Its character specific and depends on the situation…
Your not really punishing wake up teleports on the lines of Bison’s or Akuma’s(not by a large portion of the cast), however there are exceptions as always right? thats a example of a reversal…now reversal DP is different, and even tag canceling doesn’t automatically saves you as you can be happy birthday’ed in this game(Balrog and Ryu’s Super don’t go into a animation so they can hit 2 opponents for full damage), but that is another example.
Wake up/Okizemi is a different ball game, in this title then it was in SFIV, i think earlier you were talking about what happened on CrossCounter when Gootecks tech rolled Ryu’s EX shoryuken, it only happen like what twice right? but it happened. I think its either timing involved with those specific moves, or it requires a button input. this honestly would balance things out in the end as it wont make it OP, its like people hating quickstand in SFIV which you can still in SFxTK.
this maybe a theory of mines but given on what we did see on CrossCounter, certain EX moves make it harder to tech roll from, wouldn’t those specific moves be best used in trying to set up some form of offense or mix up? Like if Ibuki’s EX slash kicks had that property, wouldn’t make her feel at home by going for her SFIV styled Vortex? Another thing…this game has no stun.
One last thing i wanted to go over before Doopliss picks apart this post is, the Rules regarding Juggles. Seth briefly mentioned this and i wanted to go over a few points. So Apparently every move you do has a pre-set juggle point(we got that?), and for the most part jabs and shorts have 2 juggle points, strong and forward’s have 3 points, and fierce and roundhouse’s have 4 points(with me so far?). The General Rule to this is, you must go from weakest to strongest, however certain things can apply.
if the juggle starts with a jab or a short, you should go to strong/forward, then to fierce/roundhouse. however, if the juggle starts with forward, you can do short, then fierce(kinda get it?) and you mix special moves in between the normals to fill out the juggle if you like, Links also apply here.
so if we put it together like how Seth had demo’ed it will look something like this: Cr.MPxxCr.HPxLK Tatsu, Cr.LKxLK donkey kick, EX shoryuken. pretty sweet corner combo.
there is alot to learn about the system, however this is basics we know right now…i know Doopliss is already working on this.