Ok... gonna add in some new Vader tech./tech traps for you lady's 'n germs to fiddle with. 1st and 2nd tech traps covered here starts from the WSB+K, 2B+K, 3K,B combo... if you leave out the ending 3K,B part you will have a TON of options to work with between tech traps/wake up/mind games/footsie's etc, here we go...
#1: G~N+4,4b into 1b,a combo/VFC variations...the beginning part will give the impression that you are stopping your last hit of the combo(which you are) but adding in the G cancel shows your opponent that you want to go into guard state, and gives them the impression of being able to get up and block or toss out a move in retaliation for safety or a comeback...guess what?!, not happening... even though you go into guard state, Vader is still able to connect by following up with n+4,4+b for tech trap launch into 1b,a combo/VFC options and then into more wake up/footsie pressure. this is a great tool in any match up for Vader(gotta love those Vader Jedi mind tricks!)
WHY is it G~n+4,4+b instead of G~4,4+b/G,4,4+b you ask?... well, I am here to guide you...this can work 2 ways on certain characters(though not very important, its good to know you can add it in) and the latter 2 versions simply implies you are basically mash buffering from the G directly into the 4,4+b( basically meaning without any neutral state in between the G into 4,4+b part), an example would be holding guard button and while holding you are mash buffering in the initial "4" direction the whole time( ex: while holding G your doing 4,4,4,4,4,4+b to mash hit for the tech trap) DON'T DO THIS( I explain in detail of why in the *NOTE*/3 part *NOTE* and the *Cons sections below a bit more) because you will just hit them grounded if done to early/late...it actually screws up the timing for the N+4,4+b tech trap/launcher "sike out" version, so instead of trying to get it that way(which I'm sure everyone would have been doing) make it "~n+4" DIRECTLY AFTER the G state ends, not starts (you will see Vader's elbow flinch upward while holding the saber indicating you have entered into guard state just enough to see him enter block/guard state, and reverse when you leave it)... and without any kind of human flawed mistakes, motions or jerks, you get a clean launcher just as you leave guard state... remember that mash buffering actually screws up the timing and you will miss it more so than actually connecting it. So PRACTICE this, so it helps it lead into an accurate timed move that launches into a small combo/and or VFC variants(which would be normal 4,4b without any extra previous input)....this tech trap version is both optional/character dependent at the same time(CHECK BELOW FOR A FURTHER UNDERSTANDING OF WHY THIS IS IN ALL "3" PART *NOTE* SECTIONS FOLLOWING THE VERY 1ST *NOTE* SECTION )
*Pros: tech trap launches all but left/back(CHANGES DEPENDING ON CHARACTER SPECIFIC HIT BOX/ TECH ROLL CUE'S)... EX: try on Voldo in practice mode to understand, his tech roll directions are different from most others, meaning if it "appears" to hit others tech rolling right, it will "appear" that it hits him(Voldo) tech rolling left so hit the practice mode and learn the false appearance of them all...over all this leads into one of these 2 options, 1b,a combo/and or 4,4b~ VFC(tech trap launcher) option.
*Cons: does NOT tech trap launch left on ALL characters(again, check your match up for the appearance of tech roll abilities, just so you don't say "WTF?!, i saw him tech right, but it didn't hit/launch him?!" situation...check on characters with small body hit boxes to be sure if your using the G~N version OR the regular straight into normal 4,4b tech trap version.
*NOTE* any time you use ANY Vader VFC(Vader Force Cancel) moves over all, use ONLY the the "1" direction cancel(s), you use less Force meter as supposed to using the "N"(neutral) cancel versions that waste a ton more of meter in comparison(this helps you control and use Force meter with better management the best as far as the VFC's go).
