P4Arena/Teddie

From Dustloop Wiki

Overview

Teddie is a mysterious stuffed-bear-like creature found by the team in the TV World in Persona 4. Teddie is a prankster who likes to play practical jokes and use bear-related puns. Teddie's inner struggle is that he is meaningless and that his existence is "hollow"; he is able to overcome his fears with the help of the team. In Persona 4: Arena, Teddie fights with his claws, items, and his Persona is Kintoki-Douji.
Teddie

P4U Teddie Portrait.png

Health
9,500
Combo Rate
65%
Movement Options
1 Double Jump/Airdash, Run-type Dash
Item Throwing
Press D to have your Persona throw an item. Items are thrown in the following order:
MF-06S Brahman > Dr. Salt NEO > Dry Ice > Smart Bomb > Oil Drum > Vanish Ball > Firecracker > Lightning Ball > Muscle Drink > Pinwheel > Heavy Armor-Agni > Mystery Food X > Amagiya Bucket
  • Your position in the item list carries over between rounds.
  • For example if the last item thrown in the previous match was the Dry Ice, then the first item thrown in the next round will be the Smart Bomb.

File:P4Arena Teddie Icon.png Teddie Teddie's playstyle is very flexible. He can either zone with long reaching normals and items, or he can play a more rush down oriented game using his good jump in normals to create really ambiguous cross up situations. As a Teddie player, you will often go back and forth between the two styles depending on the match up and be generally annoying for your opponent to deal with. In certain combos he is also able to inflict status effects like Fear and Rage which are very dangerous as they lead into Fatal Counters and unblockables.

Pros
Cons

Teddie has a lot of good normals which can be very annoying for your opponent to deal with. He can also transition between zoning and rush down very easily. j.A and j.B are very strong jump ins. j.C is a good air to air. His 2B is also a strong anti-air. 5B covers a lot of distance on the ground and is very annoying for some characters to deal with. He has high corner damage which often ends with the opponent knocked down and either in Fear or Rage state. Using various items, he can also set up offensive traps and unblockables. Items are also very handy in Teddie's neutral game. Teddie's Furious Action is also very strong as not only is the attack unblockable, but it's completely unpunishable once activated.

His gameplan can be somewhat complicated as it's dependent on what item is out. He is very dependent on his Persona as he needs it not only to throw items but also to do his higher damaging combos. Teddie's moves have long recovery time on whiff so if they whiff, expect to be punished. His All Out Attack is his only overhead, so he has a pretty much non-existent high low mix up game. He also does not do much damage midscreen outside of 2C fatal and often relies on meter to put the opponent in the corner.

Move List

See also: Teddie Full Frame Data

Normal Attacks

5A

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 230 All CJSO 7 3 19 -9 Body -- Click!
5AA 460 All CJSO 8 3 17 -5 Body -- Click!
5AAA 1100 All SO 13 4 23 -10 Body -- Click!
5A

Teddie swipes at his opponent. Very good range for a 5A.

5AA

Teddie swipes at his opponent with his other claw. On hit puts the enemy airborne.

5AAA

Teddie swipes at the opponent with both claws. Teddie is airborne during this move. On hit this move will add a lot to SP meter and Burst meter.

5B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600 All CJSOD 13 3 30 -18 Body -- Click!

Teddie transforms into a baseball player and swings a bat. 5B is a very long reaching normal that can be used for both spacing and punishing. It's a great normal for Teddie's long range ground game. 5B is dash, jump, and backdash cancellable. The dash cancel is notably slow and not safe to use without item assistance. 5B will send the opponent flying on counter hit. If they are close enough to the corner, they will also wall stick on counter hit. Forcing the opponent block to or get hit by 5B is a good way to make item summons safe. It is also good for harassing characters at long range.

2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
140, 70 Low CSO 6 2 (3) 2 10 -1 Leg -- Click!

Teddie kicks twice at the opponent while sitting down. This is his only low hitting attack outside of sweep. Fast and good for close range pressure. Chains into itself on hit and block.

2B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
550 AUB CJSO 10 4 31 -20 Body 5-13 Head Click!

A boxing glove pops out of Teddie's mouth. 2B is his staple anti-air. It's air unblockable and has a very high reaching hitbox. However, it has a long recovery time on whiff.

j.A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
170, 85, 85, 85 All CJSO 6 3, 3, 3, 4 8 -- Head -- Click!

