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Everything posted by Kuuhaku
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vs. Offensive Strategy Defensive Strategy Match Up Specific Notes
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vs. Offensive Strategy Defensive Strategy If you see Labrys try to autoguard something, stop and hold back. You can punish her once you've blocked her move. Her Rocket Punch move is extremely bad on whiff. On block at long range it seems the worst she can do is try to cross up overhead you, but this doesn't seem to lead into any damage. If she tries to 5C you as part of a blockstring, you can roll through this and punish her. 2B works very well against her j.B. Match Up Specific Notes
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vs. Offensive Strategy It generally seems like it's best to play this match up at mid range. At long range Naoto's bullets can be really annoying to deal with. However, at mid range Teddie generally has the advantage with 5B 5C/j.C and IAD j.A. Naoto's anti air options are really bad if she's not in her stance, so j.A and j.B are very strong against her. Defensive Strategy If Naoto is shooting bullets at you, try to DP one of them before she fires the last shot. Most of the time Teddie will end up behind her while she's still stuck in her stance. This pretty much gives you a free 5B counter hit. You can also punish her with SB Teddie Vision if she tries to stagger her shots. Match Up Specific Notes
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vs. :ballKA: Offensive Strategy The general idea is to zone Kanji out. Kanji has an extremely difficult time catching Teddie. Throwing items can help with the zoning game, but don't be reckless as he can break your Persona with his D lighting. Defensive Strategy Be wary of throwing out 5B when Kanji is neutral as he can DP it on reaction. If Kanji is in the air and you want to throw out items, 2D so you can still duck it and punish him. You can also anti-air his air to ground command grab with 2B. You can DP to get out of his command grab. But be very careful as he can do the late grab instead. Bursting in the corner is a very bad idea. Kanji can DP through your burst and leave you Shocked and in the corner. You generally do not want to be in the corner against Kanji. If Kanji knocks you down and tries to pressure you with walk up DP, you can actually IK him. Teddie's IK start up is so slow that it'll go through all the active frames, but fast enough to where it'll still hit him. Probably one of the only vaguely practical uses for Teddie's IK. Keep in mind that if you guess wrong and he doesn't go for DP, he'll probably kill you. Match Up Specific Notes
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vs. Offensive Strategy More or less to win this match, you have to play a weird spacing game and call Mitsuru out on everything she does. It's generally not a good idea to challenge her up close without item assists. Playing a long range game can also be somewhat dangerous as 5D, 2D, and j.D are very good zoning tools that can easily Persona break you. If you are expecting her to try to anti-air you with 2B, j.B is much better than j.A. Also, don't forget that if you have 50 meter you can punish her anti air with D Tomahawk. If she's charging something, but then IBs, she loses her charge. Defensive Strategy A Droite can be punished on IB with 2A if she does it at close range. 2A 2A is also punishable. At max range you must respect Droite. If you block Mitsuru's DP, she is completely vulnerable while in the air. If you're not sure if you can punish her before she lands and are expecting a Bufudyne, roll behind her. A Bearscrew also works really well. If she doesn't Bufudyne, you'll get a counter hit. But if she does Bufudyne, you'll actually move past the ice before it comes out. Mitsuru's j.B is extremely good. Be careful of this move if she has meter. Teddie can anti-air it, but you kind of just have to call it out as it's extremely fast. Expect her to use this if she has Bufula over you. Keep in mind that she can jump cancel her 2B or cancel 2B into sweep. Be careful when throwing items as she can punish you with 5D, 2D, or j.D if you summon in a bad spot. You can sometimes make her 5A whiff by doing 2D Teddie and then punishing her with your 5A. If there is any kind of throw teching involved from either side, keep in mind you are not safe unless you block as Mitsuru can Droite A you right away. Mitsuru's Marin Karin Charms on block. This will give her meter even if you have no meter to steal. If you're at 3/4 or full screen, you can try to punish her random drills by pre-emptively jumping and then punishing with airdash j.B. The easiest way to combo off this counter hit is to run up 5AA 2B j.A dj.A j.236A then super (C Tomahawk if far from corner, D Tomahawk if in corner). Match Up Specific Notes [*] j.B will actually beat drill "outright" a majority of the time if you space it correctly. However, sometimes it can trade which is bad, so stick to using it as a punish. Since the downward hitbox of j.B is larger than j.A, it makes more sense as a drill punish. Teddie pretty much gets owned by drill a lot in this matchup if you can't punish it correctly.
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vs. Offensive Strategy Defensive Strategy Roll through Zio or Jump over to close in on him. Narukami's offensive mix ups are very good so be ready to block a lot. However, Teddie can get out of his 5D mix up by DPing. Narukami's slide move is very unsafe on block. However, it does travel very quickly and hit low. So be careful when throwing items while on the ground. If he tries to approach you with Raging Lion, you can jump over it and hit him with falling j.A. Match Up Specific Notes
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vs. Offensive Strategy Defensive Strategy If Chie for some reason tries to use her auto combo as a block string, you can DP between Rampage A and SkullCracker. Chie's 5A is plus. Do not try to hit buttons when she's using this to pressure you. Match Up Specific Notes Chie's 2A can sometimes go under some of Teddie's normals. This can be obnoxious to deal with.
