Tech Traps

Below is a list of ALL of Nightmare's launches and stuns (or stance-transitioning attacks that guarantee another attack), followed by the best possible tech traps. Any notes are in parentheses. If there is nothing in parentheses, the move catches all sides, and may deal oki.

I use some original abbreviations:

NO/FO/LO/RO/BO - Catches only normal, foward, left, right, or backward directions.
NW - The opponent must land Near Wall without a wall splat or ring out.

FYI: All of these have only been tested against Nightmare. I haven't gotten around to testing them against other characters...YET.

CH [A]
none

agA
none

CH a
none

A2A
1K (forward only, all if near wall)
3K (forward only, all if NW)
66K (forward only, all if NW)

A2AA
none

AAB
Grab {NW only, all but right)

1A
1K

1aK
Grab

CH 3A
33B (all but right)
3B (NO, becomes a force block if they tech to the left)
3A (all but left)
6B (NO)
WR B (NW, NO)
2K
3K (NW)
11K (NW)

3AA
none

3A2A
none

CH 6A
none

8_9 A
none

4A
1A (all but left, force block if fully charged)
FC A+G/B+G
66B (NO)
236B {all but left)
33B (delayed, NO)
3B (delayed, NO)
3A (NO)
3[K] (NO)
9K (NO)
8B (NO)
6B (NO)
1B (all but right)
2[K] (NW, NO)


22_88AB
3B
33B (all but right)
FC 3B (all but left)
2[K] (NW, NO)
236KK (NO)
11K (NO)

66A
1A (catches all sides, helps to dash forward)
66B (NO)
33B (all but right, must dash forward a bit to catch left)
6B (NO)
66B+K (NW, NO, only last hit catches)
3A+B (NO)

44A
1A (NW)

CH WR AA
none

BBB
Grab (all but left, catches left and becomes a right side throw if first B whiffs)

Ba
33B (NW, all but right)
6B (NO)
6 GS A+B
6~FC 3B (NO)
6~FC A+G/B+G (NW)
6~WR B (NW, NO)
6~WR K (NW, NO)
6~FC 6B (easier if done from FC, NO)


CH 1B
none

1
none

CH 1
none

3B
66B (NO, must delay if CH)
3B (NO, delay if CH, infinite tech trap near wall)
33B (all but right, delay if CH)
1A (delay/charge if CH)
236B (NO, delay if CH)
44BB (NO, CH only)

3
NSS A (all but right)
NSS A+B (doesn't work at all, but it should)

6B:B
none

8_9 B
1K (NW, NO)
3K (NW, all but right)

4B
1K (randomly guaranteed near wall)

22_88B
WR B (NW, NO)

33B
1A
66B (NO)
236B
44BB (catches all directions: right if close, left if distanced)
33B (NO, infinite tech trap)
3B (NO)
22_88B
8B (NO)
A+B
6~BT A+B
6~BT 2K
6~FC A+G/B+G (becomes a pick-up if done fast enough, delay for toss)
FC A+G/B+G
3A+B (all but right)
66B+K (NO, first hit catches to left but other hits whiff)
NSS A+B (all but right)

66B
BBB (Last B is a tech trap; they must land NW)

44B
1K
WR B (NO)
WR K (NO)

44BB
3K (NW)
1K (NW)

44B
NSS A
NSS A+B (NW, all but right)
236 KK (NO)

44BB (First B blocked/whiffed, second B launches)
66B (all but left)
66A+B (all but left)
4[K]
236B
33B (all but right)
3B (NO)
44BB
4A+B (all but right)
22_88B
A+B (NW)

WR B
none

CH WR B
44BB (all sides; right if close, left if distanced)
3[K] (NO)
66B (NO)
33B (all but right)
3B (NO)
22_88B (somtimes whiffs to the right depending on 22 or 88 input)
4B (all but left)
66A+B (all but left)
2B+K (not a tech trap, but a very nifty force block for all directions)

FC 3B
none

2[K]
66B (NO)
3[K]
236 B (all but left)
2[K] (NO)
1A (NO)
33B (NO)
3B (NO)

3[K]
none

4KK
none

4KK (after CH GS A or similar stun)
33B (NO)
3B


4[K]K
none

4[K]B:B
none

CH 6K
33B (NW, NO)
3B (NW, NO)
1A (NW)
66B (NW, NO)
66B+K (NW, NO, first hit catches left but other hits whiff)
236 B (NW, NO)

CH 8_9K
1K (all but right)

CH 11K
33B (NO)
3B (NW, NO)
3A (NW, NO)
6B (NO)

22K
none

44K
none

BT 2K
none

Full Run K
none

A+K
Grab
(-6 on a BT opponent)

CH A+K (BT opponent)
Grab (NW)

2B+K
none

66B+K
none

A+B
none

3A+B
Grab (NW)

2A+B
Grab (catches all but backwards)

4A+B
33B (all but left)
3B (guaranteed oki if done fast enough, tech trap is LO)
FC3B (all but right)
6B (NO)
11K (tip range)
3A (tip range, all but left)