Teddie kicks at the opponent 4 times. j.A has a great hit box that can easily cross up opponents. It also has fast recovery and is very good as a jump in and pressure tool. Not an overhead.

j.B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
630 All CJSO 10 3 15 -- Head -- Click!

Teddie kicks the opponent with a soccer cleat and bounces off the opponent. Teddie can choose to bounce backwards (hold back or nothing) or bounce forward (hold forward). j.B bounces the opponent on hit and is Teddie's staple air combo ender for oki into item summon. For combos, you must connect j.A very quickly to continue the combo or the opponent will bounce out of range. This air normal is also great for cross ups, especially when assisted by the barrel item. Not an overhead.

Guard Cancel Attack

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 All O - - - - Body - Click!

Teddie slides forward and swipes at his opponent. One of Teddie's tools for getting out of pressure. Though it is the same animation as his sweep, Teddie will not throw a fish.

All Out Attack

A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 High O 28 6 29 -17 Body 17-28 Guard Click!
All Out Rush 180×N All O -- -- -- -- Body -- Click!
All Out Finish (C) 1800 All O -- -- -- -- Body -- Click!
All Out Finish (D) 1000 All O -- -- -- -- Body -- Click!

Teddie jumps into the air, turns into a 16 ton weight, and falls on the opponent. Very slow and very obvious. Also Teddie's only overhead. If Teddie runs at the opponent while doing this attack, it has the tendency to cross them up.

Sweep

2A+B

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1300, 100 Low, All O 13 5, 1 32 -13 Leg, Projectile -- Click!

Teddie slides forward and swipes at the opponent while throwing a fish. This is Teddie's only low hitting attack outside of 2A. The fish also has a hitbox, which many players forget about and end up running into while trying to punish Teddie. The fish does not hit low.


Persona Attacks

5C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1000 All CO 25 11 16 -10 Body -- Click!

Teddie poses as Kintoki-Doji shoots forward to body slam the opponent. Wall bounces on hit. It has kind of a slow start up, but covers a lot of horizontal space. Not jump cancellable. Persona stays out for a bit so you can follow it up with 2C.

5D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
100, 50×N All -- 18+ Up to 113 25, 26 (2D) -- Body -- Click!

Teddie poses as Kintoki-Doji throws an item. You can hold D to make Kintoki-Doji wind up and throw two items. His whirling arm has an active hitbox and can actually be used for pressure in specific blockstrings. While winding up, Kintoki-Doji cannot be hit so you must hit Teddie to make him go away or wait until an item is thrown to hit him. 2D, while similar to 5D, will throw the item further.

2C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1140 All O 19 14 8 -5 Body -- Click!

Teddie shouts while Kintoki-Doji shoots straight up into the air. Hits very high and Fatal Counters. Possibly Teddie's most rewarding combo starter. A good way to set up a Fatal Counter is to end air combos in the corner with Puppeteddie B (fears on hit) and then land and 2C under the opponent as they tech in the air. You can also use this as a means to have Kintoki-Doji throw items in the air instead of on the ground. Not jump cancellable.

j.C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1000 All O 21 15 7 -- Head -- Click!

Similar to 5C except slightly faster, way less recovery, and travels a shorter distance. Persona also disappears quickly, so you cannot follow it up with other Persona attacks like you can with 5C. Decent as an air-to-air.

j.D Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
100, 50×N All -- 18+ Up to 113 32 -- Head -- Click!

Teddie blows a kiss as Kintoki-Doji throws an item. You can also hold D to make Kintoki-Doji wind up and throw two items. Has the exact same properties as 5D. Even though Teddie is in the air, Kintoki-Doji will appear on the ground.


Items

MF-06 Brahman

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600 All -- 23 -- -- -- Projectile -- Click!

A green action figure that transforms into a rocket. After a short amount of time, it will launch into the air and fly diagonally in the same direction as the opponent. Once it launches, it will fly straight until it leaves the screen. Can be cancelled by other projectiles. Active from end of start up until it leaves the screen.

Dr. Salt NEO

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
+20 SP Unblockable -- 18 293 -- -- -- -- Click!

A can of soda. Gives whoever picks it up 20 SP. Good for extra meter or as a lure to bait an opponent into a risky situation.

Dry Ice

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200 All -- 1 270 -- -- Projectile -- Click!

A small chunk of dry ice. Freezes on hit. It's a nice item to use while high in the air as the opponent is more likely to run into it since they can't see where it landed. Stays out for a while so Teddie can also force the opponent into it. It is also a good combo tool.

