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Everything posted by MegaGrandTale
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This is based on Arena damage and not Ultimax right?
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Thanks to wiredgod for posting the shadow teddie links, it's confirmed that bearscrew B works like how CH bearscrew B works, but now hit (probably only once but the opponent got CH 5B and still got the followup). J.b, J.2C, bearscrew B works as a combo (I figured it would in my head but now it's confirmed) Throw, Nihil hand A is a new combo (probably only A version). Air AoA does indeed do alot of damage instead of going for all out rush (This is probably only shadow Teddie but SP Tomahawk works after Air AoA). Probably just my imagination but it looks like J.A CH floats the opponent longer. Just posting this for those who don't click the links, but you can see all this if you do. -Edit Watching the rest of the video I found: D Teleport new hit portion hits airborn opponents if they are low enough to the ground. Loses attack attribute if player inputs another move before the attack hits the opponent (meaning the startup of the move you just inputted doesn't get the attack frames added on from the warp.) From what I can see it looks like rage drink lasts 3 seconds of rage after picking it up (in game timer) Item throw now has what I can Kanji syndrome (meaning we lose cards if we don't hold down the button when we start up item throw and a projectile is currently inside Kintoki Douji, just like Kanjis D moves except we can actually prevent a card loss) The animation of Teddie wagging his finger after the attack portion of his DP is now shorter by a lot, meaning we have a bigger chance of not getting hit if they block the DP, however the blocked frames were decreased, meaning they can move after blocking faster. I remember seeing items had to be croutched on to be picked up, this is false. Lets just hope we can't hit rage drink away before we push the opponent into it.
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On block it's -19 however Teddie pushes away from the opponent so it's safe but he has safer options (Mitsuru and Narukami can hit you before you recover and maybe Sho?). On hit the opponent goes all the way across the screen, meaning you get full screen item throws and they take 500 poison damage if they don't hit you in time.
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Personally I try not to stay in Kanji's face for too long, because any chance he gets to attack, 9/10 times it will lead into a wake up guessing game; and while Teddiepuppet will beat all his options except 5A, it's just too risky at times( also he can still full auto combo and start the pressure over again). Don't be afraid to air turn and air dash back and throw items whenever you can, because Kanji loses to items and neutral pressure, unless he knows the MU. Poison also helps knock off some of his health (although I'm probably the only Teddie who goes for poison over sweep/j.b in his auto combo most of the time.)
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Skype name: GrandTale
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I don't know dude I have the same problem with anyone who knows Teddie's mixups. It's why I say Teddie is as good as people think he is (especially since you can ACTUALLY TRADE WITH HIS MOVES, unlike the rest of the top tiers (excluding Aigis)). If anything if the Kanji knows your mixups then try backing up and getting some items on the field, just be careful if he summons the lighting as air backdash is about the same distance as 2D when up close.
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I guess I would if I'm available.
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Found a 2.0 Teddie match and it had Teddiewarp D attack in it. What it is is the animation of Teddie sliding on his stomach as he exits the TV is the attack and it combos into 5A (this was all I saw and he only did it once.) For now I don't know if 2D Teddie slide under cross up is still a thing but I don't see why it would be taken out. The match was posted by FFxStrife on his youtube channel and it's Shinjuku Sportsland Singles [01]. Match starts at 3:58 (I know i should be posing this in the video archive but I don't know how to do it).
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Yeah i tested it Teddievision does work in cooldown. But if it's only item throw (D moves) then whats the point of the cooldown?
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If S.Teddie is getting 7.8k off of FC Puppeteddie then his damage must not have gotten lowered as far as i though considering bearscrews and missile damage got nerfed. I was getting about the same amount of damage with non-update Teddie from Puppeteddie fatal. Also when it says D moves can be used after Item super, is it only Teddievision and Teddiewarp or is Missile D allowed? Also if i'm forgetting a move please tell me.
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Bat ain't fatal and roll counter isn't either. Has to be fatal counter move but i know exactly what your talking about.
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Can't they just roll through bat, bat though? I couldn't tell from the change video if that was Naoto microdash attacking or rolling.
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I can't picture in my head how 5AAA works with S.Teddie because that part of the auto combo left him in the air. Also is the poison damage "nerf" like liz's where it does the same damage but in less time, or was 5 seconds too much and now it only does 3 seconds?
