4x4lo8o
Noob
I'm sure there's going to be a flood of this stuff, so post all new teleport related tech and set ups here. Combos go in the stickied combo thread.
Initial observations about the buffs:
The new teleports(Warp Away and Warp Escape) have longer recoveries; 33 frames as opposed to 19 frames like his old teleports. I think this is fair, they're still safe in most situations. They move you about a half screen away.
The inputs are kind of strange. Not what I expected, but intuitive in an odd way
db3f for Warp Escape and df3b for Warp Away
MB Teleport is completely safe:
3d2~mb teleport and b21~mb teleport are both advantage on block. Both are at least +4, you can 112 and beat Flash's reversal Flying Uppercut
22~mb teleport, 112~mb teleport, and b1~mb teleport are all unpunishable(the start up on teleport can't be stuffed) and probably leave you between -2 and -5
b1~mb teleport can combo into 112, which is cool because it gives a safe way to confirm b1 into a combo(b1~d4 is unsafe and not hit confirmable)
b1~tele away is going to be obnoxious.
The start up is un-interruptable on block, and once they start throwing projectiles and shit to punish you can start doing tele behind.
b1~mb teleport behind(for combo) and b1~teleport away start with the same input.
That might be hit confirmable
Initial observations about the buffs:
The new teleports(Warp Away and Warp Escape) have longer recoveries; 33 frames as opposed to 19 frames like his old teleports. I think this is fair, they're still safe in most situations. They move you about a half screen away.
The inputs are kind of strange. Not what I expected, but intuitive in an odd way
db3f for Warp Escape and df3b for Warp Away
MB Teleport is completely safe:
3d2~mb teleport and b21~mb teleport are both advantage on block. Both are at least +4, you can 112 and beat Flash's reversal Flying Uppercut
22~mb teleport, 112~mb teleport, and b1~mb teleport are all unpunishable(the start up on teleport can't be stuffed) and probably leave you between -2 and -5
b1~mb teleport can combo into 112, which is cool because it gives a safe way to confirm b1 into a combo(b1~d4 is unsafe and not hit confirmable)
b1~tele away is going to be obnoxious.
The start up is un-interruptable on block, and once they start throwing projectiles and shit to punish you can start doing tele behind.
b1~mb teleport behind(for combo) and b1~teleport away start with the same input.
That might be hit confirmable