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Has anyone here seen 4:16 on the latest Tira Vid, if not could u check it out and confirm whether it techs or not
Yea that tech trap is real. Catches all tech. I feel sorry for whoever actually gets hit by it.
aaaww yea sweet! so i assume this works in Jolly as well?
You can't tech after 88K arnie. If you really wanna make this wiki page then keep at it. It is nicer to read lol.
I'll keep it up. :)
Why is teching not possible after 88K? You can't get up immediatly after it but in JS, 1A and 2A+B hit when timed right and RCCed before. So I assumed it'd be a "techtrap".
Could someone test 44K(airhit)~ 6A+B for me? e.g. GS88B, 44K -> 6A+B.
EDIT: I will retest the traps once I have my PS3 back, some don't look as if they'd work properly.
As far as the standard UB tech traps you should link to my old post about the character-specific escapes arnie: http://www.8wayrun.com/showpost.php?p=16876&postcount=79
babalook said:not sure if you guys know the tech trap involving 66AA at 2:03 in this video
good call on the match ups there chaos, and the thread is going nicely lately... but the possiblity of this combo bein legit is just too juicy, even though it has its limitations as a wall combo :(
And my apologies if this has already been discovered and posted, i dnt think it has since ive done most or all of my Tira HW
Anyway the comboes listed are all based around Tira's One and only unblockable, which happens to be my favorite in the game. Keep in mind that a wall is needed, an angling the hit of the UB can be a bit of a pain
Ill start with the JS version, which is probably the one that you'll succeed with the least, and may only connect on noobs with, AND is the least self damaging and opponent damaging
JS 6A+B (wall hit) 1B
-a simple three hit combo, but hittin with the UB would need a decent chunk of luck
the next 2 are for Gloomy
GS 6A+B (wall hit) BF 66B
this takes away a really decent amount of health from the opponent, but obviously the enemy has to hit the wall at a certain angle, and theres the problem of just throwing an unblockable out at random, while this may work on a newbie, most pros will get around it.
To combat my fears of just throwing out her UB at random, i came up with this:
GS 6Aaaaa (wall hit) WS K -> UB (wall hit) -> BF 66B
the WS K acts as a stun which doesnt cause the opponent to hit the ground (no ukemi), and even though it might be shakeble, my opponents (who are skilled, and can sidestep the UB under any other circumstance) have still eatin the UB, though the wall hit -> 66B is situational. The point is that this is a very powerful tool if used properly. The latter half causes bewteen 113-120 damage, add that with the 6Aaa, wall hit, and WS K which can go as high as 56 damage and your lookin at 176 damage...
I AM NOT however claiming that this is a combo, connecting with a UB mid combo is near impossible for any chracter, but your chances of landin the UB after the WS K are really good, especially if the opponent is backwards when u stun them. The UB will always be just within range of hitting the opponent, and even if they dont hit the wall, you've still just delivered a mighty blow. I know it looks sketchy when typed out, but so did my Updraft combo, and that turned out to be pretty legit :)
Sorry again if this has already been posted, if it has.. Who here as uses this, and how successful is it for you?
Now either way i feel that this will serve some purpose :)
No sadly not working. Even if you don't shake the WS K stun you can still interupt the UB.
I suggest a simple throw after 6Aaaaa W! or 3kA,11_77K, BT B+K B (credits to mikosu).