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So now Teddie has Faust item hitting but only consumable items (from what we can see), you can combo 3 fish into 5A there is so much time to hit the opponent, that JB, J.2C combo route is my new best friend; I am going to make so much fun combos with that shit, from what I can tell Teddie getting CH 5B after his punch autocombo is probably like Akihiko getting Fatal when he's at level 5 with corkscrew, but you need to get all 99 hits or it's a frame perfect thing?, 5B chaining for item throwing at a safer distance is nice, hidden robot holding down the opponent is an amazing buff (I was not expecting that at all), I'm iffy on the sweep change but only because i'm confused. I understand it's 1 fish, no fish, 3 fish, however after that it went no fish, 3 fish again, so will it only be 1 fish once and then always 3 fish or is it random for 1 or 3 fish? also the fish seem bigger to me. One last thing, is C moves super cancelable? If they are then I already thought of some good combos if the missiles come out of where the persona is on the screen at the time. -Edit Didn't see it the first time but kicking the item with J.A is (as far as we can see) special cancelable. Wonder if people can make combos with that and raises the question if we can super cancel it.
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5B dash nerf: Why? just why? Poison nerf: We knew this one for a while and I'm fine with it considering if Shadow Teddie becomes good then all that poison damage would be insane. J.2C losing fatal: Far enough considering if Teddie can hit people by superjumping and do J.2C while they are off screen, then losing fatal is better then not having it at all. Missile/Nihil Hand nerf: I understand Missile damage nerf but why Nihil Hand? It's a 3 frame gap between getting high damage for 50 meter or getting average damage for 50 meter. I guess they want people to use Teddie Circus more? I used a google translate link to see what the last bit said and this one has me scared: "Why do not you come if you are taken bike." I REALLY hope this doesn't mean if the opponent gets the key then no bike comes. -Edit: Nevermind if the opponent gets the key then no one gets the bike. Doesn't say we don't get 2 bike trips though (back then worth) so it's not the end of the world, if we get the key and the bike goes away if we get hit then i'll be upset.
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I was fighting p4uplayer today and something came to my mind about the change to spinstate and the mitsuru MU. When the patch happens and the part where you have to block is gone, Teddie's DP will be nerfed again but only to certain characters (i feel anyway). Think about it, when the opponent gets hit by DP, they go into a spin state and Teddie does is taunting animation. Now all Teddies know that he isn't invin. anymore during the latter half of his animation. The reason we get set back to neutral is because the opponent is blocking because of the spin state. Now that it is gone, if the opponent has a fast move (ex. SP coup) that can hit us before we can move again, it's a free fatal. Now we haven't gotten the patch yet so for all I know I'm just spitting nonsense, but just think about it for now.
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Wrong thread dude, this is P4A. This is P4AU stuff. Not trying to be mean but you can just repost it in the right thread.
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I know what you mean by using SP bearscrew in combos. The only combo I made for SP bearscrew is FC 2C, 5B (literally as close to the opponent as you can get), SB bearscrew, auto combo into air juggle. Even with FC 2C as the starter the combos drop way too quickly for the combo to be of any use. If J.2C is invin. like most personas attacks seem to be getting then super jump J.2C is going to be extremely good as a anti air attacks worst nightmare.
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If sweep has an order of how many fish come out then the best thing i can think of it sweeping a second time so the next 2 times we sweep we have fish to back us up. That is if the way i'm reading this is sweep 1 has 1 fish, sweep 2 has no fish, and sweep 3 has 3 fish. Also when it says you can continue with 5A on 3 fish does that mean they are in the air?
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3: Interesting. 5: I knew this one was coming, if they were going to nerf his auto combo (again) it was going to the this part. 6: That one is going to suck just a little bit. 7: I think this one is talking about the color of Teddie's items if it's a Teddie mirror match (the best I could judge based off of translate). Teddie is going to be so much more gimmicky then he already is. He's already hard to learn so new people are going to avoid him I feel. Also anyone else wishing they buff SP 2D Teddie to be safer? I've been thrown out of SP 2D Teddie and it's not reliable outside of escaping moves with long startup.
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Looks like pushing the opponent into rage drink is gone, nice that the opponent doesn't get a taste of the moped (it's better to not get the moped then the opponent getting it), and i'm guessing Teddie is going to get hit hard this time around.
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As of right now I'm surprised they didn't nerf the moped considering that item can be broken at times. The only real item that was nerfed was buckets but only in terms of how confusion works now, and maybe ice if by mashing buttons to free yourself implies that you can free yourself without having to wait for a combo to drop first.
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To me this is the same MU as last game however Teddie can now sweep Mitsuru's 5A. Cannot sweep Coup though that's a free counter hit for Mitsuru.
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I do something similar to this idea but more likely to happen (because it's easier to land). If you happen to counter the opponent with J.A in the air, do the regular J.A, J.B, J.A combo but instead of doing like bearscrew or J.2C, let the opponent tech and then hit them with a reset 2B. If they hit buttons as they tech and you get another counter, wait a sec to let them fall a bit then do the combo again, but go for damage and possible corner carry. If it's not a counter then just do like J.A, J.A, bearscrew into missile or whatever you normally do. This isn't safe if the opponent learns when to tech down though.
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Now the missile goes offscreen if Teddie throws the missile too high in the air. Last game it was always able to combo, but now you have to be at a specific distance above the ground to be able to combo with the explosion.