I also wanted to mention that i talked about this in Vader combo's thread(the initial combo at top of this post for the best guaranteed overall combo damage from that starter(though i didn't really mention why...but i am now and now your going to know why), and OOFMATIC had also mentioned about the 4,4b tech trap option in the same thread, just had to clear up though, it DOESN'T tech trap launch in all directions..ONLY certain characters it can...for example: nightmare can get launched by it tech rolling any direction(s), and Amy for example cannot tech it to her left either... though some can tech it clean, so he was only partially correct and I'm not taking that away from him( IF there is any other character(s) in the game that DOES get hit by it in all directions, it a character like Nightmare... hit practice mode to find out who they are)... study/check all of the characters in practice mode before applying it into your game...Nightmare is a prime examples character of which 4,4b is the version to use, use normal 4,4b INSTEAD of G~N+4,4b and hits ALL directions on him...remember this, and adding in the G(versus the characters it allows you to on) just gives you that added "sike out" option, so remember you can still use the 4,4b tech trap without adding in guard on ANY character, just some characters allow you to(for whatever reason) hit guard before hitting your launcher, where as some do not NOT allow and use only 4,4b without the G~N
Now tech trap option ending #2...
# 2: G~N+3B+K(Vader's force enhanced lunging mid attack, 3B+K)...this is one of his greatest close/mid range tools that leads into a number of options, whether it'd be a full combo or small combo into heavy lock down pressure(with some free damage) games/mix ups...I shouldn't have to explain as it shares the very same reason(s) of the G~N+4,4+b tech trap, and why its G~N+3B+K instead of G~3B+K etc, trust in me... there is a difference whether you see it or not...it will always accurately connect 100% off the time as long as you do it as i mentioned( for tech trap #2).
Going to interject my post for a few with a "3" part *note* series so you can all understand everything and not mess yourselves up in certain character match ups between using 4,4b tech trap starter and(or/and also)- G~N+4,4b
*NOTE* #1: the G~N for both tech traps only pertain to the tech trap starters, once done, any follow up should be back to their normal versions i.e. 3B+K or 4,4b as the example being the normal inputs without the G~N+ added to them, unless its against the characters it allows for it as i mentioned or going to be mentioned.
*NOTE* #2: the reason i am mentioning about using G~N; it works on a decent portion of the cast, some characters like Nightmare for example have a unique hit box where his body is kinda small and can squeeze his tech roll out pretty quick without getting launched by G~N+4,4b,(whichever direction he techs) it just enables him to tech a bit quicker than others, so with him JUST use the 4,4b WITHOUT the G~N+ input so it DOES hit him in all directions ...because like i was saying some characters have those hit box advantages/properties at certain times...like Voldo tech rolling to the right but gets tech rolling left properties etc, be sure to check ALL characters, and make sure you don't step backwards at all during the time just before using the 4,4b(without the G~N) tech trap, you will just get the ground hit without the launch and if delayed, same outcome...just takes a bit of practice, OOFMATIC mentioned about the 4,4b hitting only grounded if delayed or done too quick in the combo thread(check last or second to last page on it), and as I am mentioning now, learning the characters hit box/tech rolling speed properties are KEY in understanding it all as far as knowing who it will hit and who it wont(as far as the 4,4b tech trap goes when it comes to hitting all tech), it's not so much with Vader in that regard.
*NOTE* #3: you MUST keep in mind...adding the G~N+ part ONLY gives the illusion of you going into defense mode(block mode) which you do go into block, but for a brief moment for trickery, and as mentioned, you MUST check ALL characters to be sure of which ones you can use it on (i believe you can do this to Amy with both the G~N+4,4b and just plain N, 4,4b versions) though at the same time she is one of the characters that CANNOT tech roll the 4,4b tech trap to her left, and as said, others can tech it clean, but over all...the ones you can use both on you just get that extra edge of surprise by getting the G in before they can tech giving you the block state effect and still get your tech traps as mentioned, its a sneaky added animation with the illusion that you cant get anything guaranteed following block state(*Character dependent, though more then less of the cast) it is tricky timing whenever adding the G~N+ into the 4,4b tech trap, so again, practice if you want that tricky block mode "sike out"!!...1 more thing in this section i want to add is that any time vs ANY character, you can ALWAYS use G~N+ ONLY before using the 3B+K tech trap combo starter out of the 2 traps im discussing, now back tech trap #2 Pros and Cons....
