In SSB, Samus, Fox, and Jigglypuff have the ability to teleport. Contrary to its name, the teleport does not look like a teleport. Instead, the teleporting character slides a short distance, similar to a wavedash. Because the technique requires the user to input a jump, at the end of the technique, the teleporting character either ends up in the air, goes off a ledge, or using a jump cancelable attack. Samus and Fox's teleports are much shorter than Jigglypuff's.
Technical Details
Unlike the wavedash, the teleport is a glitch. Because of this, the phenomenon cannot be explained with game mechanics alone. However, it is known that the teleport lasts as long as the character is in the pre-jump animation, and since Jigglypuff has a longer delay before jumping than Samus and Fox, its teleport lasts longer and goes farther.
Performing the Technique
The teleport is performed by first starting the normal dash (as opposed to the initial dash), smashing the control stick in the opposite direction, and jumping three frames afterwards. The jump can be canceled by an Up B, Up smash, or Down B (Fox and Samus only).
Methods
There are two common methods of performing the teleport. The first method is to dash, smash the control stick back, and then hit C. The second method is to dash, and then make a downward 270 degree circle with the analog stick. It is considered easier to follow up the teleport with a short hopped aerial using the first method and easier to follow up with a jump canceled attack using the second.
Strategies
Approach
Because this technique gives a sudden spurt of speed, the teleport can be used for movement. When coupled with aerials or other attacks, teleporting can be used as an approach. Both Samus' and Jigglypuff's nairs have good priority and reach and both of their dairs are good combo starters. Samus' bomb is also a good option (known as the bomb teleport). By coupling the teleport with Jigglypuff's Rest, the player can land surprise hits on an unsuspecting opponent. Also, doing an Up Smash after teleporting with Fox can be pretty helpful finisher for aerial combos as well as dealing with tech-chasing.
Edgeguarding
If the teleport goes off an edge, the character will end up off the edge in free fall. When this is coupled with an aerial, it can be very useful against a recovering opponent trying to sweetspot. It is especially effective with Samus' dair and Fox's reflector, since they can spike. Jigglypuff can also perform a slightly faster edgehog than jumping backwards to grab the ledge by teleporting off the ledge and jumping towards it.
Extended Teleport
Normally when teleporting, the character dashes, then goes into the pre-jump animation while sliding, and then jumps once the animation is over or falls off the edge if the teleport goes off an edge. The jump after the animation can be canceled by using an Up smash or Up B attack. With most attacks jump canceling results in canceling the teleport. However, when the teleport is canceled with Jigglypuff's Up B (Sing), the momentum will stay throughout much of the attack and the teleport lasts longer and travels farther than normal.