teleport could definitely stand to be better, but i honestly dont find it to be all that bad right now.
-i find a pretty good use for reverse P teleport against shotos if you wanna gamble just a bit and bait. if they uppercut anything stronger than lp, then you’ll be at perfect range for cr.mp xx scissors or whatever.
-Tony, what do you mean by slow? slower than PPP? I didn’t realize KKK went further back till a little bit ago, but I find it to help sometimes. It just sucks that it’s the worst teleport in the game and its only real use is runaway or shenanigans like the above which only work so much.
How do you guys punish people that os for throws during block strings. Its damn near impossible to throw someone that has this thing down but I’m usually jabbed on my way over because of the os mashing.
If they use OS crouch tech you need to use a slower normal or delay your input a little bit to fish for a CH. Common setup for Dictator to beat crouch tech would be c.LP/c.LK, close s.HP, then c.MK xx scissors or s.HK if it counter hits (depending on distance and opponents hitbox). You can also use s.HP after the opponent blocks your lvl2 FA to beat crouch techs in this situation.
s.HP loses to people who just mash their fast normals though.
crossup, jmk, cr.lp, st.close lp …pause ever so slightly and walk back ever so slightly…cr.mk xx scissors.
if you need further clarification i can look up the video but im lazy.
as to vega red’s method, that shit is slick, but if you dont get a counter hit with close s.fierce, you can’t link to cr.mk, so i always try cr.lk. the risk reward balances out imo but its better to go for cr.lk because counter hit or not, close fierce links with cr.lk no matter what, so the only thing you have going against you is distance. i think the first cr.lk might be enough to push you far enough away to whiff cr.lk later. not sure. training mode!
Yes, the c.LP/c.LK before the s.HP pushes you out too far for c.LK to connect (maybe it works against wide chars?), it actually even pushes you out too far to connect c.MK too against lots of chars, that’s why I recommend to do s.HK some times after the s.HP. After a jump in or a blocked FA close s.HP, c.LK is probably better than s.HP, c.MK.
teleport is good for escaping cross up jump ins. it is also a free and easy way to escape pressure strings during any reversable gap. basically you do reversal teleport and get the hell out of there. however, like any special move if you are predictable with it you can get punished. there are certain option select strings for characters like chun li that will punish you if you teleport. often the best thing to do in the face of pressure strings is to simply block and watch for throw attempts, however this is difficult and requires focus and good reaction skills.
Also keep in mind that you can cancel teleport into another teleport, or special/ultra if you have the charge. Sometimes if you teleport out of an offensive string you can be punished, but not if you cancel your teleport into another one.
I think one of the best things I could do with bison is to simply play matches where I do little else but poke with normals and on defence, limit myself to blocking and throw teching. I’ll get killed but the defensive aspects of my games need a lot of improvement imo
two specific uses for teleport
if you can predict an akuma jump back fireball you can teleport in and punish
this really shouldn’t work against good players but its effective against scrubs; you’re beating the shit out of blanka, he has ultra, walk up and teleport back to bait an ultra. this is an online trick it works a surprising amount of the time though
^ yeah dude, I’m using it more at like a whole two or two and half, maybe three character distances away and it can beat long pokes out.
for example, against my good man thirdratefighter the other night I was throwing it out FAR across the screen and I countered his s.mk hahahah ridiculous, the hit animation was in between the map with us across the screen from one another. the hitbox on the damn thing is huge.
Most people throw fireballs in groups, so you can block/avoid one then instantly teleport behind them, and sometimes punish.
Also, moves with crazy forward trajectories (ie-rufus Messiah Kick) are great to teleport FORWARD against. Also standing full screen distance, teleport through fireballs
I use backward 3K teleport more than any since that one teleports you to the other side of the screen. it works wonders, but can also get me in trouble when i use it when cornered. Sometime when I do that It’ll teleport me to the same spot for some reason.
In the corner I"m usually able to PPP behind the opponent and cancel it into a KKK far teleport. I haven’t been punished for it yet, but I have a feeling its an online lag tactic. Anyone know if this is legit?
not sure if this bug/glitch was documented, but you cannot seem to cancel close s.HP into forward PPP teleport to go behind the opponent.
I cornered a shoto that seemed hesitant on AA SRK since I baited a few so I planned a front j.HP, close s.HP, f+PPP port to bait uppercut but I stayed in front of him and almost ate SRK FADC Ultra lol
1)Crouching lk -> crouching lp -> crouching mk -> hk SK. Lp link is a frame faster, but the damage is worth it, imo. Does close to 200 damage points.
2)Crouching mp -> standing lk -> standing hk, with close hp being traded for 2 extra frames. Need to check if the spacing is any different.
Huh, is cr.lk > cr.lp a 1 frame link? If so, why not do st. lk? Doesn’t that have more range?
Also, a cute trick against people who mash out dps during your blockstrings: Since cr.lp can be chain cancelled, stringing them together makes you impossible to reverse. This could frustrate mashers and also give you more control over when you bait. An example: If you have just dashed in on ryu, and start off with a cr.lp, you can chain into one or two more and then stop to bait the reversal. This has probably been brought up before, but I’ve been finding it more useful recently now that my opponents seem to know cr.lkx3 can be reversed.
yup. against grapplers, chain jab and backdash. free roundhouse/forward
also, isn’t jump in, cr.lp xx scissors safe? if so you can get your chip in on block/keep up the pressure/push em more in the corner/maybe get a cr.lk xx scissor follow up if you dont think they’ll try and uppercut/reversal you.