Landing a raw tele is risking a -30 punish so as scrubby as it seems it should be rewarded more. The cancel combos are for converting strings that cant be cancelled directly into tele
its not about that at all,besides f4 is a plus on block long range multi hitting string yet simply cancleing on seconde hit nets 517 dmg.
The damage scaling is just off for tele and air112.
In general like we said above the game handles damage scaling in a weired way across the board.
I think you missunderstood my post as nerf smoke post,which it is not,simply outlying a strange damage scaling situation,where its non existent for tele and air112 and he gets overscaled in other areas.
as for your statment about tele being punishable,well its not just about what damage it comes after but how,you literally do raw tele 11xxtele,11xxtele 112,and you get 47% for such a simple combo,absuing the lack of scaling.
The reward from the teleport should be the fact that there is a constant treat of it in the neutral and its a very viable way to counter projectiles as well as a mix up tool,baiting anti-airs etc(some cases more risk the others).Not insane damge conversion if an opponet makes 1 mistake which also requiers pretty much zero execution
But again this in not a nerf smokes tele thing its just the damage scaling is screwed up.Think of scorpion or other full screen teleports in past NRS titles,could you juat do ex teleport 3 times and do 47%?