Guys:
2 situations with big frame advantage:
Landing regular teleport on a standing opponent gives you enough advantage to do whatever you want. So say you do 112 hitconfirmed to tele; then you get either a free b2 or b1 they have to block.
Yes 15% into standing reset is not a ton of meterless damage, but if you don't have a bar to spend to get a big combo off 11 (or you want to save the bar anyway), this is an option. Sometimes for example, jump in 1, 112 catches people once you've conditioned them with jump in 1, throw.
Now, we don't really have two safe hit-confirmable options for a true 50/50 afterwards. We can do back12~close kunai, but it's armor-interruptable. b3 leads to some nice combo damage, but it's not hit-confirmable without spending a bar for MB kunai.
This also means that if you're able to get in a tele from dstance on reaction to something slow (like somebody's zoning), they'll have to hold either the high or low followup.
It also gives you another meterless option to use off standing 33 (there's 334, which ends in an overhead splat. 33~Close Kunai, which can be armored through but ends in a low with frame advantage; and now 33~tele on a hitconfirm, which gives too much frame advantage for them to block and let's you mix them up again).
Also,
Throw as a combo ender (off a juggle) leaves you with an untechable knockdown with big frame advantage in perfect b2 range. You have 30-ish frames advantage, even more than spear/fist flurry, so they'll for sure have to block (or spend a bar to use an armored wakeup, assuming they have the bar).
This is also good news against people who don't have long-ranged wakeups; because if you do b12, the first hit would take the armor and then the second hit should connect.
For example, it's big against characters like, Kotal Kahn, who has a beastly wake-up overhead Sword in War God that keeps you from getting anywhere near him on wakeup (although with Kotal specifically, you'll have to back up a little before the b2 to move yourself out of range).
This is early stuff, but maybe other Takeda players can find a way to make this useful.