You’re missing the point on the teleport aspect. Just because I say players won’t be teleporting more often as they get better, doesn’t mean their teleporting skills don’t improve… it just means the offense is getting better at playing mind games. Its really that simple. And you can fool around aton with the engine. This game (as well as T2) is all about manipulating the engine so your opponent can’t escape. If your opponent is teleporting to the point where you truly can’t go beyond a basic combo, then you probably should try to rethink your offense… there’s only such a small window to time teleports, and most characters give you plenty of time to charge an attack. Actually I think just about every character, once they start sparking, can still charge for a few seconds longer… and if you use a sideways attack (which is unblockable, as the sideways guarding directions have been removed), you can deal some devastating damage with your offense… just as long as you’re not predictable.
At least in T2, when my cousin and I played, we teleported stuff, but definitely not to the point where offense was just risky like you’re trying to say. We fooled around with the tempo of our attacks (cancels were around back then too…), threw charge attacks at varying times, made good use of unteleportable attacks (like the ki cannon) and threw out ki blasts. If the teleporting skills got better, we worked on our mind games… that simple. Have you actually made a great effort to mix up your offense? You’re basically saying that you and your friend teleport to the point where offense is dangerous (and not worth the risk) , but that’s definitely not the case with the cpu… The cpu teleports, but nowhere near as much (from my experiences and watching a bunch of vids) as you say. Compared to you and your friend, the cpu sounds like crap in teleporting, because they refuse to teleport quite a bit of moves…
Also, teleporting Vegeto’s beam rush super is nowhere near as hard as you say, and I’m surprised to hear it coming from you. If your timing and prediction are really that good, moves like Vegeto’s beam sword rush are a sinch to teleport. Timing the second teleport is easy too. And sometimes you have to teleport twice… its just the way the engine works. Sometimes the rush is still going when you make that first teleport, and you didn’t teleport to the side enough, so you have to time another.
And to be honest, if you could land these really high damaging B2s so easily, the game would… once again, be completely broken. Teleports solve this problem…
You say this as if there aren’t many moves that you van adjust the timing. But the moves that you can adjust the timing for are teleportable, which is quite a few attacks… Also, every character will have flying kicks and/or rush ki wave and/or ki cannon. Flying kicks aren’t guaranteed to land, true, but if you land the first hit of your flying kicks, you restart your combo, and you can do a ground slash to instantly guard break, as an up guard is really weak against ground slashing. Ki cannon is a really effective move, as is the rush ki wave.
Now, you bring up that SSJ4 Gogeta and Broly are top tier, and all you’re doing is claiming its true just because the Japanese say so. You’re not even explaining their reasoning… at all. I’m not sure, but to me, because all you’ve been doing was saying Gogeta is top because you read it on the Japanese boards, you’re leading me to think you believe SSJ4 Gogeta is top tier only because the Japanese say so… and I wouldn’t expect you to sink that low. Can you actually post what you’ve read? Nobody has ever managed to rebut my arguments for SSJ4 Gogeta not being a top tier character. SSJ4 Gogeta’s charge attacks charge up so quickly that if someone with good teleporting skills (to the point where offense is just dangerous) like you fights him, there’s no way Gogeta can win. He just isn’t flexible with charged attack timing.
You seriously don’t know that yet. It could be that certain match ups go completely against the general idea of the game… like that Grandpa Gohan vs SSJ4 Gogeta wifi match. The general idea of the game would be that they exchange hits in melee, and Gogeta might win if he manages to stay on a streak with racking up combos. But then Grandpa Gohan can use the black stock usage -1 item, and spam after image strike for only one bar… and after image strike has gotten a huge boost, and unless that Gogeta has abandonment essence, it’ll be hell to counter all those teleports. This match up goes way beyond what the general idea of the game is… which is basic comboing and throwing out charge attacks that you fool around with so they land and not get teleported.
For the game, I think of teleports as a double edged sword to the engine. It helps balance out the characters with really high attack power with the characters with really low attack power, and it just prevents people from racking up really damaging combos that break the game completely. It forces you to do something different each and every time you attack, which is nice. On the other hand, it can make offense really dangerous at times, which inhibits the award you get for actually landing the first hit. I side with the former, you’re with the latter… so we’ll be in a never ending argument at this rate. I’ve only been arguing with you because I want to see your side of the argument.