Natsu 1.02 Tech Trap Discussion

IdleMind

BANNED FOREVER
Feel free to post any Natsu tech traps you find here.

Be sure to note the conditions of the tech (catches left/right/front roll/all), or if a specific timing is involved or if the tech catch is character specific. Upon review, the tech catches will be listed in the Natsu Tech Trap Listing.
 
Can we open this up for discussion? I'm curious if anyone's found any tech traps that aren't directionally escapable. (Aside from the one from the CH WS K, 6A+B ! one)
 
After 4KKK in a combo, 4A+B is a tech trap. I know theres a few more, but can't think of them from the top of my head.
 
In what way is it escapable (if at all)? Can they ukemi left/right to get out?
I am fairly sure it catches all tech, and if they don't then it's still guaranteed and you get PO mixups. 3B A:6 into 4A+B is also a tech trap, i think it catches all directions aswell. Then theres the ones where you do a delayed 4A+B after 3KKK and spikes in a combo, but i doubt most opponents would want to ukemi in those situations.
 
As i mention somewhere k2 is they new combo ender move. so after it follow with 2A+B/4A+B6/or another k2 if they play dead :)
 
Back