- Moderator
- #1
Belial
King of Hundred Swords
Mitsurugi Tech Traps Video
Full damage from trap is base damage + damage of the trap so succesful 1A into b:A for example does 81 total damage et cetera.
1A (30 dmg base)
CH 4B (28 dmg base) (thx to Legend)
22B (31 dmg base)
66A+B (44 dmg base)
CH 3A (14 dmg base)
CH FC 1BB (51 dmg base)
CH 6K (21 dmg base)
3B, 236[B1] (36 dmg base)
RLC A (20 dmg base)
RLC B (24 dmg base)
236[B2] (40 dmg base)
4K (18 dmg base)
FC 1A+B (28 dmg base) (note - tech catches wont work on FC 1A+B far hit)
Full damage from trap is base damage + damage of the trap so succesful 1A into b:A for example does 81 total damage et cetera.
1A (30 dmg base)
- b:A (51 dmg) - will tech catch right side
- 66BB (56 dmg) - will tech catch everything else (otg, getup, left roll, backroll)
- A+B (27 dmg) - hits otg
- 4KB (42 dmg) - all but side, doesnt hit otg. Especially useful near walls. (thx to KnightSpirit)
CH 4B (28 dmg base) (thx to Legend)
- b:A (51 dmg) - will tech catch right side
- 66BB (56 dmg) - will tech catch everything else (otg, getup, left roll, backroll)
- A+B (27 dmg) - hits otg
22B (31 dmg base)
- dash > 66BB (56 dmg) - catches otg, left tech, normal tech and backwards tech
- k:B (37 dmg) - catches otg and right tech on far range both hits connect (if you fail just frame your second hit of kB will be blocked and punished. on close range second hit will whiff)
- 11K (19 dmg) - catches left tech
- b:A (51 dmg) - catches all stuff but siderolls. safe against side rolls, however stay otg can punish with fast WS.
- 4KB (46 dmg) - catches right tech and only if 22B is done up close
- 33A (30 dmg) - catches right side tech techs for both 22 and 88B (extremely hard to do for unknown reasons)
- 4B+K RLC A (22 dmg) - tech all, doesnt work vs some characters. (see this post for details)
66A+B (44 dmg base)
- 33B (28 dmg) - tech catches all and hits otg
- 1A (31 dmg) - tech catches all and hits otg (and you can go on with tech madness)
- 22_88B (28 dmg) - will also hit unreliably
- 665 A+B[6], 33B (78 dmg) - normal, forward, back.
CH 3A (14 dmg base)
- FMD B (71 dmg) - doesn't hit grounded, doesn't catch right roll. no AT on back tech for 36 dmg.
- 6B+K~MST A+B (37 dmg) - normal, forward, back, otg (nets a basic combo unless opp stays otg. MST A+B is techable on reaction though)
- 6B+K~MST B+K~RLC A (21 dmg) - tech all, RLC A needs a slight delay to work. (might be difficult for non tekken players ^_^. nets a basic combo)
- 6B+K~MST 6656B (68 dmg) - normal, back, forward, otg. (nets a basic combo)
CH FC 1BB (51 dmg base)
- FMD B (71 dmg) - doesn't hit grounded, doesn't catch right roll. (tech is not possible in this particular case actually, if they press anykey, they are hit)
CH 6K (21 dmg base)
- 1B (15 dmg) - tech all but left
- 66BB (55 dmg) - all but right and otg on close range, doesnt launch left roll for 23 dmg, and hits left at any range.
- b:A (51 dmg) - normal, back and forward techs, AT only on back and forward tech. (especially for Saitoh ^_^)
3B, 236[B1] (36 dmg base)
- A+K (40 dmg) - tech all, hits some (Asta, Sophie) characters otg for a total of 52 dmg. (for a compete list refer to this post.)
- dash > kB (33 dmg) - right tech, hits otg
RLC A (20 dmg base)
- dash > 66BB (52 dmg) - left, back, otg, getup. (otg only 1 hit of course, for 23 dmg)
- kB (35 dmg) - right tech, hits otg
- 1A (31 dmg) - tech all but left (blockable), hits otg. guaranteed if RLC A hits on max range.
- 665 A+B[6], 33B (78 dmg) - normal, forward, back tech.
RLC B (24 dmg base)
- 33B (27 dmg) - all but right roll
- kB (35 dmg) - right tech, hits otg
- 1A (23 dmg) - tech all, hits otg (thx to KnightSpirit)
236[B2] (40 dmg base)
- 665 A+B[6], 33B (78 dmg) - normal, forward, back tech.
- A+K (40 dmg) - tech all, hits some (Asta, Sophie) characters otg for a total of 52 dmg. (for a compete list refer to this post.)
- dash > kB (33 dmg) - right tech, hits otg.
4K (18 dmg base)
- 2B (14 dmg) - all but side tech, hits otg (doesnt work at 4K far hit)
- 6B+K~MST - all tech allows for uninterruptible mix up (not even 2A can interrupt mst A_B+G). MST mixups can be avoided by staying otg and siderolling to the right.
FC 1A+B (28 dmg base) (note - tech catches wont work on FC 1A+B far hit)
- 2B (14 dmg) - all but side tech, hits otg
- 2A (12 dmg) - all but back tech, doesnt hit otg.