5BBB, 2B 5C, 2C Special, Super
5BBBP4Arena Teddie 2C.pngGuard:
All
Startup:
14
Recovery:
27
Advantage:
-22
5A, 2A 2B 5C, 2C Special, Super
2BP4Arena Teddie 2B.pngGuard:
All
Startup:
10
Recovery:
31
Advantage:
-18
[1]
5A, 2A 5B 5C, 2C Jump, Special, Super
5CP4Arena Teddie AOA.pngGuard:
High
Startup:
26
Recovery:
18
Advantage:
-4
- - - -
2CP4Arena Teddie Sweep.pngGuard:
Low, All
Startup:
13
Recovery:
25
Advantage:
-8 [-3]
- - - Special, Super
Air Revolver Action Table
A B C Cancel
j.AP4Arena Teddie jA.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-
j.AA j.B j.C Jump, Special, Super
j.AAP4Arena Teddie jB.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-
- j.B j.C Jump[-], Special, Super
j.BP4Arena Teddie jC.pngGuard:
All
Startup:
28
Recovery:
14+5L
Advantage:
-
- - - Jump, Special, Super
j.CBBTag Teddie jC.pngGuard:
High
Startup:
19
Recovery:
20L
Advantage:
-1
- - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • 5A and 2A can only be used 3 times total per string

Sources

Navigation

Teddie
Ambox notice.png To edit frame data, edit values in BBTag/Teddie/Data.