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Block String gaps(strings Raiden can teleport out of)

4x4lo8o

Warrior
This is a list of gaps in strings that Raiden can teleport out of. It also doubles as a list of strings that can be armored out of, but it's uniquely useful for Raiden since he can exploit them meterlessly. As far as I can tell a full list of these hasn't been done before. Pig's was incomplete and listed gaps that don't actually exist and the Jade guide had something similar but it was all in video form and I didn't see a list anywhere or the frame details. So this is my attempt at a complete, comprehensive list of every frame gap in the game.

* indicates where a hole is. Following the string is the size of the gap(s). As far as I can tell, and according to Somberness, it takes a 2 frame hole to teleport or armor out of. I've heard people say that you can do it with a 1 frame gaps, but I've never been successfully able to do so. I left 1 frame gaps in the list anyway, but as far as I know the only use is that it means the string doesn't jail. 1 frame gaps are in red

Baraka:
12b3 - 6 frame
3*b3 - 8 frame
b3*1* f1 – 2 frames, 13 frames
b32*2 - 14 frame

1*2 - 1 frame

22 1+2 * f4 - 4 frames

Cage:
13*2 – 1 frame

ex-forceball * f3 - 4 frames
ex-forceball * d3 - 2 frames
ex-forceball * d1 - 1 frame
11F1 * f3 - 6 frames
11F1 * d1 - 3 frames
11F1 * d3 - 4 frames

CSZ:
11*2 – 2 frames
11*f4 – 6 frames
21*1+2 – 3 frames
33*2 – 8 frames
3*4 – 4 frames
b1*2 – 4 frames
f1*4 – 4 frames

11*1 – 1 frame

Cyrax:
11*1 – 6 frames
1*21 – 2 frames
1*23 – 2 frames
21*2 – 8 frames


Ermac:
12*1 – 5 frames
b1*2 – 4 frames
b3*4 – 8 frames
f4*b2 – 7 frames

3*3 – 1 frame
b1*14 – 1 frame

Freddy:
22*1+2 – 4 frames
b1*22 – 3 frames
b1*2*u1 – 3 frames, 8 frames
b2*4 – 3 frames
f21*4 – 4 frames

3*3 – 1 frame
11*1 – 1 frame
f42*1 – 1 frame

Jade:
23*f2 – 7 frames
3*42 – 5 frames
4*f3 – 3 frames
b1*f1 – 3 frames
b3*2 – 8 frames
f2*12 – 3 frames

Jax:
12*3 – 11 frames
b1*2*4 – 3 frames, 4 frames
d4*overhead – 2 frames

2f2*b1 – 1 frame
f41*3 – 1 frame

Kabal:
11*1 – 2 frames
11*b4 – 3 frames
b1*2 – 5 frames
f4*1+2 – 10 frames
f4*tornado slam - 9 frames
11*tornado slam - 7 frames
f3*tornado slam - 4 frames
f32*tornado slam - 2 frames
f4*saw - 1 frame

f4*nomad dash - 6 frames(this means after f4 you can always poke/teleport/d1 out, even if he lets the nomad dash go)
1*nomad dash - 4 frames
11*nomad dash - 4 frames

After f4 or 11 unless he cancels into buzzsaw or ex-nomad dash you have a chance to armor/teleport out. If he tries to continue pressure by finishing the string(111 or 11b4) or by cancelling into nomad dash or tornado slam you have at least 2 frames to armor or teleport.