Smart Bomb

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
2000 AUB -- 189 11 -- -- Projectile -- Click!

A bomb attached to a parachute will float slowly and then explode after a set amount of time. No matter where it's thrown, it'll always appear directly over the opponent. It's hitbox hits above it, so it's mostly a tool for controlling space in the air. Air unblockable.

Teddie can use this item to set up an unblockable by throwing it in the corner and ending a combo with Bearscrew A as an unblockable tech trap. It can also be used for a situational burst bait and punish in the corner (bursting puts one airborne, so if someone bursts under the bomb they will very likely be hit). It is a viable combo extender in the corner particularly delay missile explosion into C Circus Bear. Guaranteed once out, so it can possibly hit an opponent while they're doing an air combo. It does a lot of damage on raw hit.

Oil Drum

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300, 150×8 All -- 1 84, 8, 4, 8, 4... -- -- Projectile -- Click!

An oil drum. Thrown into the air and then rolls across the ground at about the same speed as Teddie's walking speed. Extremely active and stays out for a long time. If it hits the opponent in the air, they will continually bounce off the barrel until it goes away.

This is a great tool for cross up setups, harassment strategies, and controlling space on the ground. Guaranteed once thrown out. Generally called a barrel, even though it's not a barrel.

Vanish Ball

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
-- - -- 21 - -- -- -- -- Click!

A yellow bomb explodes and creates a smoke cloud which stays out for a while. Good for hiding mix ups. However, you also can't tell what the opponent is doing. Has no active hitbox. Guaranteed once out.

Firecracker

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
900 All -- 1 -- -- -- Projectile -- Click!

A firecracker shoots up and down across the screen. Very fast and travels pretty far. Good for catching opponents who aren't paying attention. Can be cancelled out by other projectiles. Active from start up until it leaves the screen.

Ball Lightning

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
430, 215×2 All -- 31 6, 6, 6 -- -- Projectile -- Click!

A Japanese pellet drum. After it lands on the ground, it'll shoot lighting after a set amount of time. The lightning inflicts Shock on hit. Guaranteed once out, so it can be used as a defensive tool.

Muscle Drink

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
+1000 HP, Rage Unblockable -- 18 293 -- -- -- -- Click!

Muscle Drink. Restores 1000 HP, but inflicts Rage status. You can pick this up as a risky way to gain HP or push the opponent into it to set up unblockables.

Pinwheel

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200, 100×N All -- 1 75 -- -- Projectile -- Click!

Pinwheel flies across the screen in a backwards C shape. Good for covering space. It's also a good defensive tool as it flies back.

Heavy Armor Agni

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
600, 300 All -- 51 -- -- -- Projectile -- Click!

A red action figure that turns into a rocket and launches. Flies towards the opponent. Will bounce off the wall once and fly back towards the opponent. Can be cancelled out by other projectiles. Active from start up until it leaves the screen.

Mystery Food X

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Poison Unblockable -- 17 230 -- -- -- -- Click!

A plate of was supposed to be curry but somehow ended up as something else. Sits around for a while and poisons whoever comes in contact with it. The poison duration is not very long, so this item doesn't have much use.

Amagiya Buckets

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
340×N All -- - -- -- -- Projectile -- Click!

A rain of buckets on fire. Kintoki-Douji will throw one bucket. Drums will sound before a bunch of buckets buckets rain down. Attack will not come out if Teddie or Kintoki-Douji is hit during start up. However, it's guaranteed past start up and covers a lot of space. Generally called meteors because of their resemblance to Faust's (from Guilty Gear) meteors. Confuses on hit and is easily Teddie's best item.

Teddie can throw this item out to save himself from risky situations, set up an unblockable with Circus Bear, cross up setups with Quick Escape or j.A. Active from appearance until it leaves the screen.

Throws

Ground Throw

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1100 All O 5 3 25 -- Throw -- Click!

Teddie taps the opponent twice and then smacks them with a paper fan. He gets good damage off of his throw in the corner.

Air Throw

j.C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
750, 375, 375 All O 4 3 19 -- Throw -- Click!

Teddie grabs his opponent, turns into a drill, and drills them. Decent range.


Furious Action

Teddie Decoy

B+D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Catch -- -- -- 1 13 43 -- -- -- Click!
Attack 90 Unblockable -- 9 15 77 -- Body 1-100 Click!

