So uh...
@TakeAChance @Premonitionist I don't mean to sound like a downer here, but as cool as the Telekick stuff is, is it really worth sacrificing the few points of damage to use? Reason I ask, is currently my own wakeup game (when I'm knocked down), usually consists of
1. Attack with Roll/EN Roll (loses to block)
2. Delayed Wakeup (invincible on ground, loses to delayed setups)
3. Throw (to counter people bracing themselves for Roll)
So I'm just curious as to how much this tech helps since the opponent can still use the Throw option and Delayed wakeup options regardless of side? I'm not opposed to mixing it into my strategy every so often, but wouldn't you be better off ending combos with B21,2+4 every time instead? (Piercing only of course)
I do like the use of Standing 3 and F1 to blow up armor though, because it will beat both wakeup attacks AND wakeup throws.