Xianghua Tech Traps

alexqd3

[08] Mercenary
Need to get this tread started also. Havent really messed around with this too much yet, but I noticed something. Don't know if its really a trap or not but it works. After
3B, 2_8 5 B, launchers sometimes I do 1B cancel into SXS3 B. If they tech right away or get up right away they eat a blocked SXS3 B for a free FC 3B launcher.

Let the mind games begin....
 
Yeah usually when someone tries to tech I can only nail one 1B, so I just go into SXS and hit them with K unless in SXS 3 then i throw out that B.
 
This is an appropriate thread bump:

[youtube=Xianghua Crouch Throw Tech Trap Demo by Bad Idea]pL4_cBLFVkE[/youtube]

(copied from Youtube link)

The tech traps you will see in this video utilize Xianghua's 22_88K; a tech-jumping mid kick with a bit of a slow startup. It's a bit hard to land, but it's +2 on block and it forces FC, so it's relatively safe if you can get a chance to use it. On HIT, however, it places the enemy right at your feet with +frames on you. The best part about it? It catches techs on ALL SIDES.

Now then, a breakdown of the video demo:

0:00 - 22_88K, 2A+G - A basic tech trap. Rings out front and slightly to the right of Xianghua.
0:07 - 22_88K, 2B+G:B+K, 6A+B, 66, 2B+G:B+K, 6A+B, 66B+K - The alternative, and the meatier one too. Once you land 2B+G, you can continue with the staple combo (6A+B, 66B+K). HOWEVER, as you can see in the video, you can omit the 66B+K, run up to the opponent, and grab them AGAIN if they tech! It's a double tech trap!
0:19 - Teching Forward - Easier to grab. They just tech right into your arms.
0:31 - Teching Backward - Tricky. Except maybe the first grab, they're likely to slip away. You'll have to step a little farther to catch them going backwards, but it IS possible to catch them.
0:40 - Teching Left - Also tricky. They roll opposite of Xianghua's grabbing hand, so you'll have to step a little further to help your tracking.
0:51 - Teching Right - Easy. Rolls right into her hands.
1:08 - 2A+K, 2B+G, Staple - The timing on this one is a bit tricky, but opponents who expect the K or 2K followup might accidentally tech on reaction. It's also a low, in case your foes start to expect 22_88K. You'll also notice from this point onward, I keep flubbing up the staple ._.;; But you know what it looks like, right?
1:18 - 4K, 66, 2B+G, Staple - This one requires quick fingers and a bit of chasing, but for everything 4K already does for you, it nets you a tech trap too? Swell!
1:27 - 3AK, 66, 2B+G, Staple - The second K is blockable on normal hit, but both hits go in on CH, so that's when you follow up. Requires a bit of chasing; backwards teching may elude you.
1:37 - 44KB, 66, 2B+G, Staple - Another mid option, but faster than 22_88K. The 'stun' shock might get an opponent to try and 'shake' the stun, thus forcing them to tech, and that's when you sneak in for the toss. A bit of footwork involved, back tech may escape.
1:51 - Well, it speaks for itself.
 
yeah I've been fooling around with 2A+K, people seems to want to get up from that so bad, probably because they feel like tools from getting hit by it. if they start to stay down then just follow it with the 2k or k, beautiful. Awesome vid though, X is so much fun to play.
 
A_Bad_Idea, you are my new idol! : D

I just won 15 straight matches in ranked after using some of those techs.
 
That was one crazy vid. I tried it in training mode and it works like a charm.

When I was fooling around I found out that you could throw with G+B (not the 2G+B) and catch a foward-teching opponent with another G+B. Not sure if it can be grapple broken, though.
 
1:18 - 4K, 66, 2B+G, Staple - This one requires quick fingers and a bit of chasing, but for everything 4K already does for you, it nets you a tech trap too? Swell!

although not as good as 4K, the crouch throw tech traps work after 6K as well, and it doesn't require the chasing.

When I was fooling around I found out that you could throw with G+B (not the 2G+B) and catch a foward-teching opponent with another G+B. Not sure if it can be grapple broken, though.

yes, like any throw, this can be broken as well... but if your opponent is stupid enough to forward tech into your throw, then they're probably not gonna be breaking this.
 
Awesome work! Thank you. Of course, 4B+K part is mostly theoretical ;) And yes, from my testing, your note concerning the possibility to escape this particular trap by teching back is correct.
 
Wow, didn't think about using 2A+G after whacking someone on the unbreakable wall, I always used 2B+G. Gotta remember that one! Great work!
 
I don't know if anyone figured this out (i did it by accident lol), but right before 66B+K you can fit in a 6B+K. it does more damage (obviously), and, while keeping your opponet midair, you still have just enough time to pull of the 66B+K. and even better if the 66B+K ends up a wall hit.

well, that was my two cents :)
 
CH 6A+B >> 66A+K ( a little more dmg than the staple combo, and 66A+K on hit is +6 frames )

normal hit 22_88K > 2,5B ( tech launcher )
 
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