Cassandras Tech Traps

66B opens up alot for Cassie considering it lands...
66B, 9G (jump over them), BT B+K - show of jumping skill...
66B, {44B+K (tech), BT B+K, BT B+K}<this part lands for ~100 damage garaunteed if the the flying ass of doom connects properly (easily demonstrated in training)...
 
66B 22K jumps over them and leaves you in a better position than just 9Ging over them.

ZOMBIEBEAR, where in CT do you play?

-Idle
 
I stumbled upon two tech trap setups that I've basically never really seen anyone try and use. The good news is that both of these are a little deceptive in that they might be perceived as "flub attempts at better moves". So, they might actually work as a gimmick until people learn you might not be scrubbing it up, but might actually be doing it on purpose. The idea is that people familiar with Cass and her combos might think "oh, he screwed up!" and try to tech. Alternatively, maybe you did screw up and at least now you have a second "out" for continued damage.


1) NH or CH 236A

Now, why would you risk 236A with -18 on block ... when you could 236AB for -16 on block and force crouch? I mean, if it is going to hit, 236AB is a natural combo, does more damage, and grounds anyways, right? 236A is useless in the face of 236AB, right? Well, here is your legitimate, immediate, tech trap mixup if you manage to land 236A - whether on purpose or if you accidentally messed up your 236AB:

4BB:A
3B

4BB:A will actually pick them up off the ground, but they still have ways to get around it. However, 3B covers what 4BB:A won't, and vice versa. So, combined, the two provides 100% tech/ground coverage plus some overlap. Not too shabby for "messing up a 236AB". 4BB:A could even get you a RO that 236AB alone wouldn't have gotten for you anyhow due to ring positioning.


2a) NH or CH 236,4B
2b) NH 236:,4B
2c) 66B,4B
2d) 66B+G,4B

We all know 4BB:A is one of the default combo enders. Well, nobody is perfect and sometimes we screw up our JF and only get 4BB. Heck, sometimes we screw it up so badly all we get is 4B! Now, why in the world would anyone ever want to use 4B in a combo? The recovery on the move is horrible! So, what do you do when you really narf 4BB:A and only 4B comes out? Well, 4B is actually a deceptively good tech trap setup when used as a combo ender for the above combo starters since you have the following immediate options available to you:

2A+G_B+G
236B
2K

Yes, that's right, yet another move besides 6K where crouch throws will catch all tech. You have to love them crouch throws. What's better, 236B will catch all tech AND hit all grounded. Oh, but wait, there's more... 236B will actually re-knockdown if they tech instead of a ground hit if they had just stayed on the floor (thus making this an excellent setup for RO's and wallsplats). They only have one real "out" for 236B. If they somehow figure that one out, then take your 2K oki toe tap! 2K actually nets you just a sliver more damage than if you would have done 4BB as a combo ender anyhow.

Finally, a purpose for standalone 236A and 4B as a potential combo ender. Yay.
 
I think the main reason you haven't seen these is that by the time people register that they've screwed up, often the window for the tech trap is gone.
 
i did the 4B Tech Traps a lot on purpose, ive already posted this somewhere here, but people just wont tech after they eat it the third time, but since they stop teching, you'll get free Ground Hits, which is nice, too.

I loved to use 66B+G~4B~2A+G~66B+G~4BB:A and stuff like that, worked pretty fine till they completely stopped teching..... In Tournament you'll always catch people with this one, two or three times, of course if they dont already know this.
 
Nice, lags, although I were aware of that. In fact you can see some of this in Aris vids.
 
It should be noted that on Cass' 236AB, if you whiff the A and land the B, crouch throws will catch all tech.
 
For shits and giggles: A+B 44B+K. Tracks all but right tech, also hits grounded and rollers. Misses to delayed tech as well.
 
You mean CH 66B+K, right ?
But it can be avoided by teching on the two sides :/

You should try : CH 66B+K 44B+K > Tech trap all sides, and hits rollers aha.
 
