Vulcan Hades said:
That's interesting.. So he really is that strong huh?
I've only played a handful of Freddys so far but they were pretty much average and obviously didn't know about that 50/50 you speak of (what is it by the way?).
I've experienced the glitch were all projectiles go through him. As Stryker, this was extremely annoying because it meant I couldn't even maximize my combos. But that didn't prevent me from winning.
Yeah, I've noticed you can hit him when he reappears. I don't know for how many frames he is vulnerable, but as soon as I see him disappear I got for a special move or a 6-8frame punish. I've punished almost all of his teleports on reaction so far.
b+2 is an overhead. b+3 is a low attack. If you jump in with a jumping punch, b+2 and b+3 do not seem to be fuzzy guardable. You can do the following for 54% of damage.
b+2~EX ground spikes, JP,f+2,1~d,b+4,1, dash b+2, f+4,2,1~far ground spike, far ground spike.
Granted b+2~EX ground spike is not hit confirmable, it is safe.
Because Freddy's zoning is excellent and because his mix ups lead to half life combos, you need to use a character who can approach and apply pressure to Freddy before he has a chance to get his game going.
And you are right. The teleports are definitely not safe. In fact, they are pretty punishable, especially if you have a fast special move that advances forward.