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vs. Offensive Strategy Defensive Strategy If you're Shocked and he goes for an IK setup, you can roll through it to save yourself. Match up Specific Notes Be careful when 5Bing him at mid range because he can Weave through it and punish you. When Akihiko does Kill Rush, you'll automatically IB the last hit.
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It does, but not really sure where he went to. I don't really feel like I have enough experience to do match up or offense/defensive write ups (which is why those sections of the Teddie wiki are blank for now- and by the way if anyone wants to fill them out, feel free to do so), but I wouldn't mind setting them up. If anything, I'm at least pretty okay at organizing information.
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Registered! Looking forward to it.
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Teddie has very very little high low mix up. So make use of j.A and j.B, rolls, air turn around, and item setups for really ambiguous cross ups (and I guess AoA too). j.A generally you don't even have to try to make it cross up... just airdash at them and do it. I also do falling j.A a lot because it'll sometimes cross them up and sometimes not. It's pretty strong.
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This picture But cropped to mod size with some kind of creepy looking background (for example P3 midnight hour).
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Kuuhaku replied to Tong's topic in Zepp Museum
Thank you! It looks great! -
I've used Circus Bear to punish Liz and Yukiko for doing full screen zoning since their long range moves have a lot of recovery on whiff.
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Kuuhaku replied to Tong's topic in Zepp Museum
I'd like to request Teddie with the Jack Frost pallet http://i.imgur.com/g6TwO.png Second row, all the way to the left. -
P4A and guests on UltraChenTV tonight, ask us questions!
Kuuhaku replied to UltraDavid's topic in P4:Arena Gameplay
Be sure to explain stuff like what All Out Attacks and R-Actions are. Cover rolls, short hops, and Skill Boost. Also, make sure you cover Status Effects (Rage, Poison, Confusion, Silence, Shock, Freeze, Charm, Fear) since they're a pretty big part of the game. Also, cover what the different exclamation points mean (one for when you get hit by low, one for when you get hit by an overhead, and one for where you're hit by an air unblockable). -
[CP] News & Gameplay Discussion (Old)
Kuuhaku replied to kosmos badgirl's topic in BlazBlue Gameplay
No. There is plenty of footage of characters doing DDs and the burst gauge being not affected at all. -
[CP] News & Gameplay Discussion (Old)
Kuuhaku replied to kosmos badgirl's topic in BlazBlue Gameplay
Since it's a bit hard to see in the screencaps I posted, by pink gauge I'm referring to the following: Pink burst gauge while Hakumen's doing Yukikaze Pink burst gauge while Bang's doing new nail DD -
[CP] News & Gameplay Discussion (Old)
Kuuhaku replied to kosmos badgirl's topic in BlazBlue Gameplay
Apparently the pink meter that appears in the burst gauge is related to DDs (when it's active, the backgrounds for DDs will be red instead of blue). It seems that once activated, this gauge wears down over time, and once used up the burst icon will go black. When active After used The timer font color also goes from red to black/gray, but that just might be an aesthetics thing. By the way, no one has any idea what this means, but this is merely observation. -
Yeah. That is a good point. Since the game is new, it's probably important to explain what's going on to people who might not be familiar with it. Stuff like status effects will also likely need a lot of explaining since it's kind of hard to tell at a glance what they do. Though, from what I saw of the FKO stream, it seemed like most of the commentators also had no idea what was going on. Might it be easier to call SB moves EX moves? Just a thought since it seems like more people are familiar with the term EX.
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Teddie's strongest ailments are Rage (muscle drink and SB Puppeteddie) and Fear (B Puppeteddie). But, he can make use of Shock (the lightning item), Freeze (dry ice item), and Confusion (meteors). He has access to Poison too (Puppeteddie A and Mystery Food X), but I'm not really sure why you'd go for that when Fear and Rage are way better. From what I know... status ailments don't add to damage besides Poison (though the damage taken off from Poison seems not worth it) and Fear for Fatal Counter opportunity or unless you have a good setup where you can Rage yourself and combo right after (while Raged, you inflict more damage but can't block). There are some combos that actually allow you to give the opponent both Fear and Rage for maximum sadness.
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It seems like Teddie can set up unblockables in the corner if he throws the floating bomb there and air combos someone so they tech into it. I have no idea on the timing of the bomb though, but I saw it work once so it should be do able. Bomb does a lot of damage too.
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Yeah. Like you said, it's pretty much just to reset the situation to neutral. Admittedly, I didn't think about airthrowing him out of it. I'll be sure to try that out next time.
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More like when he goes for the cross up back dash away (obviously not into him). And like Airk said, it's better to do this once you see the j.4B coming. And no, he shouldn't be able to chase after you afterwards and punish you for the backdash since well... he whiffed a move so he's stuck doing that move for a while and also Rachel moves away from him. He'd have to recover, land, and then run at you.