Wall combo related tech traps:
whatever ~ !W ~ iWR {B} ~ SCH k{B} ~ SBH K ~ tech3A(catches all techs, but can sometimes be teched left) !W iWR {B} SCH k{B} SBH K_B
notes: infinite tech trap in the corner, 3A does 48 dmg including !W per tech, sometimes akward !W's put u in BT
whatever ~ !W 3{B} !W (delayed) SCH k{B} SBH K ~ tech3A(catches all techs, but can sometimes be teched left) !W 3{B} !W delayed SCH k{B} SBH K_B
notes: same as above, just using 3B
3{B} !W delayed SCH k{B} SBH K ~ tech3A(catches all techs, but can sometimes be teched left) !W 3{B} !W delayed SCH k{B} SBH K_B
notes: see above, but this time 3B itself starts the combo
toher tech traps:
B2A ~ tech1A(catches all sides except backwards tech)
notes: 1AA does not combo, this tech trap leaves u at -5 disadvantage. not particularily useful though since 3B is guaranteed and does nearly as much damage, but -15 on grd at tip doesnt seem half bad for a slight chance that ur opponent will miss blocking it and go flying near/into a wall or even out of the ring
22_88A(near wall non splat/near edge non RO) ~ slightly delayed 22_88B(all tech)
notes: -
CH SBH K ~ 3A(techable left and sometimes right due to 3A whiffing at tip)
notes: yes thats right it works on its own too. just not as well as it does near a wall.
6B ~ tech 1A(all except back)
notes: hardly useful since u need to be either at point blank range or near a wall or edge for this to work, but in those situations 22_88B will catch all of that anyways. well i suppose this 1 works in the middle of the ring though and since the 1A's at tip range, -15 on grd doesnt seem half bad for a slight chance that ur opponent will miss blocking it and go flying near/into a wall or even out of the ring
6B(near wall non splat) ~ 22_88B(all tech, rarily escapable to non tracking side of each move due to weird angles)
notes: this would be nice near an edge. if the 6B doesnt actually get the RO, 88{B} SRSH B will lock it in for you.
SBH B ~ delayed low/mid horizontal or kick(delayed accordingly)(will trap to side the move tracks)
notes: if u delay almost any move after this, u have a specific timeframe where u can delay a move and it will hit just as soon as they get up to grd. too early and its a ground hit. too late and the attack gets guarded. but basically any move works here given the right timing. of course you could also just iagA or 44K or w/e other move you like anyways, so this isnt really a big deal or even much of a suprise...
44{B} delayed SBH K(all tech)
notes: yea it tech traps too. dont delay SBH K by holding it down, just wait for a quick moment and tap it.
other notes: yes there are 3B tech traps. infact most of these can be substituted for 3B. except 3B doesnt track, and when it does, it doesnt track very well. therefore the traps are pretty much useless...unless 3B is also guaranteed damage...idk where im going with this comment lol...