Setsuka Tech Traps

Here is what I have. Anything else, let me know.

agB-Catches forward tech. Launches.

aB-Everything but sideways. Knocks down feet towards.

3A-Catches all but left. Hit stun. Opponent recovers crouching.

2A-Catches all directions. Hit stun. Recovers crouching.

1A-Catches all directions. Hit stun. Recovers standing/JF version knocks down.

Umbrella-Catches all directions. Knocks down feet towards. Tricky timing.

BB-Catches all but right. Hit stun. Recovers crouching.

bA-Catches all but left. Knocks down.

6B-Everything but sideways. Hit stun. Recovers standing.

3B-Catches all but left. Launches.

2B-Catches all but left. Hit stun. Recovers crouching.

1B-Catches all directions. Hit stun. Recovers crouching/JF version knocks down feet towards.

FCB-Catches all but left. Hit stun. Recovers crouching.

FC3BB-Catches all directions. Knocks down, feet towards. Tricky timing.

WRB-Everything but sideways. Knocks down feet towards.

3K-Everything but sideways. Hit stun. Recovers crouching.

2K-Catches all directions. Hit stun. Recovers crouching.

FCK-Catches all directions. Hit stun. Recovers crouching.

WRK-Everything but sideways. Hit stun. Recovers crouching.

JPK-Catches backwards. Knocks down feet towards.

WR3A+B-Catches all but left. Crumple stun.

B+K-Catches all but right. B+K series properties.

2B+K-Catches all but right. Knocks down head towards.

A+K B-Catches all but right. Knocks down head towards.

66B-Catches all but right. Recovers standing or knocks down.

33B-Catches all but left. Launches.

44B-Catches all but left. Recovers standing or knocks down feet towards.

22K-Everything but sideways. Knocks down feet towards.

11K-Catches all but right. Hit stun. Recovers crouching.

22A+B A-Catches all directions. Knocks down.

44A+B-Everything but sideways. Unblockable.

66B+K-Catches all but sideways. Knocks down.

BT2A-Catches all but left. Hit stun. Recovers crouching.

BT B-Everything but sideways. Hit stun. Recovers crouching.

BT2B-Catches all but right. Hit stun. Recovers crouching.

BT2K-Everything but sideways. Knocks down head towards.

BT B+K B-Catches all but right. Knocks down feet towards.


That's pretty much it!

This comes from 66A+B as I was testing to find the moves properties to get the base for this.
 
Some notables:

2A, 1A, Umbrella, 1B, FC3BB, 2K, FCK, 22A+B A catch all directions.

B+K, bA, and 44B are good damaging standing options.

agB, 3B, 33B and A+K B launch.

Now people, let's share some setups.
 
After A+K (on asta or any character that can tech right A+KB):

2A+B
11B
bA

Best option is 11B because its heavy dmg (up to 90dmg) when we hit them, we don't need timing.

After parry:
for tech left wsK, 3K, umbrella
for tech back, wsK, 66BA, umbrella
for tech right all throws, umbrella, sometimes wsk will work.

Thanks to Cheese for the info.
 
i was able to come up with

33B, Ba(only if time right in the air)
for tec forward or back 33B
i wasnt able to come up with a tec for left and right
 
I need someone to tell me the condition for the tech, but here are the setups for the 11B > 2A+B groundstun:


3B NH > A+KB (CH doesn't work for some reason)

1B:B > 214 B > A+KB

6K CH > A+KB

4K > 33B > A+KB

4K > 33B > 6K > A+KB

Max Range FC3A+B > 33B > A+KB

Max Range FC3A+B > 33B > 6K > A+KB

22A CH

11A CH (slight delay after hit)

33B CH > A+KB

11B > A+KB

Slide

All is needed is the wakeup condition.
 
Here's what I got:

3B NH > A+KB (CH doesn't work for some reason)
11B can be blocked
Hits back/right but does not relaunch

1B:B > 214 B > A+KB
Same as above

4K > 33B > A+KB
Same as above

4K > 33B > 6K > A+KB
Same as above

Max Range FC3A+B > 33B > A+KB
Same as above

11A CH (slight delay after hit)
Can be blocked
Relaunches in all directions

11B > A+KB
Can be blocked
Hits back and right but does not relaunch

Slide
Can be blocked
Relaunches in all directions
 
Produces the stun that leaves them backturned after 33B.

Thanks Shenrei for your help. Guess the groundstun is just a teaser. Wonder why Namco put it since there is no practical way to get it in vs.

Don’t get it. You mean sit stun? Because ground stun is something different, mitsu fc1BB give ground stun.
And after fc3A+B 33B opp isn’t back turned, after CH 4A yes, but not after it.
And why it's not practical? I get it many times in VS, even those recorded.
And you don’t need max range, it can be done from any range. I thought it’s well known.
 
He's talking about the situations where a 11B relaunch followed by 2A+B gives a groundstun similar to Mitsu FC1BB CH.
 
No Cheese. There is just a little misunderstanding.

Remember SC3 11B > 2A+B groundstun?

Well, it's here again but there are some conditions for it now. Go to training mode default and try some of the setups. You'll see.

The Max Range FC3A+B is just part of the combo for the 11B > 2A+B setup.
 
Nah, LOL!

I'm trying the fad of some of the members.

Setsuka as my top main as the avatar and the other peeps I play on the pictures.

And Algol is awesome!!!
 
No Cheese. There is just a little misunderstanding.

Remember SC3 11B > 2A+B groundstun?

Well, it's here again but there are some conditions for it now. Go to training mode default and try some of the setups. You'll see.

The Max Range FC3A+B is just part of the combo for the 11B > 2A+B setup.

Sure i remember it. I also have a combo with that for my new CM. Cool will check those setups.
But i was talking about fc3A+B, you don’t need max range to connect 33b.
 
CH33B,6K,236A+B,umbrella.If they get wise and lay there A+K B shennanigans if they roll left 2A+B or 11B.

Catches tech in all directions,good alt to the A+K B stuff and around 90 damage altogether and 65ish if the just lay there.Nothing to sneeze at!!

Tested a bit yesterday on some peeps and seemed viable any feedback would be appreciated.
 
What happens if they stand up and block the umbrella right away after 236A+B? Throwing out umbrella after 236A+B seems to be a very big risk in my eyes.
 
What happens if they stand up and block the umbrella right away after 236A+B? Throwing out umbrella after 236A+B seems to be a very big risk in my eyes.

Good point but i guess then throws and 1:A:A:A come into play so i guess it really turns into a mixup op not so much a tech trap.

But the whole point of the 236A+B is to get ppl to roll most peeps i play tend to tech after being hit by 236A+B though.

which brings up another point what are u guys using after 66A+B these days anyway?
 
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