I am from GA, and I play locals and some out of towners when I get the chance, but military is really putting a damper on everything. I actually saw that coming, but in your case I would be no one important. Still has nothing to do with people who dont fd throw amusing the hell out of me lol.
IB whole strings works out for a few reasons. They slow down peoples strings. They detur rushing (nothing like having an entire slayer block string IB’ed into a special between your mappa). And because shallow and IAD jumpers can hit your more than once causing them or you to be pushed back. When you IB that doesnt happen, its throw city. It works even better than fd throwing because you can react to a jump by just neautral jumping>IB>throw. And for all practicality, IB the important part works too, but by training to block the whole thing you know the timings by heart. But I guess I am diverting by getting into that. That is a personal venture, but none the less, I know for a fact that IB her jump in would nullify the shit. Period.
The tiger knee’d alphablade is minimal damage off of it-- while a well timed teleport into a throw or other high low for mix up will give alot more damage with the same grounding results and wake up oppertunity. No its not guaranteed, but dont try to brush it off like its impractical. Cause it isnt. Its alot more damage off a combo that might otherwise be laughable.
You are right about 5hs, I just threw that on as an example. But its still safe. So it did justice to its point. But my fault.
Both can cross up, and both FC j.2K and teleport>j.hs work under pending cercumstances. Most obviously, you cant do j.2k if they are too far away. Jumping in with j.2k is not verbatum, it will get you thrown if its blocked and it lacks range and speed (preperation time to get above them). They both serve certain purposes.
Outside of her sweep range still leaves you a things to play around with. Where he is doesnt matter as much as where he is teleporting which is really the issue here unless you can 100 percent see it coming a mile away. You can watch his teleport animation and see him teleport behind you and not be able to do anything about being thrown unless you were practically waiting on it. Even if you predict it, unless its in front of you she has little to respond with. What does she have that can execute fast enough to punish a teleport behind her where chip is in throw range besides a counter throw?
And teleporting backwards or forwards is useful. As long as you make them block something outside of slash range before doing it. Given, you will have to work back in, but that is not a great feat for chip. If you teleport backwards for 1, you just got far enough away to get a free invisible, and all you have to do is air taunt and follow it in to get back where you started~ more mixup, or make her go into blocking it and teleport to a suitable distance again~ more mixup.
blocked f+hsXXteleport works very well. And no amount of back dashing or 6p will help her if her back is on the corner when you teleport above her (for example).
Any quick strings into fd throw work well with chip. Are they guaranteed? no, but that doesnt mean you shouldnt use them. This referrs to strings that are actually hitting them, because block strings against bacon bits are risky (against others its open season though). In all honestly, the greater number of his strings do so little damage that its in your best enterest to go for mixup and high damage. Even if I score a knock down, I just otg into teleport~more mixup. And I would go for mixup every time off a f+hs unless I was trying to squeez out damage or play safe at the end of a match. The more conservative you are, the longer the match is and the more likely she or whoever you are playing is to catch you. And because you are chip, no matter how well you were doing, you are fucked. But then again, part of my problem with chip is my impatience.
if they are IAD they arent ganna wiff, they are ganna hit you out of your back dash. If they do jump and you back dash and they wiff you havent accomplished anything by creating space jumpin away. You also run the risk of them adjusting thier attack angle on you because they see you moving. I would rather take away the option completely by letting them know “if you jump at me more than once the reoccuring result will be me throwing you” period. Also, when you jump neutrally, they either have to hit you or be thrown anyway. The fact that you can IB too just means they cant do anything at all unless they are already on top of you. Ala waking up into j.hsXXTatami, or just a Tatami-- which chip and most other characters cant do shit about.