Post by sniperworm on Jul 8, 2010 10:52:51 GMT -6
Splinter Rabbid Wall Throw Trap Walkthrough
Greetings everyone, sniperworm here with some important information for anyone who plans to use the Splinter Rabbid. In this thread I’ll be discussing the Splinter Rabbid 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.
Splinter Rabbid Wall Throw Trap
So first up I’ll be explaining Splinter Rabbid’s Wall Throw Trap. This trap is based on the premise that whenever the opponent falls down and doesn’t tech (like when Splinter Rabbid 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 Splinter Rabbid to combo after his Wall Throw.
Now I’ll get into how to actually perform the trap. It’s important to note that this is by far the easiest trap to execute as you just need to do these moves as soon as you recover from the Wall Throw (so you can just repeatedly press the button if, for some reason, you can’t time it). There are a few variations, each with its own perks:
1) Wall Throw > A (140 damage)
This is the safest version. It gives you the most time to react to whether or not they teched and it gives you the most options off the wakeup.
2) Wall Throw > B (180 damage)
This is probably the best overall version. It does more damage than the A version, but still gives you a little leeway on the wakeup.
3) Wall Throw > 7A (195 damage)
This is the most damaging version. There’s barely enough time to walkup and grab them afterward, not recommended against the characters with fast jabs (Karai, Mikey, and Raph).
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 3A which will reset the trap). Another pro about Splinter Rabbid’s trap is that his 3A lasts for a very long time, so as long as you do it early, it’s very easy to keep resetting them until they decide to tech. 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 Splinter Rabbid 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 (Splinter Rabbid’s version is particularly brutal because there is virtually no chance of them escaping because you miss timed something). 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 Splinter Rabbid’s useful mixups on wake up to 1 option: jab. It can reset the combo if it connects (AAA > 6B) so it’s a useful tool.
Jab – Unfortunately this is his only real option. Even if they block it you can still do jab/grab mixups (however, keep in mind that his jabs are really slow and poor at doing said 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 Splinter Rabbid any of those options, if successful, would net him a reset of the trap, so the opponent is still in hot water.
Closing
So with that I’ve covered the basics of the Spinter Rabbid 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.