236B catches forward or back tech after 6K and hits grounded... and 88B+K catches forward and back tech after 236B and hits grounded. if you're fighting someone who likes to tech back, 6K 236B 88B+K will always hit if they continue to tech.
 
236B catches forward or back tech after 6K and hits grounded... and 88B+K catches forward and back tech after 236B and hits grounded. if you're fighting someone who likes to tech back, 6K 236B 88B+K will always hit if they continue to tech.

If thats true for 6K, then it must be true for 22B also. =D

good work.
 
You can 6K 236B as a combo until they realise they can tech up or down to avoid it.

At which point, you 6K 2B+G. They probably won't want to tech after that.
 
Um hi guys new to Cassy so please don't rage if this isn't that great but...
A+B, 66A+B catches all but left tech, and sometimes does(just not consistent enough for me, which is to say hardly at all). Looks nice?
4B+K aGI, 33B catches all but right, iffy on left. If it DOES catch they'll most likely end up behind you and substitue delayed BT B+K for your usual 33B combo. Again, sorry for not producing more stable or all together better reasults ^.^"
 
I saw 236B back tech mentioned -- 22/88B+K. This also works for forward tech.
Also, if you expect your opponent to left/right tech after 236B, you can dash forward and land 2A or 2K.
2K is more powerful, but 2A gives you adv.
Of course, you have to be pretty sure they'll tech left/right, 'cause otherwise, you look like a dumbass.
 
OK here comes Zombie save'n the day n' shit...

CH 6AA~A:
44B+K - B/R/G
8[B+K] - ALL (F/R/L = KND/ B = QSTN)

CH 3A~K:
8B+K - ALL (F/B/R/L = KND)

4AB(2nd-Hit):
(dl) 1A - ALL
44B+K - F/B/G

CH 4AB:
(dl)1A - ALL
44B+K - F/B/R/L

4AB: (ground)
4B - F/B/R/L
3B - F/B/L/G
(dl)~2T - F/B/R/L
236:{B} - F/B/R

9A: (character dependant)
33K - L/G

4B(ground): (Feet)
236:B - F/B/R/G
2T - F/B/R/L

4B(ground): (Head)
236:B - ALL

FC 3B(IMP):
1A - F/R/L/G
22B+K - F/B/G

6K:
2T - F/B/R/L
236:B - F/B/R/G

A+B:
1A - F/B/R/G
44B+K - F/B/L/G

CH 2B+K:
8[B+K] - ALL (F/R/L = QSTN/ B = KND)

4B+K(IMP):
(dl)1A - ALL
33B - F/B/L/G
44B+K - F/B(far)/R/L(close)
85~4B - F/B/R/L (step 8(1p) for tech trap)

CH 22*88A:
1A - F/B/R/G

CH 22*88AA:
4B - F/B/R/L
33B: (ground)
2T - F/R/L/(B close*nw)
33K - G (only ground)

22B*22{B}:
2T - F/B/L/R
236:B - F/B/R/G

22*88K(ground~crossover):
236:B - ALL
(dl)2T - F/B/R/L
4BB:A - F/B/L/R

44K:
D!~2T - F/B/R/(L = catching left requires a perfect dash)
1A - G (only ground)

CH 66B+K:
1A - ALL
44B+K - F/B/L/R

CH 66B+KA:
1A - F/R/G

CH 66B+KAB:
1A - F/R/G

44B+K:
1A - ALL (near wall)

236;B:
1A - ALL (near wall)
1A (center stage) - F/R/G
33B - F/L
22B+K - F/B/G
D!~2A - F/B/L/R
D!~2T - F/B/L/R

CH 236;{B}:
8[B+K] - ALL (F/B/R = KND/ L = QSTN)

66B+G:
8[B+K] - ALL (F/B/R/L = KND)

*(44B+K, BT B+K = 77d. >combo if 44B+K catches Right or Left tech)
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*Complete*
 
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