Post by sniperworm on Jun 30, 2010 18:54:51 GMT -6
Casey Jones Wall Throw Trap Walkthrough
Greetings everyone, sniperworm here with some important information for anyone who plans to use the Casey Jones. In this thread I’ll be discussing the Casey Jones Wall Throw Trap and wakeup mixups. The purpose of this thread is to introduce and thoroughly explain how to do the trap and also to illustrate what makes it so effective.
Casey Jones Wall Throw Trap
So first up I’ll be explaining Casey’s Wall Throw Trap. This trap is based on the premise that whenever the opponent falls down and doesn’t tech (like when Casey does his wall throw), there is a moment of vulnerability where regardless of what they choose to do (stand up, roll, getup attack, or do nothing) they will still get hit. This allows Casey to combo after his Wall Throw.
Before I go any further, I'm going to point out that this trap is rather difficult, so it'll probably take some practice before you master it.
Now I’ll get into how to actually perform the trap:
- Wall Throw > 8A > 6B Smash (320 damage)
It’s important to note that the timing on the 8A is very strict as only the very beginning of the 8A can hit someone lying on the ground. The timing for the 6B Smash is also fairly strict because you need to hit very late with the smash (when the opponent is as low to the ground as possible before they recover from hitstun from the 8A) so they don’t bounce off the wall after the 6B Smash.
So by now you must be wondering – how is this a trap? It just looks like a combo to me. Well, that’s true until you look at the end result of the combo. After the combo, the opponent is in hitstun and cannot act until they hit the ground. At this point, they have two options: tech roll or don’t tech roll. If they don’t tech roll, they are in the same situation that they were in after the wall throw (aka you get a guaranteed 8A > 6B Smash which will reset the trap). So this only leaves them with one option – tech rolling. Well guess what, in both cases they’re eventually forced to tech roll into the corner (they don’t go anywhere during the roll), so there is plenty of time for Casey to time a grab so that it gets them as soon as they recover from the roll. From there you can proceed to Wall Throw them again, resetting the trap.
So as you can see, unless they are able to reverse your Wall Throws, you will continue hitting them until they’ve lost all of their health.
Wakeup Mixups
Any good player will realize that they are stuck in a loop when you hit them with this and they will then focus all of their energies on reversing your wall throws (Casey’s version is particularly brutal because they lose the largest amount of health per iteration, so they have the fewest chances to break free before they die). This is why you need to mix in some other moves as they recover from the tech rolls (so it’s not as easy for them to get the reversal when you go for the grabs). I’m going to go ahead and assume your opponent has decent reactions, which limits Casey’s useful mixups on wake up to 2 options: jab and 8A. Each one is capable of resetting the trap by finishing the combos (AAA > 8A or 8A > 6B Smash, but each one has different pros and cons.
Jab – This is the safer option. It’s faster and even if they block it you can still do jab/grab mixups. For those that aren’t familiar with what that means, that means that you could still potentially do any of the following after they block your jab:
- A > grab
- AA > grab
- AAA
This means that the opponent is still making their way through a guessing game despite countering your first move. Luckily for Casey any of those options, if successful, would net him a reset of the trap, so the opponent is still in hot water. The downside is that successful follow-ups from jabs don’t do much damage.
8A – The main draw for this option is that it does far more damage. The downside is that if they successfully predict that you were going to attack, the pressure is over and they’ll get a free counterattack against you. It’s also significantly more difficult to execute since you need to time the 6B Smash really well or they’ll bounce off the wall (in which case they could tech and wall attack to escape).
Closing
So with that I’ve covered the basics of the Casey Jones Wall Throw Trap. From here you can perfect your timing, expand on the mixups, and push the concept to the extreme. Good luck with the trap and have fun.