Tha_Shogun
[10] Knight
A:6 to Punish, is its only use....after that, you're risking losing frames going for 35 dmg = 13%....
Taki Tech Traps are NOTHING like they used to be...but here is a short list of traps I use....
33K - The window is weird on this one, you kind of have to delay, but you can land 33B, or stuff like that..
CH A6 - Part of her PO K mixup is hitting a Mid mix-up, since they may think you're going to throw or do bombs. For those who Shake n duck,A6 is good for that. If they didnt Shake, CH A6 leads to a bomb tech trap.
CH 22K~WR - IF you land the 22K off axis, WR BKB will be gauranteed. The Same would apply if you land CH3KK of axis, WR BKB will pick them up.
22B - Not a Tech trap, fc1A+B combos, or you can AB PO mixup, instead of going for the A:6 combo
A:6 can be used for more than just punishing, it also leads to alot more damage after a 22~88B that A6 is too slow to connect. It can lead to possible ring outs with 4 A+B B, A+B, and 22~88B that normal A6 Cannot do. Also if you're risky like me, A:6 into last frame wind roll BKB is excellent TT tool, but is not to be spammed as it catches on pretty quick. I don't recommend this against Soph/Cass players as they can punish this fairly easy. Players like Asta are pretty limited to do some of their more unsafe move and question the idea because Taki can usually punish them if she is on block (Asta's 66K for example can be punished by Taki's A:6)
Stun Conunter hit A6 leads to 6A+B TT only I believe, cause there is no such thing as an A+B tech trap on this game, just frame advantage bombs. But even then I believe they get enough frames to just jump on a Stun CH A6. I'll have to test again to be sure but iirc there isn't any A+B TT's on this game, just frame advantaged bombs (I think there's one 6 A+B B tech trap on the game but not single A+B).