*Pros: tech traps ALL directions except right( Once again check all characters hit box/tech abilities so you don't visually screw yourself)... just remember that it reverses for some when they tech and it will "appear" they tech rolled one direction when they actually share another tech roll direction property like Voldo as mentioned) so you get them to connect correctly... THIS tech trap leads into a 4,4b launch combo/VFC options or 6b,b~VFC options(since once the tech trap hits, they are in a over/keel stun leading to said follow ups, both being guaranteed) just remember that anything that follows after 6B,b~g~a+b(VFC) or 4,4b launch combo( this mention is for the tech trap #2 since it starts with 3B+K) its heavy pressure/mind games mix ups as per usual, nothing is guaranteed after other than those said options aside from lots of mix ups since 6B,b~g~a+b(VFC) follow ups are shake block-able
*Cons: other than it not tech trapping to the right, it also uses a bit of force meter in the process, the upside to the Con is that it leads to great damage potential and very good force meter recovery... however, the down side to it is that if you don't know how to manage your force meter and you waste it on not needed area's or you blasted through it using more than half of it in the process; this is not the move you want to be using with poor meter management, whether it'd be from the tech trap or all by itself in game play...Now If you have a full meter it is THE best, for it uses less( and in 3B+K's case, you can't VFC out of it, so it will always use more meter than none)...BUT, the trick is the more meter you have(closest to/completely full), the less a force enhanced move(whether its VFC-able or not) will always take less from the meter entirely...this another little trick helps out with meter management as well as using the "1" direction i mentioned for VFC ex: use 6B,b~g,a+b(VFC)+"1" instead of using the latter version 6B,b~G,a+b(VFC)~ "N", which in fact uses more meter opposed to the 1st one mentioned which is better in over all force meter management.
Ok so, those are Vader's 2 BEST options for tech traps into combo damage... after WS+B+K, 2B+K, just add the overall damage done between that and the tech traps(and the guaranteed follow damage from either tech trap) and you get a nice chunk of damage dished out onto your opponent.
Over all sum up of why/how this all works the way it does...when not using the full WSB+K, 2B+K,( 3K,B ending of combo)into tech trap, you're leaving them a "sike out"(fake option) option to stand up into safety, get away or a retaliation attempt, only way they can EVER have any chance is if you do not follow up with the tech traps #1 and #2 or the full combo at top of this post(meaning just stand there and hold guard for that split second you would before the tech traps, allowing them to try something...but in this case without the tech traps followed by what allows you to do) it ALSO works on small tech traps such as(using the discussed incomplete version of the combo at top of post without the 3K,B ending)...is G~N~4b ( 4b, his other mid hitting saber lunge attack) which catches left tech mostly...everything mentioned so far leads you all together(Vader player)into a full on offense with complete control from all parts of however you choose to end it and them(opponent), into a plethora of mind hurting mistakes/screw ups and things to think about/and or some kind of huge mistake they could make which you can either A: step,(or step punish an attempt to attack you) B: guard and punish(if its punishable on block of course) and C: block into safety...<< 3 of the main options you have at your control whenever you don't go through with the tech traps...
...None of those just last mentioned aren't in any specific order mind you, but more importantly it adds/gives you that block mode "sike out" effect I've been mentioning, the G~N+(sike out) ISN'T so important to use before the traps as the tech traps themselves are more important, because remember you can do them all without the "sike out" effect, on ALL characters... if they don't think you will do the full combo OR the tech traps, OR just wait to step/punish their attempt at attacking you OR block into safety and THEN punish a punishable move attempt that has great start up priority(Sophie 236B comes to mind for punish and TAS B comes to mind when you want to step punish)....
Overall you are still left with a complete Vader mind screw/match controlling advantage over them( you can still gain this all WITHOUT the use of the tech traps or use of 3K,B combo ender)... and the best part is(aside from the damage you can get from the tech traps), you control the match the ENTIRE time from this point on, there is NOTHING they can do unless you allow them a chance to, well short of just laying on the ground and eating free ground hitting move damage(LOL)...my head hurts from all the typing, and sorry if i went VERY deep into detail on all of this, but it was needed and unavoidable as far as understanding it all, these 2 tech traps ARE the best options for both damage/match control...more to come on character specifics that pertain to these 2 tech traps and which ones you can add the G~N+(sike out) trick on... and some more mind blowing(force meter friendly) tech traps covered....
EDIT: for the 4,4b tech trap, it also tech trap launches back tech as well, however you cannot follow up with 1b,a combo on all characters, just some of them...so an example character it does not give you the 1b,a follow up would be Lizard Man... I will be covering ALL characters mostly for the 4,4b tech trap mentioned in this post; in the next post...