After f4~ndc, b1~ndc, b12~ndc, f3~ndc, f32~ndc, and 21~ndc you always have at least 2 frames to teleport/armor before his next attack.
After 2~ndc or 111~ndc you do not have enough frames to armor/teleport if he follows up with 2, f4, d1, or d3. If he follows up with anything else(1, b1, f3) there is time to armor/teleport

Kano:
b11*2 – 3 frames
b2*3 – 5 frames
b2*f1 – 5 frames
f3*b2 – 5 frames

b1*2 – 1 frames

Kenshi:
11*2 – 7 frames
f3*2 – 4 frames

11*1 – 1 frame
11*4 – 1 frame

EX-SC*SC - 1 frame
EX-SC*f3 - 8 frames
EX-SC*b2 - 11 frames
f22b2*SC - 8 frames

Kitana:
f31*2 – 3 frames
f4*3 – 5 frames
f4*b4 – 4 frames
b1*2 - 8 frames

Kung Lao:
21212*12 – 13 frames
24*1+2 – 4 frames
24*low hat -2 frames
f3*low hat – 6 frames

Liu Kang:
11*2 – 1 frame
12*b1 – 1 frame
21* low fireball – 1 frame
f4*3 – 1 frame

Mileena:
b3*b4 – 1 frame

ex-telekick - ~4 frames
u4*42 - 5 frames
u4*d4 - 3 frames


Nightwolf:
b11*1 – 13 frames
2*34 – 5 frames
f3*1 – 4 frames

Noob:
f4*3 – 7 frames
b12*f4 – 4 frames

21*2 – 1 frame

Quan Chi:
b3*1+2 – 10 frames

Skydrop*212 - 2 frames

Raiden:
33*4 – 6 frames
b3*1*2 – 6 frames, 5 frames

b2f1*1+2 -1 frame

Rain:
33*4 – 6 frames
24*RH – 6 frames
33*RH – 12 frames
43*RH – 5 frames
b2*RH – 5 frames
3*RH - 15 frames
4*RH - 5 frames

Reptile:
2*3+4 – 4 frames
f2*acidhand - 6 frames

321*acidhand – 1 frame
d4*acidhand – 1 frame

Ex-elbow dash - ~9 frame gap between hits

Shang Tsung:
1*2*1 – 1 frame, 3 frames
1*2*2 – 1 frame, 3 frames
22*b4 - 4 frames
f4*groundskull - 4 frames

22*1 – 1 frame

Skarlet:
b11*3 – 2 frames
b11*b4 – 4 frames
b2*4 – 10 frames
f31*2 – 2 frames

21*2 – 1 frame
b1*f3 - 1 frame

Scorpion:
33*4 – 2 frames
f21*4 – 2 frames
11*takedown – 5 frames

11*4 – 1 frame

Sektor:
11*b1 – 3 frames
1*3 – 3 frames
21*4 – 8 frames
f4*4 – 2 frames

Sheeva:
1b2*f1 – 11 frames
212*b1 – 10 frames
3*3 – 4 frames
b1*2*1+2 – 5 frames, 14 frames
f3*2 – 16 frames
f3*b1 – 7 frames

Grab N Punch*f4 - 5 frames

Sindel:
3*1*1 – 2 frames, 8 frames
3*1*b2 – 2 frames, 11 frames
4*4 – 2 frames
b3*f2 – 3 frames
f1*2*4 – 6 frames, 1 frame

Smoke:
11*2 – 4 frames
3*2 – 5 frames
b23*smokebomb – 5 frames
d1*smokebomb – 18 frames
d3*smokebomb – 17 frames

3*d1*1 – 1 frame, 1 frame

Sonya:
31*4 – 2 frames
114*cartwheel - 7 fames
114~MS*f1 - 9 frames
4*cartwheel - 13 frames
d1*cartwheel - 23 frames
d1~MS*1+3 - 27 frames

Stryker:
23*2 – 9 frames
b2*1 – 2 frames
b2*b4 – 8 frames
b2*f2 – 4 frames
b3*2 – 8 frames
ex - Baton Sweep - 6 frames between first and second hit

Sub Zero:
13*B+4 – 2 frames
21*2 – 6 frames
b1*2*1 – 5 frames, 11 frames
b1*2*4 – 5 frames, 17 frames

