How to Test Tech
"Tech" for a character refers to setting up a particular situation, where if the opponent responds a certain way, it leads to a big payoff for you. Conventionally, it also refers to a "tech trap", a setup that catches opponents if they respond with a techroll. If you think you've found tech for a character, here's how you should test it rigorously -
Situation
Tech involves setting up a specific situation. Common variables players forget to test are -
- Character sizes: does it work only on regularly-sized characters, or does it work on all characters? Prefer to test with a small-body like Xiaoyu first, since they are the least forgiving when it comes to having follow-ups connect. It is perfectly fine if the tech comes with body-size exceptions (e.g., bear-only setups are common due to their unique body type), but it should be documented as such.
- Reliability: can you still setup the situation if you alter the spacing between the characters? The axis? Play around with these variables and test the limits of where you can still consistently set up the initial situation. The less forgiving it is, the less useful the tech becomes. For example, if a resplat combo involves the opponent hitting the wall at a particular angle, then it would be prudent to test smaller or larger values of that angle to see if the combo is still consistent.
- Risk: for tech that doesn't necessarily rely on the opponent responding a certain way, it is prudent to test what could reasonably go wrong if you fail in your setup. For example, if you drop your resplat combo tech, then could the opponent launch you on wakeup? Make a reasonable assumption from the POV of the defender.
Opponent Responses
Tech can involve the opponent responding to the situation in a certain way. Players sharing tech forget to test the breadth of options available to their opponent, and frequently only describe the best case scenario for the attacker.
- Techroll options: from tech-rollable getups, examine the techroll options of techroll right, techroll left, backroll (hold B during tech window) and quick recovery (hold F during tech window). Crucially, you should also examine the option of not techrolling and staying grounded, then executing a grounded wakeup option. Some situations also allow for a delayed techroll, which can affect certain outcomes.
- Grounded options: from wakeup situations where the opponent is on the ground (downed), examine the options of quickstand (hold U, into stand and into duck), backward getup (hold B to wakeup into stand block, and hold DB to wakeup into crouch block), sideroll left, sideroll right, staying grounded (and possibly waiting for a move to whiff, and punishing), mid wakeup kick, low wakeup kick, toe kick and spring kick. Depending on the opponent's status on the ground, not all of these options might be available to them (e.g., when FDFA, spring kicks and recovery kicks are not available). Some additional ones might be available too (e.g., when FDFA, opponents can hold DB to wakeup into crouch block faster, allowing iws moves to be a possible interruption tool). Certain characters (e.g., Alisa) have evasive getup options that throw a wrench into your plans as well.
Analyzing Risk/Reward
Given a more meticulous analysis of all options available to the defender, it might turn out that the setup can always be escaped or beaten with a certain option. This is not bad on its own. The setup can serve as a useful knowledge check to catch opponents who don't know about it. Even when players know about it, it can be a tool to add to their mental stack, weakening the optimality of their responses to other situations. If the option to beat the setup is uncommon (such as, for e.g., quickstand into duck) in the playerbase, then it is more likely that it will succeed.