10/15/08
New Taki vid up
Interesting and advanced Taki tech traps using FC 1A+B
Vid can be seen here:
What’s interesting is that when I was testing this, I discovered that FC 1A+B is very situational when it comes to its ability to set up for a tech trap. No longer is it the great move it was in SC3, but it does have the ability to get Taki more damage.
As a discussion through the vid, I will post this here and on the vid thread.
-First sequence is showing you that after 33B, if they try to tech backwards, 6K will hit them. If they tech to the side, they will avoid the damage… don’t forget the A cancel after 6K. However, most people tend to try and tech back away from Taki and so 6k after 33B can garner you some free damage.
-Second sequence – 6A+B into WR BKB. Nice strong combo from the UB bomb. Note that you end up back turned and they can roll away from any potential mixup. I threw in a few back side stalkers to show that you can still cover some distance and still be back turned, even if they try to roll away after the combo.
-Third sequence – I want everyone to pay attention to the use of 4A+B,B. If you practice it, you can actually hit confirm the second hit. They should rarely get a chance to jump and punish that second hit. If you make them block, or get hit by just the first hit, you still have options because of the threat of the second hit. You have the opportunity to use WS K, FC A+K,K, 6B, WS A to keep the pressure going even if the first hit is blocked. You might even catch people CH with WS K as they try for the jump attack after the first bomb is blocked. Remember… hit confirm the second hit.
-Fourth sequence – now for some more advanced tech traps and some fun with FC 1A+B. CH 22K into FC 1A+B is not exactly my choice of moves. I like the WR BKB tech trap better. However, if you do this, it will catch left and right tech but not backwards (which most people do anyways).
-Fifth sequence – now we get into some actually useful areas. CH WS K is great. To get the tech trap to work well, you need to run in and do FC 1A+B after the CH WS K. 4A+B,B will catch back and right tech and the first hit will connect on left tech. Incidentally, if you don’t run in and do FC 1A+B, it will catch left and right tech, but not backwards tech. My advice is to just run in and do the FC 1A+B and do the 4A+B,B. If you just do A+B it will catch both left and right techs, but not backwards. The same properties apply even after PO 236B stun into WS K. WS K can be done after 44K as well, but it’s very easy to shake out of (unlike A6)
As a side note, some of the odd angle hits for 4A+B,B can make the A6 WR B combo difficult due to range. Just remember that the air throw is only 3-5 points less damage and may even have better wakes than the other combo and will be guaranteed after the odd angled hits.
-Sixth sequence – Incidentally FC A+K,K has different properties when that second K hits. You don’t have to move forward for the FC 1A+B. The FC 1A+B will put them at the perfect distance such that 4A+B,B will tech catch any direction. FC A+K,K is VERY hard to get after 44K, and requires strict timing and for them not to shake at all.
-Seventh sequence – CH 22_88A, BT A+B does combo and leads to a nice combo with delay WR B giving a lot of damage. However, after the BT A+B, you can do FC 1A+B for a tech trap. After the FC 1A+B, 4A+B,B will catch back tech, and will single hit left and right tech. A_B is not so fortunate in that it can be blocked or avoided completely in this setup.
-Eighth sequence – now a little diversion. After a single hit PO 236A, you can get the 3bK PO, PORC, 1BA combo into your favorite ender. The problem is that the angle can cause tremendous difficulty with landing this combo. I suggest sticking with A6 WR B for good damage. Delaying WR B will give you more damage as well.
-Ninth sequence – this will be the longest sequence. Both 44K and PO236A (single hit) lead to A6 as a stun hit. From there you have the opportunity to tech catch them instead of the guaranteed WR B hit. After the A6, A+B will catch all tech except to the right. If you throw in the FC 1A+B after the A6, then A+B will catch all tech except backwards. After the FC 1A+B, 4A+B.B will catch both back and right tech and will single hit left tech. The same applies after PO 236A single hit and so PO 236A is not exceptionally deadly after either single or double hit.
-Tenth sequence – this is just some silliness showing how the tech traps can pile up quickly.
I want everyone to remember that these are tech traps. They can be escaped if the opponent does nothing but stay on the ground. The bombs will hit grounded but the damage will be much less. In almost all these situations, there is another combo you could be doing which will give more guaranteed damage and a standing mixup after a stun. Sometimes those will be better. However, these tech traps should be used as a mixup because even if you catch them tech rolling even once, you get a ton of damage from it. Mix it up well.