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| *Has a great crossup hitbox, but is hard to use because of the bounce | | *Has a great crossup hitbox, but is hard to use because of the bounce |
| *almost exclusively used in many combos and a few blockstrings (such as iad.j.K(1),j.K(1),j.S,J.HS(2), land...) | | *almost exclusively used in many combos and a few blockstrings (such as iad.j.K(1),j.K(1),j.S,J.HS(2), land...) |
| | *Sometimes useful as okizeme, such as IAD high/ low mixup after air alpha or alpha plus knockdown, after H teleport, or in the corner "beyblade" mixup |
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| *Effect will end prematurely if Chipp is hit or has to block | | *Effect will end prematurely if Chipp is hit or has to block |
| *particularly good with YRC after the effect is triggered, making it safer and giving you more time to react to whatever situation arises | | *particularly good with YRC after the effect is triggered, making it safer and giving you more time to react to whatever situation arises |
| | *Can be used in the middle of corner dust combos and can be used after certain knockdowns while still having options for meaties. Very good after a high wall alpha knockdown prior to okizeme |
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| *It is a strong strategy to cancel the recovery of 22K teleport with YRC. The added slowdown should give you enough time to start a combo, apply pressure or go for an air throw | | *It is a strong strategy to cancel the recovery of 22K teleport with YRC. The added slowdown should give you enough time to start a combo, apply pressure or go for an air throw |
| *22S/22HS teleports enable combos after 2HS, 22HS is useful when 2HS hits when farther away from the opponent and allows you to do midscreen air combos that wouldn't have connected by using 22S | | *22S/22HS teleports enable combos after 2HS, 22HS is useful when 2HS hits when farther away from the opponent and allows you to do midscreen air combos that wouldn't have connected by using 22S |
| | *22S version will maintain dash momentum; for this reason, it has some use as a jump in |
| | *Both the S and H versions of the teleport cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (roughly, but not technically, towards the opponent), the only exception being if 22H is used in reach of wallcling. In this instance, Chipp falls straight downward. |
| | *Because Chipp falls slightly forward, this means when 22H teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual. This affects certain corner oki setups, but the forward momentum can be stopped using FDC. |
| *22HS teleport can be cancelled into wall cling | | *22HS teleport can be cancelled into wall cling |
| *If used predictably, all teleports can be heavily punished | | *If used predictably, all teleports can be heavily punished |
| *Can install an airdash (super jump install) to air versions in neutral with a fast 228 input | | *Can install an airdash (super jump install) to air versions in neutral with a fast 228 input |
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| | *If landing recovery from a jump is cancelled into an air teleport, you can use whatever air options you would have had left, as if the teleport had never happened.}} |
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