Best way to punish teleports as Balrog?
I am a relatively new player and am having problems punishing teleports especially, even when I can correctly predict them. What is the best way to punish them as Balrog?
Responses (4 total)
A teleport on wakeup can be punished by a couple of things, if you're not good with safe jumps you can ground buffer a special into a meaty cr.mk. For example, lets say you do a fwd throw somewhere beyond mid-screen (so the opps closer to the corner), You TAP to get closer, then perform your meaty on their wakeup, best choices are cr.mk and cr.lp. Since you can maintain back-charge with TAP you buffer in the special during the animation of the meaty.
If the meaty hits, whether or not they block, the buffer doesn't come out (especially since cr.mk is only super cancellable). If they teleport behind the buffered special will auto-correct, if they teleport in place depending on how fast the special is, you might go through them. You can buffer in ex.oh whose extra long startup will help you hit and not whiff and you can continue your combo. and if the cr.mk hits you have all the time in the world to jab hit confirm into a block string or into any combo.
This is most useful with Dictator because any of his reversal options are complete ass, although ex. devil reverse will get him out of the situation..and activate your buffer. Akuma can just wake-up dragon punch/raging demon and catch your meaty during recovery. And with sim, stay away from him if he teleports, his U2 is too good against balrog IMO.
Take it with a grain of salt though, it's easier to just watch him teleport then walk and throw or just maintain jab pressure.
For characters like akuma, when your pretty positive there going to teleport out of a corner, I would say TAP is probably your best option, Hold all 3 kicks, Do a Safe Jump with J,Fierce. and if he teleports do the TAP if he doesnt then dont.
Thanks for the reply casper!
Perhaps my question did not have enough detail however. The main problem I am having punishing teleports is on wakeup. The scenario is a knock down by me, followed by a safe jump. The other player teleports. Is there any way to punish this? What can I do instead of safe jump to bait the teleport and punish it?
It depends on the teleport. The two characters that have teleports where they can attack relatively quickly after they teleport are Dhalsim and Seth. For those two characters, if they teleport away, it's usually not worth it to try and punish them, as they will recover and you will more than likely be in the recovery frames of any move you use to close the distance between you and them.
If they teleport towards you, however, I find that for almost all characters, a standing jab is usually quick enough to punish them when they appear near you. Be mindful, if you are facing Dhalsim and he teleports in the air, punishing him with most any normal will not allow for a combo/follow-up (Seth cannot teleport in the air).
As for Akuma/M. Bison/Dictator, they will more than likely never teleport close to you (the recovery is way too long, although it happens), so more than likely, you will find them teleporting away from you. If you have a full screen of distance between you, the teleport typically safe. However, if they are any closer, a well-timed straight MP, HP or EX Dash Punch should punish them. The LP one is not considered because it has more startup frames; the uppercut Dash Punch will go over the opponent if you mistime the move and the low Dash Punch has too many startup frames.
