Long-winded analysis on EX (all versions), EX2, & EX2+ teleportation. Covers Akuma, Evil Ryu, Dhalsim, and M. Bison from 1, Kairi and Dhalsim from 2, M. Bison and Dhalsim from 2+. The following assumes “far away” teleport and not “near” teleport (since teleporting and recovering right next to your opponent isn’t exactly a tactically sound decision).
Unlike other SF games, there are more factors that affect teleport in EX than 2D games. relative distance, if and where the target is moving, number of teleport (!), etc. Boiled down it’s: distance of teleporter from target, both after teleporting starts and just before recovering. Also, unlike other SF games, there is a quasi 3-D component in that teleportation not only affects distance, but also rotation (however, there will be no further discussion in this matter since it only affects projectiles, plus the M Bison exception, which will be discussed last).
If “A” teleports and “B” doesn’t move, “A” will always appear as far away as possible, whether in front or behind the character.
If “A” teleports behind “B” and “B” is moving backward, “A” will reappear just beside “B” (Doh!)
If “A” teleports behind “B” and “B” is moving forward, “A” will reappear as far away as possible from “B” (Yay!)
If “A” teleports in front of “B” and “B” is moving backward, “A” will reappear as far away as possible (Yay!)
So far so good? Okay, now comes the weird part.
If “A” teleports in front of “B” and “B” is moving forward, “A” will reappear closer to “B” but not within most hitting distance. Then…
+++
If “A” attempts to teleport again in front of “B” and “B” is walking forward he’ll reappear just in front of B" (doh!)
If “A” attempts to teleport again in front of “B” and “B” is walking backward then he’ll reappear far away as from “B” (Yay!)
If “A” attempts to teleleport behind “B” and “B” is walking forward he’ll reappear near “B” but not within most hitting distance (go back to Step +++).
If “A” attempt to teleport behind “B” and “B” is walking backward he’ll reappear near “B” but not within most hitting distance (go back to Step +++)
So, is it possible for a teleporter to stay away until time runs out ? Quite possibly, but highly imporbable. The problem lies in determining in what direction the “B” is moving. The direction “B” is moving is not resolved until “A” starts to teleport – “B” can decide to change direction while “A” is still teleporting. Statistically, it boils to this: teleporting has a 1/4 chance in ending up in disaster – basically a free hit/combo/whatever. Player “A”'s skill is irrelevant, as all “B” has to do is move in a direction, whether forward or back (but not waggling in the middle of the screen) and he will always have a straight 1/4 chance of getting something in for free.
Bison stand the greatest chance of pulling of a safe teleport because he gives no visual cue as to what direction he’s going – he stands a straight 3/4 chance in teleporting successfully. The other teleporters give a rotational cue, and actually stand much less of a chance, almost 1/2.
On Akuma: I’ve pointed out before (not in this thread), that, yes, Akuma has that divekick combo. Unfortunately, it doesn’t work on crouching characters, has difficulty on landing in the first place unless your opponent is a shoto recovering from a fireball and has difficulty landing on the smaller characters (theoretically, Gief is the easiest target due to his size, but I’d like to see akuma try to jump on Gief without a preceeding air-fireball… heheheh). Landing it is spotty, at best. Allen has a much better chance in landing his combos simply because his priority on moves is the best among the shotos, and is not limited by size (although I have to agree with colguile when he said the Allen’s quadruple super is harder that its worth). Allen, simply, has more tools to hit an opponent than any other shoto. Akuma, however, is most definitely better than either Ryu or Ken.
The raging demon (all characters) cannot hit someone in blockstun/hitstun. hurricane kick x 2 -> raging demon actaully give more time for your opponent to react that a flat out raging demon. If you watch carefully, you’ll see Akuma can actually “push” a character in hitstun/blockstun without ever grabbing them.
Hopkick is useless to Akuma and Ryu, who can be hit (or more likely, thrown) right after it. “Faking” doesn’t work, AFAIK, as Akuma/Ryu can’t cancel it into a super.