Voldo Tech Trap Discussion

Some traps I didn't see posted anywhere

CR_WS AA, 3BB (88 dmg): Catches all but counterclockwise ukemi. Also hits grounded for 55 dmg.

6B BE, BS 66K, 66B (86 dmg): Catches all directions ukemi.

66A:
-3A (44 dmg): All directions ukemi
-1A (37 dmg): All directions ukemi

6K:
-44A+B (83 dmg): All directions ukemi
 
Tech traps into 44A+B and CE are so nasty the opponent's gonna stop teching.

Tech trap 1A seems like that move's only good use.

66A:
-3B (40/73 dmg): Hits back ukemi and non-ukemi

Non-ukemi options should be listed too, as it's otherwise just one half of a mixup.
 
Here's a good one:

666B, 66B:
-A+B (62): Grounded
-A+B3BB (~110): Left and back ukemi
-44A+B (112): Any directions ukemi

Same goes for CH 66B, but obviously with less damage. Though 3B is guaranteed.
 
Some "basic" tech traps into full CE:

66K, CE - all tech (might not be cost efficent)
CR AA, CE - all tech
A+B, CE - all tech (timing for right can be tricky)
CH 66[A+B], CR, CE - left/right tech (at least)

In general, a tiny delay might be needed, and catching to the right can be really timing dependent.

Just slightly against the wall/edge sets up plenty of more options.
 
I love this one.
66B BE, tech 66K, tech WR B-The 66K techs all but Right tech and the WR B techs all. Mid screen with both techs you can get 157 damage off of this. Mix this up with 44A+B Tech traps and 1B] and you'll be a force to reckon with on wake up.
 
6B BE:
-BS WR B hits grounded (57)
-BS 2A catches all tech (50)
-BS 6B6B catches all but right (84 without followup, 666B/66B BE followups)
 
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