Mitsu Tech Traps

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)
  • 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.
 
For the directed techs are the left/right referring to Mitsu's side or the opp's side?

And on a separate note: 22B seems so unreliable now. I dunno when if ever I should use it for the purpose of setting up traps because I either whiff or get punished on block. x_X I think I need to start buffering it into my block or some horizontal so it's not so recognizable.
 
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  • #4
22B is completely safe on block. left and right are opponent's left and right sides.
It only will work if buffered in some block or hitstun, but I usually prefer 44B for that purpose, this move evades so well it's not even funny...
 
I guess maybe I just don't pay enough attention after my 22B's. As for 44B, yeah, I agree. I like 44B but my mind is still not strong enough to snap into "use Mist" mode; instead I end up with "quick, cancel it so you know what else to do" XD.
 
22B can be more reliable but it requires you reading and guiding your opponent well because, what they do determines on if you should do 22B or 88B. Certainly not reliable on autopilot though.

At max range, this becomes less of an issue
 
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  • #7
seiatsu: No, I don't think it's reliable. Due to built-in step in now will wiff right through, lol... compare the difficulty to set it up with inconsistenty and damage and you'd better not make it your "bread and butter"
 
Belial: Don't get me wrong, i certainly agree that it's definitely not bread and butter (I would never suggest someone rely on it in tournament play especially if they don't know the way it functions now due to the auto step). I agree that there are definitely better options (in terms of ease and everything else). However, I didn't know we were only citing bread and butter. That's where my error is....just wanted to put it out there for someone who might be determined to use it for whatever reason. In fact, the only reason I found that it could be reliable with the proper knowledge and effort was because although I haven't touched SC for many years, when 4 first came out, this was still part of my muscle memory and I kept doing it on instinct. During this time is when I noticed the different behaviours in different situations and how I could make it hit consistently. however, after spending more time with 4, I have since broken my habit and merely listed it for those who feel they must use this follow up for whatever reason. If someone were to ask me though, I would certainly encourage them to use the easier but better follow ups in games where they have something to risk.

I'd like to see this board stay clean so, I can delete my posts in regards to this if the goal of the thread is bread and butter

(BTW: My posts sound a little condescending as I re-read them...please don't take them that way as it's not my intention at all.. =) )
 
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seiatsu: don't take it too personally, no need to delete anything. We are discussing tech traps here, and since 22B is one of setups then if we can find a way to hit it consistantly it would be useful.

PS: my posts are way much worse as I re read them so never mind me please.
 
Belial, I've been having trouble getting some of these to work.

66BB works like it should in the situations you listed.

However, if the enemy techs right I can't seem to land b:A after 1A for example.

I guess what I'm asking is if there's anything as reliable as 66BB for beating tech in the situations that 66BB does not work.

It feels like the opponent should always just tech to the right.

After RLC B, 1A catches a lot of stuff.
 
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  • #11
After RLC B there are probably Mitsu's best 2-way tech trap/catch , I'll post later

The only two setups on b:A are 22B and 1A, could you specify in which situation it fails? b/c i think it hits everytime actually. maybe your opponent doesnt tech immediately, in that case there are other options which I'll also post later ^_^
 
After 1A if the opponent techs Right they can always Guard my b:A. I use 1A as my main tech high move (does he have a better one?) so maximizing damage after it connects seems important. 66BB works great against everything except tech right. I'm not sure what to do to beat that except run up and force 50/50 (which isn't too bad, but I'd rather get something more "guaranteed" for guessing correctly that the opponent will tech right).

Also, I noticed that after 22B close up against wall, 4K is GREAT afterward (you did list this already). Maybe it catches more techs by wall and can lead to wall splat death.

edit:
On that note, finding techs that 4K will hit by wall are definitely worth finding.
 
I'm having trouble understanding how to use this information, but maybe it's because I don't understand precisely what a tech trap is. (There's not much in the newbie silencer.)

Is a tech trap just a move/combo that hits a tech-rolling opponent?

Is, for example, the 66BB after 1A guaranteed?
 
Here's my quickndirty explanation:

A tech trap/tech catch is as you said, a move that is guaranteed to hit a teching opponent.

The point behind the use is that people tech in order to get up quickly, but there's a period in which they can't block. What you use to counter it is a tech trap :) 66BB after a 1A hit is only guaranteed though in the directions listed, and the best chances of the trap working is if you do it early.

You want to mix it up though, between which traps you use and whether you use any at all. Otherwise people will learn to stay grounded or either tech out of the way.
 
3A stun into 6B+K MST A+B is worth trying now and then.

If they don't tech right or left it stuns and you can follow up with 3A again into whatever. Also hits grounded.

Worth mixing up with FMD B to get them fidgety. Although maybe it's better in long run to get the guaranteed damage.
 
Good stuff HARO. Gotta remember to work all these options in. How early are you going into MST A+B, HARO? Right away?
 
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  • #20
I believe its very easy to distinguish on reaction, but might work once in a while. A pity, cuz setuping FMD B would really help...
 
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