Cassandras Tech Traps

While they are falling use 4b (Don't finish the combo) then 2b+g (Crouch Grab)

Best Tech trap in the game!

Heres an example

236, 236, 4b, 2b+g (Don't think this'll work if you JF the 236)
 
^This is actually in there, 2
4B(ground) is when 4B hits opponents when they are on the ground...

Tech List Updated!!!
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Um, something brand new for the community: "Whiff Safety"... When an opponent correctly techs out of a tech trap how unsafe do you think you are!?! I wasn't sure where to put this, so I might as well plop it in here:
Format = Command, Tech-Trap - Escaped Direction = Safety of "Cassandra" (notes)
CASSANDRA'S WHIFF SAFETY:
1.) CH 6AAA(last hit), 44B+K - L = -17 (foe ~BT)/ F -15 (foe ~BT)
2.) CH 4AB, 44B+K, - G = -12 (Cassy ~BT, foe ~FC)
3.) 4AB(ground), 4B - G = -19
4.) 4AB(ground), 3B - R = -17
5.) 4AB(ground), (dl)~2T - G = -15
6.) 4AB(ground), 236:{B} - G = -16/ L = -10
3.) 9A, 33K - F = -8/ B = -6/ L = -8/ R = -8/ G = -14 (foe ~FC)
4.) 4B(G~Feet), 236:B - R = -17 (foe ~BT)
5.) 4B(G~Feet), 2T - G = -14 (foe ~FC)
6.) 4B(G~Head), 2T - G = -14 (foe ~FC)
7.) FC 3B(IMP), 1A - B = -8 (Cass ~FC)
8.) FC 3B(IMP), 22B+K - R = -11/ L = -11
9.) 6K, 2T - G = -14
10.) 6K, 236:B - L = -18
11.) A+B, 1A - L = -17 (Force Block, Cass ~FC)
12.) A+B, 44B+K - R = -28 (foe ~BT)
13.) 4B+K(IMP), 33B - R = -10 (foe ~BT)
13.) 4B+K(IMP), 44B+K - L(far) = -22/ B(close) = -20 (for ~BT)/ G = -19 (foe ~BT; ~FC)
14.) 4B+K(IMP), 85~4B - G = -6 (foe ~BT; ~FC)
15.) CH 22*88A, 1A - L = -14 (Cass ~FC)
16.) CH 22*88AA, 4B - G = -11 (foe ~FC)
17.) 33B(ground), 2T - G = -19/ B(far) = -11
18.) 33B(ground), 33K - F = (Force Block)/ B = (Force Block)/ R = -21/ L = -21
17.) 22B*22{B}, 2T - -8 (foe ~FC)
18.) 22B*22{B}, 236:B - L = -19
19.) 22K(ground), 2T - G = -15
20.) 44K, D!~2T - G = -10
21.) 44K, 1A - F/B/R/L = -17 (Force Block)
22.) CH 66B+K, 44B+K - G = -28 (foe ~BT; ~FC)
23.) CH 66B+KA, 1A - B = -17 (Force Block, Cass ~FC)/ L = -15 (Cass ~FC)
24.) CH 66B+KAB, 1A - B = -17 (Force Block, Cass ~FC)/ L = -17 (Force Block, Cass ~FC)
25.) 236:B, 1A(center stage) - B = -9/ L = -11 {or} (Force Block)
26.) 236:B, D!~2T - G = -6~-8 (foe ~BT; ~FC)
27.) 236:B, D!~2A - G = -15~-17 (foe ~BT; ~FC)
28.) 236:B, 33B - B = -9/ R = -11/ G = -17 (foe ~BT)
29.) 236:B, 22B+K - L = -13/ R = -13
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*Completed*
 
New Find:
(You need to get the Normal version of the attack throw only)
2BBK(AT), 236:B catches R/F/G and hits the opponent as if they were standing...
2BBK(AT), 33KK catches F/G and both hits of 33KK combo due to the fact that it hits the opponent standing...
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2BBK(AT), 236:B - L = -16
2BBK(AT), 236:B - B = -14
2BBK(AT), 33K - R*L = -16
2BBK(AT), 33K - B = -13
I recommned 236:B for the followup, there is much difference between the two in terms of saftey on whiff, but 236:B catches 1 side at least which makes it the better choice, and I believe this is a glitch becuase 2BBK is supposed to knock down however these tech traps hit the opponent as if they were standing, and only 4 moves worked when I tested (236:B, 33KK, 1B, 1K), in 1K's case it hits on normal hit, I gues the CH properties go away after a certain frame rate but the other 3 options hit on CH which makes 33KK a combo on hit... Anything that sets up 2BB is a good way to utilize this, like 214*236{B} for example...
 
what is "foe"

what is "2T"

what is "D!"

all foreign notations to me. very nice list though, we appreciate the hell out of this stuff.

as far as her 4b tech traps go, i gotta say that both crouch throw options are lame. anywhere you can 4b into a trap, 236:b will do ALMOST as much dmg vs grounded as 4bb:b or 2b+g, it is also a safer bet in case that 4bba whiffs for some randomness. finally, if they DO tech, the damage from it is grand as hell.

also there is NO WAY that her crouch throws recover at -44. they MAY be 44 frames for the entire animation, like the imp + move time + recovery frames...but i doubt even that. also the throws themselves impact at a 5 frame difference, so are you saying that CTs take longer to recover than regular throws? i don't buy that for one second. where/how did you get those numbers? i am interested.
 
I did some testing on this crouch throw recovery. I found that if I recorded a training dummy Cassandra doing 236B A+B, and I blocked the 236B and inputed a low throw right away (which whiffs of course) that I would always get hit by the A+B. If I recorded 236B 1A, then I could block the 1A. So, the entire low throw animation takes 19 + 25 = 44 frames (236B being -19 and A+B being i25).
 
@lobo:
foe is another word for opponent
2T means low throw
D! is dash in
The -44 I got is when the entire Low Throw whiffs, so really the whole animation takes 44 frames... I guess it's different for some characters but it's what I got for Cass, I don't know what her standing throws are on whiff, but if you think about it, 44 frames is about 2/3rd's of a second, from the time you input the command to the time you guard... To test it you need a situation in which Cass attacks then does a low throw, then try finding a move around i43~i45 and see if she can guard your punishment... One thing I became aware of - thanks to SlayerX64 - is JMP~G is -33, but if you JMP and then attack its the speed of the attack -27 frames slower, for some characters such as Ivy her SW JMP~G into an attack is -26 however, this leads me to believe its different for some characters too, we used Algol for testing btw... A quick example would be Algol does JMP~G then K, JMP into attack is -27, K is i13 then add em' together so its i40... You may have to repeat your setups a couple times to be sure you get everything without delays, mash if you have to, I couldn't mash for Voldo's Landfish stance transitions, it was really annoying...
@paranormal-oreo
I didn't test them, good to know thanks... For A+B, 66A+B that would only catch a couple dirrections though right, I'll test it to be sure... Also you may want to use the {} brackets becuase the square ones make everything bold now which is bothersome...
EDIT:
@oreo - Tested and 66A+B only catches F/B after A+B, using this over the others wouldn't be too wise to begin with...
EDIT:
@oreo - Actually 66A+B may be a good option after 22B+K, I think I'll test the safety and add it in anyway for this...
 
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