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Block String gaps(strings Raiden can teleport out of)

AYSAMO

Apprentice
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?
Why would raiden ever let you jump in on him though? you can just superman them, backdash into b3, or teleport. If a JIP does connect though, I'm pretty sure it jails you.
 

Chaosphere

The Free Meter Police
Why would raiden ever let you jump in on him though? you can just superman them, backdash into b3, or teleport. If a JIP does connect though, I'm pretty sure it jails you.
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.

Jip can knock you out of superman too, but at least it's just a knockdown and not a full combo.

Backdash into b3 is awesome if you're at the right range.

The best thing against ANY jip from ANY direction is an ex-shocker.

Also 1~vb is a great anti-air.

Basically, Raiden has the best options for defending against jip I think. Outside of kabal's stupid ass fucking nomad dash/gas blasts.
 

Chaosphere

The Free Meter Police
Good shit. I was planning on doing this once I got all of the charts done. Shit I need to pick those back up because I hate not finishing projects I start. I'll do that soon.
 

Rokinlobster

Nightwolf of the galaxy
Why would raiden ever let you jump in on him though? you can just superman them, backdash into b3, or teleport. If a JIP does connect though, I'm pretty sure it jails you.
Why does any one let anything happen? We arent playing theory fighter we are amassing information.
 

4x4lo8o

Warrior
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
 

YOMI Reno_Racks

I have a dream...
Good Work Evan! Don't forget the most important Rain string to teleport/armor out of.. 4rh. A lot of Rain players throw this out excessively due to opponents not knowing the mu. It's very easy to read and with a 5 frame gap in between the 4 and RH it's not very hard to teleport out of that shit every time.

I counter pick Rain with Raiden for that very reason. I also hate mirror matches but who doesn't. You going to NCR pimp?
 

rotanadan

Mortal
Mileena:
ex-telekick - ~4 frames

Can you use this to punish ex-telekick?? if you do it to early would she auto correct the second hit? This could totally change my mileena game from "oh she has meter, hold block a lot"
 

4x4lo8o

Warrior
Good Work Evan! Don't forget the most important Rain string to teleport/armor out of.. 4rh. A lot of Rain players throw this out excessively due to opponents not knowing the mu. It's very easy to read and with a 5 frame gap in between the 4 and RH it's not very hard to teleport out of that shit every time.

I counter pick Rain with Raiden for that very reason. I also hate mirror matches but who doesn't. You going to NCR pimp?
Thanks man. I was actually going to tag you next time I updated and ask about it since I just sort of guessed when doing Rain's and I knew you would know.

I was just thinking about NCR the other day. When is it? I couldn't find the website and haven't seen any threads about it on TYM


Mileena:
ex-telekick - ~4 frames

Can you use this to punish ex-telekick?? if you do it to early would she auto correct the second hit? This could totally change my mileena game from "oh she has meter, hold block a lot"
The second hit won't auto correct, but you aren't guaranteed a punish by teleporting out. She can block the second she hits the ground, which is pretty much instantly. I think she's probably at advantage if you teleport out of an ex-telekick. If the Mileena player doesn't react right to your teleport and is trying to throw a Sai or something and doesn't block you might get something, but your best bet if you want to punish is to crouch block and juggle with d1, shocker.
I'm not sure about actual applications of teleporting out of this. I think it's as easy to teleport on reaction before the first kick hits you, and that leaves you in basically the same situation(the second kick doesn't come out if the first one doesn't connect, so she just lands) as if you teleport between the kicks.
 

4x4lo8o

Warrior
4x4lo8o
Quick Korrection:
Freddy:
b1*2*u1 - 3 frames, 8 frames

Kenshi's 11*2 has a 7 frame gap.

For Kitana you're missing B1*2 it's an 8 frame gap.
Thanks a lot, I knew I had to have made some mistakes because I did it all by hand by myself. I dunno how I missed that Kitana string.
 

Red Reaper

The Hyrax Whisperer
Thanks a lot, I knew I had to have made some mistakes because I did it all by hand by myself. I dunno how I missed that Kitana string.
Yeah. I was reconfirming everything.. It was a lot of work.. Definitely more than I expected. I remembered Kitana's B1*2 because Son ov Timett told me he always gets spun out of it by Satsui's Lao. lol.
 

STRYKIE

Are ya' ready for MK11 kids?!
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
Apologies if you feel like I'm necrobumping, but this should be a 5 frame gap, from the distance a point blank EX Spirit Charge puts you at, the trajectory of a regular spirit charge doesn't reach until the 12th frame. I've been armored out of it before so the teleport should work here too. Everything else looks about right though.