When you type out a tech trap be sure to name what the trap catches, how it works, and when to use it.
1. Introduction To Tech-Traps And Resets
2. General Notes
3. How To Read This Guide
4. Corner Tech-Traps
5. Mid-screen Tech-Traps
6. Gadget RC Resets
Introduction To Tech-Traps And Resets
First things first, what is a tech-trap exactly?
In a nutshell, a tech-trap is basically a setup in which you are able to punish your opponent for teching in a specific way. Good tech-traps will offer specific and reliable punishes for most or even all teching options your opponent has. The best tech-traps, however, not only offer effective answers to your opponent's teching options, but are ones where the opponent's teching options that seem the safest are actually the ones that will get them punished severely.
Now what’s a reset?
A reset is basically when the player, instead of continuing or ending a combo in typical fashion, chooses to discontinue it (thus returning the combo counter back to zero, hence the term “reset” ) and goes for a mixup instead. If the mixup is successful, then the player can go into a fresh, unprorated combo. This is how Carl gets most of his big damage and how Tager maximizes his, in addition to the use of tech-traps. Other examples of characters with resets include Jin with his Drives and 236D corner loop and Ragna and his double BE, 5D, 22C corner combo. Tager’s choice of reset setup is Gadget Finger RC, which I will refer to as Gadget RC from now on.
How important are tech-traps and resets to Tager’s game?
Using tech-traps and resets aren’t absolutely 100% necessary for Tager play, but I suggest learning them if you want to maximize Tager’s damage output. Tager’s tricky tech-trap and reset game is by far his greatest strength and the source for many an opponent’s frustration.
How reliable are these tech-traps and resets?
It is worth noting though that these setups can be considered gimmicks so do not expect to land some of them more once. The key to using tech-traps effectively is not to throw out a whole bunch of obscure and complicated setups, but rather to go with a select few tech-traps you are comfortable and familiar with and exploit your opponent’s understanding and reaction to them. For example, grounded neutral techs are typically punished with 360, but your opponent can escape them by jumping immediately after the tech. You can use this to your advantage by baiting the jump, then catching them with Collider.
Lean to effectively utilize these various setups as well as the mindgames they open up and hopefully you’ll become a better and smarter Tager player.
- Unless noted otherwise, Collider will catch aerial forward and backwards techs, 360 will catch neutral techs and forward rolls, and 720 will catch neutral techs, and backwards and forward rolls.
- Your opponent can escape any and all 360/720 neutral tech setups by simply jumping. The keyword here is can – people who don’t know they can instantly jump after neutral-tech or are mashing tech mindlessly will eat the tech-trap. On the other hand, you can use this to your advantage by catching their jump-out attempts with Collider. Observe your opponents’ habits and adjust accordingly.
- If your opponent chooses not to tech, you should use this opportunity to set up additional tech-traps or magnetize them with a simple combo like OTG 5B, 4D. Going for blackbeat combos is not advised due to Tager’s poor 40% combo rate. It is far more rewarding to go with the former two options and attempt to set up an advantageous wake-up situation.
- During a magnetized combo, you can stop the combo after a hit with 2B, 6B, 2C, 6A, or 6C and attempt to go for a tech-trap. This isn’t usually advised however, since with most magnetized combos, Tager can simply replace a typical ender (ex. B-Sledge, Gadget Finger) with a tech-trap setup instead. That isn’t to say mid-combo tech-traps are completely useless, just that they are situational (like say, if you want to kill your opponent without risking a burst, so you go for a Collider tech-trap into Collider whiff, MTW instead).
- Corner-tech traps will work with or without magnetism unless noted otherwise.
- In the event that neutral tech leaves your opponent too far away for you to catch with 360, you can usually tag them with 5D for extra magnetism.
How To Read This Guide
The combos here use the format as the ones in the “Iron Tager Complete Guide (CS)” thread.
Tech-traps and resets will be written in this format
1. (NT, BR, FR) 6A>2C xx Collider, Collider (whiff), 5D (whiff) 360/720
Notes: <insert notes here>
The opening moves of the combos unless noted otherwise are simply placeholders. Most of these tech-traps will work for magnetized combos that allow you an ender.
The letters in parentheses stand for the types of techs that the setup will catch. NT stands for neutral tech, BR stands for backwards roll, FT stands for aerial forward tech, and so on. Resets don’t have this.
For tech-traps, the move in blue is the move your opponent is expected to tech after. For resets, the move in blue is the move used to reset the combo.
The move in red is the move you’ll make them eat after the tech or reset.
Notes are self-explanatory. Contain useful bits of specific info such as who this setup was stolen from, the strengths of the setup, how to pull it off properly, what situations it is most effective in, etc.
Edited by A.X.I.S., 09 April 2012 - 04:12 AM.