Teddie taunts his opponent. If hit, he explodes, bounces around the screen, and then lands far away from the opponent. The explosion is large unblockable smoke cloud which rages on hit. Projectiles will also trigger the attack though it will not rage the opponent if they are too far away.

Teddie's Furious Action is very good and impossible to punish if activated as Teddie is invincible when he reappears. This is his main tool for getting out of trouble. Aside from conventional uses, it's also handy in situations where Teddie is being zoned or when a character is attempting to do Persona-based oki.


Skill Attacks

Bearscrew

236A/B air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 230,115×7 All UO 8 16 22 -4 Head -- Click!
A (Air) 310, 155×7 All UO 10 17 13 after landing -- Head -- Click!
B 250, 125×8 All UO 22 20 20 -8 Head -- Click!
B (Air) 330, 165×7 All UO 18 19 17 after landing -- Head -- Click!
SB 180, 90×5 All UO 18 20 26 +2 Head -- Click!
SB (air) 200, 100×7 All UO 18 22 13 after landing -- Head -- Click!

Teddie uses his claws and drills at the opponent. Only the SB version is safe on block. A version will put Teddie in front of the opponent. B version will put Teddie behind the opponent. SB version lands in front of the opponent and is plus on block. Mostly used for combos, but is generally a fast attack so it can be used as a risky approach, means of travel, or as a punish. Bearscrew A travels the same distance as his Evasive Action.

Puppeteddie

214A/B air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 700 All UO 18 9 27, (Air V. 10 after landing) -19 Head 1-7 Leg Click!
B 900 All UO 28 10 23, (Air V. 10 after landing) -16 Head 1-12 Feet Click!
SB 1000 All - 28 9 27, (Air V. 10 after landing) -16 Head 1-12 Feet Click!

Teddie hops back a bit, extends his arm, and uses a hand puppet to hit the opponent. A version (snake) inflicts Poison. B version (Shadow Teddie) inflicts Fear. SB version (Shadow) inflicts Rage. The SB version is a very strong ender in the corner as Teddie can then set up unblockables. The B version is good for trying to set up the opponent to be hit by 2C Fatal Counter. Due to how far Teddie jumps back when doing this move, the A version can be used to bait some character's Furious Actions.

236C/D

Teddievision Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 800 All UO 15 15 45 total -- Projectile -- Click!
D 800 All UO 15 15 60 total -- Projectile -- Click!
SB 800 All UO 24 15 48 total -- Projectile -- Click!

Teddie stomps on the ground as a stack of three TVs pop out of the ground. C summons close to Teddie. D summons far away from Teddie. SB version will pop out wherever the opponent is. Hits pretty high and all version Fatal Counter on counter hit. The TVs will stay out for a while and then disappear.

Teddie Warp Persona Required

236C/D with Teddievision out

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C -- -- -- - -- 29 -- -- -- Click!
D -- -- -- - -- 29 -- -- -- Click!
SB -- -- -- - -- 24 -- -- - Click!
Special -- -- -- - -- 33 -- -- -- Click!

Teddie will drop through a hole in the ground and pop out of a TV. C version pops him out of the top TV. D version pops him out of the bottom TV. SB version emerges from the TV with some invincibility. The teleport is pretty fast and can be used to either escape situations, cross up, or close in on the opponent very quickly. Teddie can attack shortly after popping out of the TV.

Teddie Warp Special is activated by warping just as the TVs disappear. Instead of Teddie popping out of the TV, Teddie will fall from the sky above where the TV disappeared.

2D Teddie

22A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A -- -- - - -- 32 total -- -- - Click!
B -- -- - - -- 41-110 total -- -- - Click!
SB -- -- - - -- 22-141 total -- -- - Click!

Teddie deflates and becomes completely flat on the ground. This attack allows him to have a very low hitbox. A version is very brief. B version is longer. SB version allows him to move while deflated and is also the only version that's not in counter hit state while deflated. This special is not very good attack as Teddie is completely vulnerable and doesn't gain the super low hitbox until he completely deflates. However, it can be used to cancel 5B recovery or in some situations cross under a character. All versions are throw invincible while deflated, but not during start up or recovery.

