Post by sniperworm on Jun 24, 2010 18:39:12 GMT -6
Shredder Wall Throw Trap Walkthrough
Greetings everyone, sniperworm here with some important information for anyone who plans to use the Shredder. In this thread I’ll be discussing the two variations of the Shredder Wall Throw Trap, wakeup mixups, and trap enders. 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.
Shredder Wall Throw Trap
So first up I’ll be explaining Shredder’s Wall Throw Trap. This trap is based on the premise that whenever the opponent falls down and doesn’t tech (like when Shredder 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 Shredder to combo after his Wall Throw.
Now I’ll get into how to actually perform the trap. There are two different versions that I’ve discovered:
1) Wall Throw > 6A Smash (220 damage)
This is the original version of the trap. Lots of leeway (the 6A Smash hitbox lasts a very long time) and overall very easy to execute.
2) Wall Throw > 7A > 6B (292 damage)
This is the modified version of the trap. It’s much more damaging, but it’s significantly harder to execute (but still fairly easy). You need to walk forward a little before doing the 7A (the timing on this is fairly precise) or it won’t reach.
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 both combos. 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 6A Smash or 7A > 6B, either of which will reset the trap). I prefer 6A Smash at this point because the timing is less strict so it’s very easy to reset them over and over until they tech roll. So this only leaves them with one option – tech rolling. Well guess what, in both cases they’re forced to roll into the corner (they don’t move during the roll), so there is plenty of time for Shredder 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. 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 Shredder’s useful mixups on wake up to 2 options: jab and 7A. Each one is capable of resetting the trap by finishing the combos (AAA > 7A or 7A > 7A, 7A must be done late so the opponent doesn’t bounce off the wall), 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 Shredder 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.
7A – 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.
Wall Throw Trap Enders
While many characters have a similar tech traps, Shredder has the unique ability to deal massive damage out of any point in the tech trap where he gets a guaranteed hit. This is accomplished by using one of two combos:
1) AAA > 6B Smash (382 damage total, 507 damage if they tech roll)
2) 7A > 6B Smash (403 damage total, 538 damage if they tech roll)
(Keep in mind that these do not work against Shredder, Splinter, Karai, April, or Fugitoid)
I’m sure you can see at which points you can land these combos. These combos work because the vulnerable timing for people that fail to tech off the launcher is the same as when the invincibility wears off from the tech roll. So as soon as they’re down to about 1/3 health, Shredder can go straight into one of these and finish off the opposing character whereas most other characters would have to wait much longer to finish off the opponent.
Closing
So with that I’ve covered the basics of the Shredder 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.