21*4 – 1 frame
f4*1+2 – 1 frame


I calculated it all the numbers by hand so if you notice any mistakes or strings I missed please tell me. This is also incomplete, and I'd like some help finishing it. If you know of any block strings are commonly cancelled into specials that have gaps(or even if you don't know if there's a gap and think I should check). I did a few that I saw, or thought get used sometimes, but I don't have enough experience with most characters figure out every normal cancelled into a special that I should be checking for gaps.
I'll update it with some frame traps soon. I also think it might need special sections for gaps in Kabal's and Rain's and maybe Scarlet'ss pressure, so if anyone has any special insight in that let me know

Shout outs to Somberness, for all his frame data which was used in making this, Chaosphere, for his frame data charts, and to STB Sgt Reed, Vocket, and STB Chongo for contributions and @Red Reaper for some corrections
 

4x4lo8o

Warrior
Dude, this is awesome. Major props to you :).
Thanks man.

I updated the list with some frame traps and things. I know there are more set-ups and frames traps and things that it's useful to teleport/armor out of, but unfortunately I don't know every set-up for every character so I'll be updating it slowly as I learn new ones.
 

4x4lo8o

Warrior
I calculated every possible 2frame gap and beyond...it took 2 months...whats gaps am I missing?
Sorry man, I wasn't trying to call out your work or step on any toes or anything. I saw your videos, but I didn't see the strings written down anywhere and I was looking for a quick reference. As far as I know you aren't missing any. I didn't completely watch your videos or compare what we had. I'm making this for anyone who wants to quickly look and see where the gaps are and how big they are. I felt the hour and a half of video you made wasn't quite as useful for that purpose, which is why I made the list
 

Chongo

Dead Kings Rise
No, you teleport after the f3 comes out but before it connects. The Cage player would have to delay the f3, making it no longer a frame trap, for it to option select like that
Ok, sorry didn't picture it like that. I'm dumb, need visual learning haha.
 

Vocket

Day 1 Phenomenal Teth-Adam Player
For Sonya
114*cartwheel - 7 fames
114*MS(f1) - 9 frames
4*cartwheel - 11 frames
d1*cartwheel - 23 frames
d1*MS(1+3) - 27 frames
 

4x4lo8o

Warrior
Ok, sorry didn't picture it like that. I'm dumb, need visual learning haha.
That's sort of a common misconception. I hear people say that a lot, as if it's something Cage has that absolutely blows up Raiden but really it's more of a read that give both players different options.

For Sonya
114*cartwheel - 7 fames
114~MS*f1 - 9 frames
4*cartwheel - 11 frames
d1*cartwheel - 23 frames
d1~MS*1+3 - 27 frames
Thank you! I was thinking I needed to go back and figure out MS stuff with Sonya while I was looking at her strings, but forget about it.
 

Chongo

Dead Kings Rise
That's sort of a common misconception. I hear people say that a lot, as if it's something Cage has that absolutely blows up Raiden but really it's more of a read that give both players different options.



Thank you! I was thinking I needed to go back and figure out MS stuff with Sonya while I was looking at her strings, but forget about it.
Oh yeah, forgot to mention this earlier. You can tele out of Reptile's f2 AH. 6 frame gap.

Edit- Also you can tele out of EX Dash. 8 or 9 frame gap.
 

Flagg

Champion
This is freaking awesome! As a CSZ main, I use his ice parry a LOT where I know gaps in strings exist. I like this list because it means CSZ will probably be able to parry and and all of the above.

Only yesterday I thought "surely Raiden must be able to use his teleport in a similar way, hmm, maybe i'll pick him up again"

I think a lot of Raidens use his teleport for the wrong reasons, i.e., teleporting because they dont want to walk or dash, or duck a projectile. I think it works more effectively as a defensive move that you can turn into a counter punch during pressure.
 

4x4lo8o

Warrior
I'm assuming these gaps all apply for armored moves as well?
Yes. I think some armored moves have slightly different properties and might not have active armor on the second frame, but in general you can armor in all the same places you can teleport.


