they can BEAT any follow up after a successful dodge by the teleport with 2A
why do 17 dmg when you can do 70 ?
raphs oki game is weak its not like he gains anything from a knockdown on someone good
In most cases, you're better off stunning an opponent than knocking him on the ground, which is why I try prep first. I'll either do prep A, or prep > SEA > B > Prep A. I find that the latter of the two lands counter-hits more often offline than I thought it would. The tech trap still does do a decent job against lesser opponents, and it's funny, because they never see it coming.
If I'm fighting an Ivy, and I'm out of range for my QC B attack, I almost always find the teleport my best option. Especially if I can time it just as the Ivy is about to attack. This actually works better offline, because it's easier to react to some of Ivy's attacks. The frame penalty doesn't affect me, seeing as how the opponent is now attacking the air while I'm behind them. I could throw, 4B stun, or whatever the hell I want from there.
But as I said, it strongly depends on how you play. You probably stay pretty close to the opponent, moving no further back than the tip of the blade. Obviously, the teleport is never going to work for you, simply because you're too close. It's possible to do the static teleport and have the opponent "miss" you, but it's too stupid and tricky and the window is way too small, a proper GI would obviously be the best choice.
For me though, I usually stay out of my opponent's range and try to bait them into attacking me, using teleport antics to punish and then start laying it on them up close with prep, backing off and trying teleportation if it comes back to us being at range again. I spent alot of my time online in SCIV getting my ass handed to me by really great Ivy players like Pandurrin, so I engineered a style specifically to help me out in fighting guys like him. Lo and behold, I'm now able to defeat Pandurrin on a somewhat more regular basis.