A version: Able to cancel into any attack except specials or Furious Action from 23F~

B version: Able to cancel into any attack except specials or Furious Action from 37F~ (if charged, able to cancel 4F after releasing button)

SB version: Able to cancel into any attack except specials or Furious Action from 17F~ (if charged, able to cancel 4F after releasing button)

SP Skill Attacks

Tomahawk Persona Required

236236C/D air OK

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 700, 1500 All O 7+6 8 (explosion) 48 total -- Projectile -- Click!
C (Air) 1000, 1500 All O 7+5 8 (explosion) 27 total -- Projectile -- Click!
D 1000,1500 All O 7+14 8 (explosion) 48 total -- Projectile -- Click!
D (Air) 1000, 1500 All O 7+2 8 (explosion) 27 Total -- Projectile -- Click!

Kintoki-Doji throws out a large missile. The missile itself has a hitbox. The missile can either explode on hit or the player can hold down the button to delay the explosion. Tomahawk explosion starts up either 1F after hitting the opponent, or 2F after releasing the button (when charged). Automatically detonates 61F after crashing into the ground.

This super is good for both damage and corner carry. Teddie has some minor invincibility while doing this super and the missile is guaranteed once out. The D version can be used to punish anti-air attempts.


The direction it's thrown depends on what button is pressed.

C Ground: Thrown at a 135 Degree Angle / Air: Thrown at a 60 Degree Angle

D Ground: Thrown at a 90 Degree Angle / Air: Thrown at a 30 Degree Angle


Awakened SP Skill Attacks

Circus Bear Persona Required

214214C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 3600 Unblockable -- 6+81 -- 11 -- Projectile -- Click!
D 3000 Unblockable -- 6+52 -- 11 -- Projectile -- Click!

Teddie jumps off a trampoline and into the air. He comes back on the screen as a clown rolling on Kintoki-Doji. Completely invincible from frame 1 until Teddie re-appears mid-air. The attack is active the entire time Teddie is travelling across the screen. When Teddie leaves the screen, he will reappear wherever he activated the super. Teddie is in recovery state when he first appears at the top of the screen, but the recovery is fairly short and Teddie is able to attack immediately once he leaves recovery state.

Completely unblockable and travels full screen. The opponent can jump or Furious Action (or do some other invincible attack) to avoid it. However, in some situations it may be difficult to evade this super.

One common use for this item is to do it when the opponent is stuck blocking an extremely active item like Buckets or Oil Drum. It can also be used to punish some characters who try to use full screen zoning. Finally, it can be used in various tech trap situations. Outside of that, Circus Bear is good damage and can be comboed into from Tomahawk explosion (D version) or Smart Bomb (C version) in the corner.


The direction he emerges from will depend on the button pressed.

C version will make Teddie appear from behind Teddie.

D version will make Teddie appear from the behind the opponent.


Instant Kill

Kamui Kablooey Persona Required

222C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O. All -- 5+47 1 46 -- Body 1-75 Click!

Teddie summons Kintoki-Doji from the sky. If the Persona lands on the opponent, Teddie will then salute as Kintoki-Doji rockets off and explodes into fireworks. Very slow and easily blocked. It may not have any kind of practical use. Cannot be comboed into. Not an overhead. Will only hit the opponent if they're on the ground.

Invincible until Kintoki-Douji lands.

Strategy

Offense

Defense

Combos

Midscreen

Note- For combos ending with j.B, it is optional to j.D right after for oki. It is important to pay attention to which item you have as throwing the wrong item can actually be detrimental.

  • 5AAA 214A (+Poison)
  • 5AA 2B j.A dj.A j.B
  • 5AA delay 5B IAD j.A land 2B j.A j.B
  • 5AA 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.B (Carries opponent from mid screen to corner)
  • AoA-C FC j.A dj.A j.236A
  • 236A+B 5A 2B j.A dj.A j.B

Counter Hit

  • CH 2B IAD j.A land 2B j.A dj.A j.B
  • FC 2C 5B dash 5A j.A dj.A land 2B j.A j.C dj.A dj.C 214A (Carries opponent from mid screen to corner, +Poison)

~Only works on air hit CH

  • CH 5C dash 2B j.A dj.A j.B
  • CH 236A 5AA 2B j.A j.B
  • CH 236A 5AAA j.C dash j.A dj.A j.236A

~Akihiko, Yosuke, Kanji, Aigis only.

  • FC 236C+D 236C j.A j.C dash j.A dj.A j.236A

Corner

  • 2A 5AAA j.C land 5B 5C 2B j.A j.B
  • 5AA 5B sj.C j.B j.A land 5B 5C 2B j.A j.B
  • Throw delay 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[D] 214B ]D[ (+Fear)

Navigation

Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc