P4Arena/Teddie

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Teddie

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 and items and his Persona is Kintoki-Douji.

Health
9500
Strengths
Teddie has good normals. He is able to zone with items, 5B/5C/jC/SB, Teddievision, or play a more rushdown oriented game. His main strength is that he has good ambiguous cross ups and unblockable setups. His DP is also very good for getting him out of trouble.
Weaknesses
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 and relies on meter to put the opponent in the corner.
Movement Options
1 Double Jump/Airdash, Run-type Dash
Play-style
Teddie's playstyle is to create various offensive traps depending on the available item, annoy the opponent by teleporting around the stage, and use his normals to do difficult to gauge crossups. 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.
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.

Move List

Normal Attacks

5A
P4Arena Teddie 5A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
230 7 3 -9 Click!

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

5AA
P4Arena Teddie 5AA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 Click!

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

5AAA
P4Arena Teddie 5AAA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 Click!

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. Not jump cancellable.

5B
P4Arena Teddie 5B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600 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
P4Arena Teddie 2A.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
140, 70 6 2 (3) 2 -1 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. Not jump cancellable.

2B
P4Arena Teddie 2B.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
550 10 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. It is also used as a launcher in Teddie's combos.

Head attribute invul starting from frame 5.

j.A
P4Arena Teddie jA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
170, 85, 85, 85 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
P4Arena Teddie jB.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
630 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
P4Arena Teddie Sweep.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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 Rush
P4Arena Teddie AOA.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
300 28 5 29 -17 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
P4Arena Teddie Sweep.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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
P4Arena Teddie 5C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1000 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.

5D Persona Required
P4Arena Teddie 5D.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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. 5D, 4D, and 6D all throw the item close to Teddie. 2D, while similar to 5D, will throw the item further. This is mostly for item specific combos.

2C Persona Required
P4Arena Teddie 2C.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1140 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. Not jump cancellable.

j.C Persona Required
P4Arena Teddie jC.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1000 Click!

Same as 5C except in the air. Also has wall bounce properties. Not jump cancellable.

j.D Persona Required
P4Arena Teddie jD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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.


Items

MF-06 Brahman
P4Arena Teddie MF-06Brahman.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600 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.

Dr. Salt NEO
P4Arena Teddie DrSaltNEO.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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
P4Arena Teddie DryIce.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200 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
P4Arena Teddie SmartBomb.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
2000 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
P4Arena Teddie OilDrum.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
300, 150 x8 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
P4Arena Teddie VanishBall.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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
P4Arena Teddie Firecracker.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
900 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.

Ball Lightning
P4Arena Teddie BallLightning.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
860 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
P4Arena Teddie MuscleDrink.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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
P4Arena Teddie Pinwheel.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
200, 100xN 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
P4Arena Teddie HeavyArmorAgni.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
600, 300 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.

Mystery Food X
P4Arena Teddie MysteryFoodX.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
000 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
P4Arena Teddie AmagiyaBuckets.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
212, 132, 121, 115, 104, 99 Click!

A rain of buckets on fire. Drums will sound before the buckets come down. Guaranteed once thrown 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 Roll or j.A.


Throws

Ground Throw
C+D
P4Arena Teddie GroundThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
1100 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
P4Arena Teddie AirThrow.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
750, 375, 375 Click!

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


Furious Action

Teddie Decoy
B+D
P4Arena Teddie BD.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
99 Click!

Teddie taunts his opponent. If he's hit, he explodes, bounces around the screen, and then lands far away from the opponent. Rages the opponent on activation. Projectiles will also trigger the attack though it will not rage the opponent if they are too far away. The smoke itself is unblockable.

Teddie's Furious Action is very good and extremely hard to punish if activated. This is his main tool for getting out of trouble. It is also fairly useful against zoning characters. For example, if Naoto shoots at you, you can Furious Action the bullet and end up behind Naoto with her in 5B range.


Skill Attacks

Bearscrew
236A/B air OK
P4Arena Teddie Bearscrew.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 1035 Click!
B 1250 Click!
SB 990 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 or means of travel.

Puppeteddie
214A/B air OK
P4Arena Teddie Puppeteddie.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 700 Click!
B 900 Click!
SB 1000 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. A version is the fastest and B version is the slowest. Due to how far Teddie jumps back when doing this move, the A version can be used to bait some character's R-Actions.

Teddievision Persona Required
236C/D
P4Arena Teddie Teddievision.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 800 Click!
D 800 Click!
SB 800 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
P4Arena Teddie TeddieWarp.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 000 Click!
D 000 Click!
SB 000 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.

2D Teddie
22A/B
P4Arena Teddie 2DTeddie.png
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
A 000 Click!
B 000 Click!
SB 000 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.


SP Skill Attacks

Tomahawk Persona Required
236236C/D air OK
P4Arena Teddie TomahawkGround.png
Ground
P4Arena Teddie TomahawkAir.png
Air
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 1897 Click!
D 1897 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. The direction it's thrown depends on what button is pressed. 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.

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
P4Arena Teddie CircusBear.png
C will make Teddie appear from the P1 side of the screen. D will make Teddie appear from the P2 side of the screen.
Version Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
C 3600 Click!
D 3000 Click!

Teddie jumps off a trampoline and into the air. He comes back on the screen as a clown rolling on Kintoki-Doji.

Completely unblockable and travels full screen. The direction he emerges from will depend on the button pressed. 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 meteors or barrel. Outside of that, Circus Bear is good damage and can be comboed into from Tomahawk explosion in the corner. It can also be used to punish some characters who try to use full screen zoning. Finally, it can be used as a tech trap if one delays the Tomahawk explosion (if the opponent jumps or does not tech, the missile explosion will catch them, but if they tech they will very likely tech into Circus Bear). When Teddie leaves the screen, he will reappear wherever he activated the super. Teddie is vulnerable while he is falling, but this super is still generally hard to punish because he can attack while falling.

C will make Teddie appear from the P1 side of the screen.

D will make Teddie appear from the P2 side of the screen.


Instant Kill

Kamui Kablooey Persona Required
222C+D
P4Arena Teddie KamuiKablooey.png
Damage SP Gain Level Attribute Guard Cancel P1 P2 SMP Startup Active Recovery Static Diff Invuln Hitbox
K.O. 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 j.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 j.A j.236A
  • 236A CH 5AAA j.C dash j.A j.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)

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

HUDControlsFrame DataSystem Data


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