Tech Traps for Ezio

TANHAUSSER1

[10] Knight
I saw a previously started list, but there was nothing there, so I decided to pick up one as I went along. These are some techs I've found while messing around, and he has a tech for each direction. Some or many of the techs may not be as necessary as others, but for all who care to know any of them, this is for you:

1) B+G~CE (front/back)

2) B+G~2A (front only)

3) 44K~3A (ALL)

4) 44K~44B (front/back)

5) 44K~CE (front/back)

6) 44K~1A (ALL)

7) 44K~B_BB_BB,BE (ALL; BB, BE only catches full if against wall)

8) 44K~1K (front/back)

9) 44K~11K (ALL)

10) 44K~2B (front/back)

11) 44K~66B_BB_BBBE (front/back)

12)44K~22K (front/back)

13) 1K~CE (front/back)

14) 1K~1A (ALL)

15) 1K~66B_BB_BBBE (front/back)

16) 1K~44B (front/back)

17) 1K~11A (front/back)

18) 1K~WR A (right/front/back)

19) 1K~66A (right/front/back)

20) 1K~44K (front/back)

21) 1K~3B (front/back)

22) 1K~1K... (front)

23) 1K~2A_2B (front/back)

24) 1K~2K (front/right)

25) 11A~CE (front/back)

26) BT B+K~CE (front/back)

32) 66B~3A (ALL)

33) A+B~11_77A (right/front/back)

Jimbonator:
27) NH 3B~66BB (right*/front/back) *Cervy can escape right

28) 3B~CE (front/back)

29) 22_88K, 2B+K (front/back)

30) 3B~66B, CE (front/back) *delayed timing*

31) 3B~66B (front/back)_ 3A (ALL)

There are others, but the trend is set in the same pattern for the rest of the techs. Happy Assassinating!
 
Also, if you find more effective ones, just post them here. Some of the techs that catch all sides may be guaranteed only if you dash forward after the initiation. Test them out, and see what works and what doesn't.
 
I can't get it to catch left. Other than that it's a 114 damage tech trap for almost all directions.
Yeah, the 11A techs are risky, though they can, like other limited direction ones, be overlooked by attacking near a wall on the only side that can be teched... Then again, that's rather difficult to set up in an actual match on a common basis.
 
It seems interesting, BUT there is no way to make the opponent rise. 44B can be blocked on reaction alas.
What I like to do is jump over my opponent if he stays OTG : it can setup for BT B+K situations or throw situation (or well a BT 2K).
 
It seems interesting, BUT there is no way to make the opponent rise. 44B can be blocked on reaction alas.
What I like to do is jump over my opponent if he stays OTG : it can setup for BT B+K situations or throw situation (or well a BT 2K).
Even if 44B is getting blocked, it does great guard damage and sets up OS JG frames. Them staying grounded also gives opportunities to make them block 11B or catch rolls with 6K2.
 
I know a fighter on here who likes to use the jump, BT grab situation, and I can never remember his name. Also, the problem with 11B is the speed at which it's done, and it's a bit difficult to catch sides, and then it leaves you open for fairly nice counterattacks on whiff. 2K spam is one of the safest options, besides 2A+B and rolling 6K2 (even though it is ridiculously unsafe, the reward is nice payout). 44B being the safest, is a great mix up from the usual, because not many people expect it after 3B, which can draw wonderful CHs.
 
3B 4K is only all side against Patroklos, natsu, Ezio, raphael, dampierre and Algol.
Against the other, it's tech trap left, back and forward and can be escaped right side.
Against Leixa you can actually jump over and get a BT grab if they tech right.
 
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