Guys what a wonderful day for Displacer mains, I found something with held EX-teleport. You can be hit out of it while you're holding it! I know, it's crazy! So when you hold EX-teleport (you can do that by the way) Raiden goes to the Elder God club to get a drink or something and disappears from the screen. However, apparently his dimension warping skills need work because the opponent can still hit you while you're holding it, which can basically give them a full combo.
Now why is this noteworthy? Because EX-teleport is a fantastic way to get out of the corner nearly for free (Liu Kang's B1, Jin's F3, Cassie's F44 and the like can armor break EX teleport but it's still really easy to get out of the corner) if you're being corner pressured too much for your liking. Held EX-teleport on wakeup was an easy way for me to get my bearings and do a far teleport to immediately be midscreen, without worrying about messing up down-up+block+forward and instead get a fake teleport or something. This is however tossed out the window because you can be hit out of it. Quite a shame because of the pressure options it could've given Raiden with the opponent needing to find a way to deal with EX teleport.
I suppose I should just tighten up my execution to get EX-far teleport wakeups to work but it's important that Displacer mains know about this.
In my opinion, I wouldn't use a bar to get out of the corner unless I'm catching them with an ex wake up attack. While I see the appeal to doing EX tele to get out I feel there are better options that assert more pressure on the opponent as well. (don't get me wrong it does get you out of the corner really well)
For example, d1 canceled into df2 creates a good amount of space and a 7 frame normal can poke out of most of the strong pressure in this game. At this point they are at good range for a d4 so as long as the player isn't being super aggressive I will check them with one of those, which is plus 12 frames on hit. If it hits I use 1122 to get tele out as thunder god, but you could get out with any tele as displacer.
Pretty much best case scenario for d1xdf2 is you catch them with the df2 and you are free to get out and scheme on them a bit. Or worst case scenario, they block the d1 and low profile or armor the df2. (this is a pretty hard read to armor IMO, it's not so easy to do on reaction, much less if you haven't practiced it) Most of the time they block both and you are left with more space and a chance to challenge them if they aren't aggressive.
Point of all this being to present some other options so you can save meter, but also to give a secondary gameplan if you are stuck in the corner without meter or your armor keeps getting blown up on wake up.