has anyone ever found a use for his teleports other than combos from the D donkey kick? does anyone know the properties of it?
it seems to have some invulnerability on the startup, i used the D one time against someone by accident and they whiffed some normals, caught them off guard and got a jump in combo lol...
i feel like there my be some potential in it with cr.C > C teleport? what do you guys think?
*Edit*
yeah, just tried out my theory with cr.C > C teleport. pretty worthless lol.
I have a few setups for his corner BnBs.
st.C, qcb+D~D, b+B, dp+B (DC) qcf+C, qcb+D~D, f+B... instead of finishing it the normal way (with b+B, qcf+A, DP DM or whatever) do d,d+D after f+B to teleport directly ontop of their model.
If they ukemi you can attempt the air stomp DM, fall straight down into the command grab DM (level 2!), or whatever mixup you want. They can obviously roll forward or poke before he lands, so it's not risk free, but it's a good way to reset the damage scaling if you think you can pull it off.
You can do it off lows in the corner with cr.Bx3, qcb+B (DC) qcf+C, qcf+A, st.D. If you st.D early enough you should be able to d,d+D teleport ontop of their model before they land. This one doesn't rely on them ukemi'ing because it's a reset.
You can also run up and d,d+D after hard knockdowns midscreen. Many people instinctively st/cr.C or DP in that situation and the air stomp DM will usually beat them out. Sometimes you can crossup D when falling straight down if the opponent whiffs an action that moves them forward.