66A+B
FC 3B (NO)
WR B (NW, NO)
33B (NO)
FC A+G/B+G (NW, NO)

NSS [A]
none

CH NSS [A]
none

NSS bA
none

NSS K
none

CH NSS K
1A (NO, Force Block if fully charged)
2A (slight delay if they tech to the right)
33B (all but right)
236KK
11k (all but left)
1B (all but right)
11B (all but right)
3A (all but left)
FC A+G/B+G
4[K] (NO, slight charge only; I was unable to test if the second K knocks down)

NSS A+B
66B
33B
3B (all but right)
NSS A+B (all but right)
236B
66B+K (NO)
3A (all but left)
A+B
FC A+G/B+G (pick up if done immediately, slight delay for toss)
3[K]
WR B (NO)

CH GS A
none

GS B
6 GS B (all but left, infinite tech trap near wall)
NSS A (NW)
1K (NW, all but right)
3K (NW, NO)

CH GS B
none

GS KK
none

GS A+B
none

A+G
Grab (becomes a right side throw if they tech left)

B+G
none

FC A+G
33B (all but right)
6B (all but right)
3B (all but right, NW)
3A (FO)

FC B+G
3K (FO)
1K (FO)
FC 3B (all but left, does not catch large characters in AT)
 
After CH 22_88AB, iFC3B catches all sides.. best option to catch tech. 44BB is the down trap when they stop teching CH 22_88AB
 
I forgot all about FC3B after 22_88AB. Thanks, I'll add it. Also, from what I can tell, FC 3B only catches normal and to the right.
 
no character specific data? a lot of NM's traps don't catch certain side techs on certain characters
 
I don't consider a grab as a real tech trap. I mean its true that it will catch a teching opponent, but its almost the same situation if they didn't tech, and you just grabbed them as they stood up.

Also I would say its not ideal to use moves that don't hit the ground for techtraps because if they don't tech you may be punished badly depending on the character your against.
 
yeah that's why I've never been a fan of FC 3B tech catches and things like that. miss and you are screwed
 
Tiamat, I'm still working on the character-specifics. I'm not going to waste my time if no one is interested though.

Juece, CH GS A, 4KK, 1A is not a tech trap.

I consider grabs to be tech traps. I guess its just a matter of personal preference.

Also, its not always the best option to use a move that is oki if they don't tech. For example, if you land a 2[k] near a wall, wouldn't you rather 3[K] them back into the wall than 236B them for damage? Sure it depends on who your opponent is, how much health they have left, and where you are in the ring, but its always nice to know you have options. Again, it may just be personal preference.
 
I'm pretty sure the CH GS A, 4KK, sets up the 1A as 1A usually only hits if they tech. I could be mistaken though
 
I thought that at first, too. I tested it several times because I was REALLY hoping it would be a tech trap... unfortunately, it isn't. Hell, test it yourself. I could've done something wrong.
 
Also I'd just like to mention that depending on whether NM is on 1p or 2p side the reliability of some of his techtrap options can change. Generally speaking 2P side is the better side for NM to be on.
 
You can get up though. NM's A grab is one of the best in the game. You literally have 7 options from that grab, all of them do damage (some really hurt).

However, the grab from A+G is not a tech trap, due to the fact that they can crouch when getting up. Its an option however.

CH GS A, 4KK, 33B is a techtrap. As is GS KK from this. However i believe they both can be escaped with techs to a specific side. However i believe that if they tech to the side, 1A becomes a tech trap. Not tested but should work :)
 
Yeah, Tiamat's right. You can't tech from Nighty's A+G throw, but for some reason, if I tech left, it becomes a side throw. Weird.

And, yeah, that's what I was going for...a list of Nightmare's tech traps for easy reference.

Also, Engared, CH GS A, 4KK, 1A is not a tech trap. I've tested it many, many times. And I'm curious... what are the 7 options after A+G? I used to rely on the A+G/2A+B mixup, but now I've discovered they can stop both by getting up crouching.
 
Yeah, Tiamat's right. You can't tech from Nighty's A+G throw, but for some reason, if I tech left, it becomes a side throw. Weird.

And, yeah, that's what I was going for...a list of Nightmare's tech traps for easy reference.

Also, Engared, CH GS A, 4KK, 1A is not a tech trap. I've tested it many, many times. And I'm curious... what are the 7 options after A+G? I used to rely on the A+G/2A+B mixup, but now I've discovered they can stop both by getting up crouching.

They crouch, 33B their ass baby! 3B or 11K for more safety. 66B+K is safe too. 2A+B should catch on most characters if they crouch (the full damage). I like to fake a flapjack and crouch into a WR or grab mixup if they stay down for a bit. GS B also will catch a croucher. If your opponent doesnt know the properties of the move, hammer him with lau throws, 2A+B and GS B. If your opponent knows the properties of the throw, pick your poison. Its the most stressful throw in the game to defend against by far.
 
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