Make zoners and opponents low on health wary whenever you have 25 SP. This makes it a very valuable zoning tool and one of Teddie's only full-screen attacks. SB version is slower, but tracks the opponent's position on the screen until the TVs are summoned. Can catch opponents trying to air dash over 5B or 5C, or in some corner combos, but otherwise not used much.ĭ version summons about a half-screen away from Teddie. All versions of the move Fatal Counter and can be followed up with a combo with the C version of Teddie Warp.Ĭ version summons the TVs right next to Teddie. When the TVs are out, Teddie can't use Teddievision, but gains access to Teddie Warp. Teddie and Kintoki-Douji stomp on the ground and summon a stack of three TVs which hit at about superjump height. On hit, launches the opponent slightly, allowing relaunches with 2B into an air combo, but due to the high proration of the attack, rarely leads to much. The move now has projectile invulnerability when travelling, making it a helpful tool against zoners. The SB version deals the least amount of damage, but is the only version of the move that is safe on block, and it travels the greatest distance (slightly less than full screen). Also used early on in a combo when proration is low, or as part of Fatal Counter combos, to tack on more damage. Launches the opponent quite far up, making it difficult to follow up on without OMCing or using a super cancel. Leaves Teddie a good way behind the opponent, which can make it more difficult for certain characters to punish, but is also more negative on block. Aside from that, is often used in combos when extra damage is preferred.ī version is notably slower, but deals more damage and travels further (about 3/4th of the screen). The ground version always leads to 5A on a ground CH, allowing a full combo, while air CHs or CHs with the air version launch the opponent into the air. Either way, it's unsafe on block, so OMCing the attack to make it safe if blocked is preferable due to the Fatal Recovery. Can leave Teddie in front or behind the opponent on block, depending on how close he was to the opponent when starting the attack. The A version is a fast attack, so it can be used as a risky form of attack or travel in neutral. All versions of the move now have landing recovery, and have Fatal Recovery. Teddie spins at the opponent like a drill. Low damage midscreen without resources.Complicated game plan which depends on which Items are out/available.Very Persona reliant, since Items are thrown by Kintoki-Douji.Odd hitbox means some combos have to be re-adjusted specifically for Teddie.Can transition between zoning and rushdown fairly easily. Can inflict several status ailments, especially Rage.Has some very good normals to work with.Items provide opportunities for nearly everything, such as pressure, neutral, cross-ups and even unblock-able situations.Naive and innocent, Teddie still has many things to learn about our world, and he is ever eager to do so. He currently lives with Yosuke and is the mascot of Junes. After questioning what it means to have a 'Self' Teddie awoke to a Persona and left the TV world. He also crafted glasses that allowed them to see through the Fog as they looked for the culprit together. A being from inside the TV, Teddie was a mysterious one, but was immediately instrumental to the Investigation Team learning about Shadows and Personas.P-1 Climax Nickname: "The Beast in Heat!"
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