This is freaking awesome! As a CSZ main, I use his ice parry a LOT where I know gaps in strings exist.

Only yesterday I thought "surely Raiden must be able to use his teleport in a similar way, hmm, maybe i'll pick him up again"

I think a lot of Raidens use his teleport for the wrong reasons, i.e., teleporting because they dont want to walk or dash, or duck a projectile. I think it works more effectively as a defensive move that you can turn into a counter punch during pressure.
I agree. Everytime Raiden teleports he's stand next to his opponent at -13. If you're using teleport to cover space you're doing it wrong. You generally only want to teleport while the opponent is doing something else. Teleporting out of string is one of the best ways to use teleport since it's almost always safe, often it grants you a superman or more, and it really can get into your opponents head when you start slipping through their block strings for free.
 

Vagrant

Champion
Yes. I think some armored moves have slightly different properties and might not have active armor on the second frame, but in general you can armor in all the same places you can teleport.
Thats what I figured. Great job by the way dude this will help alot of players out.
 

Flagg

Champion
Yes. I think some armored moves have slightly different properties and might not have active armor on the second frame, but in general you can armor in all the same places you can teleport.




I agree. Everytime Raiden teleports he's stand next to his opponent at -13. If you're using teleport to cover space you're doing it wrong. You generally only want to teleport while the opponent is doing something else. Teleporting out of string is one of the best ways to use teleport since it's almost always safe, often it grants you a superman or more, and it really can get into your opponents head when you start slipping through their block strings for free.
A special that isn't an EX move that can negate pressure is a powerful tool for a character to have and should be completely and utterly abused. I think only CSZ and Raiden have specials that are that fast, maybe KL spin as well. It means characters like Cage, KL and Kabal cant just up close pressure you for free while you pray a down poke ends it.
 

4x4lo8o

Warrior
A special that isn't an EX move that can negate pressure is a powerful tool for a character to have and should be completely and utterly abused. I think only CSZ and Raiden have specials that are that fast, maybe KL spin as well. It means characters like Cage, KL and Kabal cant just up close pressure you for free while you pray a down poke ends it.
Yup. I never understand when people say Cage is a bad match up for Raiden. He has teleport, good pokes, and armor. There's not a whole lot else you could ask for when it comes to getting out of pressure. Plus teleport can full combo punish everytime Cage tries to zone. Raiden can make this match up super annoying for Cage.
Same thing with Kabal. Raiden's hit box makes 2~ndc an issue, but other than that Raiden doesn't have many serious issues in that match up. His pressure isn't particularly hard to teleport out of and you don't really have to deal with that guessing game of whether or not he'll let the dash go. He can't just do whatever he wants.
Most match ups are like that. He don't necessarily have a lot of match ups that he really wins strongly in, but the opponent almost always has to play on Raiden's terms. If you want to pressure, you can't. If you want to zone, you can't.
 

Vagrant

Champion
To be fair though.

I do think Chaosphere deserves a shout out here. He made some very in depth charts in alot of the char forums, detailing the gaps in every string.

Nice to see it all compiled into one though =)
 

NKZero

Warrior
Supposedly Raiden isn't a top 10 character. Lol....he destroys everyone's offense with that dumb ass teleport.
 

4x4lo8o

Warrior
To be fair though.

I do think Chaosphere deserves a shout out here. He made some very in depth charts in alot of the char forums, detailing the gaps in every string.

Nice to see it all compiled into one though =)
Yeah, those are great. For the ones he's done they're more useful than this list, I probably wouldn't have made this if had them for all the character. Unfortunately he's done less than half the cast. He did most of the important ones, and I think he's still working on it, but for now at least part of the missing info is here. Also, a couple of his charts still had errors or didn't match somberness' data, I should probably let him know about those so he can update them
 

Rokinlobster

Nightwolf of the galaxy
Jump in punches don't prevent him from teleporting out of strings do they? Also is it possible to teleport between a jump in punch and the next hit, or does jump in jail until another hole opens up?