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.