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?
No, the jip doesn't prevent you teleporting out. I think a jip has a cancel advantage of about +20, it jails for the first hit of anything faster than that, but the rest of the string still has the same gaps.
did you really have to post Stryker's?
Maaaaaan
Yes. He has a gun, it isn't fair.
At least he didn't get it as bad as Jade. She only has one string without a gap - 122 - and it's unsafe on block, doesn't launch and if you cancel the 12 into anything else there's a gap. I don't know the Jade match up at all, I'm not sure I've even ever played a Jade, but at the highest level it's probably as bad as the Kenshi match up for her. She has absolutely no pressure options and Raiden can teleport and full combo every time she throws a boomerang
Teleport doesn't always get you out of a jump in. You have to time it perfectly because sometimes you'll try to tele out and it'll put you on the other side right into their jip. You have to pretty much wait for them to hit jip before you teleport. So it's somewhat risky... although I go for it constantly.
I do it all the time too, and I usually regret it. It's almost instinctive, they jump and I teleport. I don't know how to break the habit. Sometimes I'm even baiting the jump so I can aa and I still end up teleporting.
Ex-Shocker is a pretty godlike anti air, though. I don't use it as much as I should. If Raiden has a bar of meter and you have less than a third of your health left you can't jump at Raiden. I don't care if you've got dive kicks or it's a cross up or a jump kick or whatever. Free damage for Raiden