Tech trap

From Wavu Wiki, the 🌊 wavy Tekken wiki

A tech trap is any technique that gets free damage against an opponent for doing a tech recovery. The most common way to do this is jumping over a tech roll so that the defender recovers back turned (and is therefore unable to guard).

Tech traps can be powerful since techs are supposed to be the most robust wake-up option. However, setting up a tech trap often sacrifices too much combo damage to be worth going for outside of a comeback situation.

Generic tech traps

Jump over at wall

Most characters can do a tech trap after a wall splat when the wall is off-axis by around 30 degrees or more. If the defender techs at this angle and the attacker jumps forwards with UF, they'll both end up back turned.

The easiest way to get the timing right for the jump is doing a 2-hit wall combo where the last hit recovers fast. Most characters have a string for this, and jab into df+1 also usually works.

The simplest way to make use of this jump over is getting a guaranteed BT.d+1. After the BT.d+1 the attacker is +9 with the defender still back turned. From here, i14 while standing moves are guaranteed. i15 moves can hit if the defender holds B, but they can be blocked if the defender holds B.

It's also possible to get a cross-up with a jumping 4 with a similar technique, but the timing and situation are a bit different.[untested]