BuffRaiden
Nerf Erron's F4 Already
Haven't seen this addressed properly in it's own thread.
So the the mistake I see a lot of people make when trying to punish the tele cancel is mashing d1. Problem is some characters with stubby pokes like Kabal for instance will get wiff punished if the Scorpion player uses b14. I had to adjust and start using f22 or f4.
Your best bet is to use your fasted mid. Even Cetrion's f2 will work if you read the cancel. They are minus off b14 which is the string you most often see tele canceled.
Now the broken stuff. Over the last few days this site has pretty much outed the aerial teleport as a broken neutral killing tool if Scorpion decides to forward jump. If you make any attempt at anti airing with s1 or d2, you will most likely eat a full combo of mb teleport. So the answer is block right? Tele cancel... now what? Make the read? I don' think so. In theory the grounded tele cancel leaves you in a better position to continue offense, but the aerial tele cancel shuts down your options almost entirely.
In this game THROWS have mid properties if you attempt to poke out of them (REO discusses this in his podcast). So you can't poke, which most players, even good ones, do on instinct.
A tool or character is broken if it eclipses all other available to counter it.
While Geras, Erron, Sonya, and Jaqui are super strong and OP (Geras throw loops), you still have effective options that will give you your turn back.
So the the mistake I see a lot of people make when trying to punish the tele cancel is mashing d1. Problem is some characters with stubby pokes like Kabal for instance will get wiff punished if the Scorpion player uses b14. I had to adjust and start using f22 or f4.
Your best bet is to use your fasted mid. Even Cetrion's f2 will work if you read the cancel. They are minus off b14 which is the string you most often see tele canceled.
Now the broken stuff. Over the last few days this site has pretty much outed the aerial teleport as a broken neutral killing tool if Scorpion decides to forward jump. If you make any attempt at anti airing with s1 or d2, you will most likely eat a full combo of mb teleport. So the answer is block right? Tele cancel... now what? Make the read? I don' think so. In theory the grounded tele cancel leaves you in a better position to continue offense, but the aerial tele cancel shuts down your options almost entirely.
In this game THROWS have mid properties if you attempt to poke out of them (REO discusses this in his podcast). So you can't poke, which most players, even good ones, do on instinct.
A tool or character is broken if it eclipses all other available to counter it.
While Geras, Erron, Sonya, and Jaqui are super strong and OP (Geras throw loops), you still have effective options that will give you your turn back.
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