ZOMBIEBEAR666
[09] Warrior
Green Sexy's awesome tech traps...
Enjoy these and feel free to contribute...
F = foward/ B = backward/ L = left/ R = right/ G = hits grounded
CH 4A:
(delay) 6A - F/B/R
(delay) 236B - F/G/B
(delay) 3A - F/B/L
(delay) A+K - F/B
(near wall) 6B:
3BB - combo
A+K - combo
6B - combo (will land on opponent for damage, if close enough it will leave Yoda ~BT'd)
(very slight delay) 6A+K - F/B/L/R (hits ground rolling opponents)
3B:
1K - G (only)
1B - G (only)
CH 3K:
236B - G (combo, close range only, catches F/B/L with a very slight delay near walls or edges)
6A - F/R (catches B near wall or edge)
6B - G (only)
4K:
(delay) 6A - F/B/R
(delay) 3A - F/B/L
6B - G (combo)
A+K - F/B
66B - F/R/L
1K:
4K - F/B/L
(delay) 3A - F/B/L
(delay) 6A - F/B/R
1K, 1K (combo):
6A - F/B/R
3A - F/B/L/R
A+K - F/B
1B - G (combo)
3B - F/B/L/G (back tech catch is character dependant but guaranteed near a wall or edge)
236K:
(delay) 6A - F/B/R
(delay) 3A - F/B/L
(delay) A+K - F/B
(delay) 4K - F/B/L
(delay) 236K - F/B/R/L (crafty timing required)
6A+K - F/B/R/L (catches ground rolls)
1K - (combo)
JMP K:
1B - G (only)
BT 2K:
3B - G (combo)
CH A+B:
3A - F/B/R/L
3B - F/B/R/L/G
236B - F/B/R/L/G
A+K - F/B/R/L
2A+B:
236B - F/B/G
6A - F/B/R
(delay) 3A - F/B/R/L
A+K (near wall):
3B - F/B/L/G
3A - F/B/R/L
1K - F/B/R/L (catches ground rolls)
6A+K:
(delay) 6A - F/B/R
(delay) 3A - F/B/R/L
4K - F/B/L
JMP K - G (combo)
3B - G (combo)
66AA:
1B - G (only)
66BB*6B+KB (NCC) :
6A - F/B/R
(delay) 3A - F/B/R/L
3B - F/B/G
(delay) 1K - F/L (catches ground rolls)
1K - R (catches ground rolls)
6B+K (on airborne opponents):
6A - F/B/R
6B - G (only)
3B - G (combo)
6B+K, 6A+B+K (combo on airborne opponents):
6A - F/B/R
3A - F/B/L
A+K - F/B
236B - F/B/G
CH 66A+B*6A+B+K:
66B - F/B/R/L
6B - G (only)
1K - G (combo)
Thats it... I think...
Enjoy these and feel free to contribute...
F = foward/ B = backward/ L = left/ R = right/ G = hits grounded
CH 4A:
(delay) 6A - F/B/R
(delay) 236B - F/G/B
(delay) 3A - F/B/L
(delay) A+K - F/B
(near wall) 6B:
3BB - combo
A+K - combo
6B - combo (will land on opponent for damage, if close enough it will leave Yoda ~BT'd)
(very slight delay) 6A+K - F/B/L/R (hits ground rolling opponents)
3B:
1K - G (only)
1B - G (only)
CH 3K:
236B - G (combo, close range only, catches F/B/L with a very slight delay near walls or edges)
6A - F/R (catches B near wall or edge)
6B - G (only)
4K:
(delay) 6A - F/B/R
(delay) 3A - F/B/L
6B - G (combo)
A+K - F/B
66B - F/R/L
1K:
4K - F/B/L
(delay) 3A - F/B/L
(delay) 6A - F/B/R
1K, 1K (combo):
6A - F/B/R
3A - F/B/L/R
A+K - F/B
1B - G (combo)
3B - F/B/L/G (back tech catch is character dependant but guaranteed near a wall or edge)
236K:
(delay) 6A - F/B/R
(delay) 3A - F/B/L
(delay) A+K - F/B
(delay) 4K - F/B/L
(delay) 236K - F/B/R/L (crafty timing required)
6A+K - F/B/R/L (catches ground rolls)
1K - (combo)
JMP K:
1B - G (only)
BT 2K:
3B - G (combo)
CH A+B:
3A - F/B/R/L
3B - F/B/R/L/G
236B - F/B/R/L/G
A+K - F/B/R/L
2A+B:
236B - F/B/G
6A - F/B/R
(delay) 3A - F/B/R/L
A+K (near wall):
3B - F/B/L/G
3A - F/B/R/L
1K - F/B/R/L (catches ground rolls)
6A+K:
(delay) 6A - F/B/R
(delay) 3A - F/B/R/L
4K - F/B/L
JMP K - G (combo)
3B - G (combo)
66AA:
1B - G (only)
66BB*6B+KB (NCC) :
6A - F/B/R
(delay) 3A - F/B/R/L
3B - F/B/G
(delay) 1K - F/L (catches ground rolls)
1K - R (catches ground rolls)
6B+K (on airborne opponents):
6A - F/B/R
6B - G (only)
3B - G (combo)
6B+K, 6A+B+K (combo on airborne opponents):
6A - F/B/R
3A - F/B/L
A+K - F/B
236B - F/B/G
CH 66A+B*6A+B+K:
66B - F/B/R/L
6B - G (only)
1K - G (combo)
Thats it... I think...