The distance the dash goes will never, ever, be a problem for a character such as SFVâs Bison. The farther it goes, seeing as how it doesnât go through the opponentâs hitbox, will always be strictly better.
Now, if you want to talk about how long it takes for him to disappear, and then reappear, now thatâs a totally different argument, which has to do with the animationâs speed, and nothing at all to do with the distance the port travels.
Your comparison is also bad, because hayate is much, much, more unsafe than SKâs ever will be, so Bisonâs strictly better off in that department. Bisonâs jump ins are also quite good, maybe not as good as Makotoâs, but not in any way bad.
Makotoâs dash has no sort of invincibility either, and that doesnât stop her from doing excellent dash underâs, just like it wonât stop Bison. A dash under isnât meant to be done late, to have invuln frames escape a jump in, itâs meant to go under the opponent while theyâre still high enough in the air that your hitbox will fit under them. If you mean to say that Makotoâs hurtbox is further reduced during her dash, when compared to Bisonâs, and that it makes dash unders easier, then you may have something. But thatâs simply a case of you having to react sooner and inputing the dash sooner to cross under (another department in which the greater distance traveled really gives dash unders a whole other level of effectiveness at surprising the opponent).
@gig4ls:
Regarding the animation, Beta 1 Bisonâs dash had a really distinct animation as well (no move even resembles that lunging forward animation), even if it wasnât a teleport. In the long run, the âtellâ of the animation that helps your opponent react will be utterly meaningless, because people will learn the charactersâ movement, and know how to react accordingly. Even if his previous animation didnât jump out as much as a teleport (which it arguably did) to the untrained eye, to a player who knows the game it was just as much of a tell, and the reaction will be the same.
No, Iâm not sure how long the previous dash took, but it didnât seem all that faster, especially considering the recovery has been reduced in the most recent builds for regular tele-dash. And we should also take into account that you have inv frame, even if few, that will potentially make a jab whiff if the opp simply presses it right away as he sees you disappear.
Lastly, there is also the distance traveled issue. Iâm pretty certain the tele dash, even the non Vtriggered version, covers significantly more ground than his old dash, which was quite short. Is that only my impression?
All in all, Iâd say weâre better off as we are now, and Iâd consider the teledash a definite buff.