My criteria for the most optimal corner trap is a combination the following:
A) Damage
B) Execution
C) Trap effectiveness
Keep in mind that these are imo. If you have any comments about the following Combos or ones you deem to be more effective please post, Thanks
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Off DJK: 22-cGS, F434-UpSkull = 29%
F434-cGS, JK, B1, F434-UpSkull = 32%
F4-cGS ( <--or any other grounded link to cGS in the corner), NJP, D2, D1, F434-Upskull = 29-31%
F34-cGS, D2, 12, F434-UpSkull = 33%
221-cGS, D2, 12, F434-Upskull = 36%
B1214-cGS, 1, F434-UpSkull = 27%
B121-cGS, JK, (1 to 3 B1s), F434-Upskull = 28-30% (Adding more B1s increases the window to escape the Skull trap, if fighting a character with poor wake-ups, feel free to add as many B1s as possible before finishing with F434-UpSkull)
B2-Skull Shot, D1-cGS = 16%
Alternate B2 combo is B2-Skull shot, D3-Upskull for 15%. If your opp doesn't know that tech rolling D3 knockdowns makes them completely useless then i suggest you abuse this
Lastly i thought i'd share the timing for setting up the unbreakable cGS to UpSkull trap. Any time you hit your opp with a cGS in the corner and you want to keep them locked in without breaking, simply wait for their character's body to hit the Apex of the Juggle from the GS and input DU2 (Upskull) and the skull will land at the perfect moment
WoundCowboy
FCP/EMP SCAR
astronout
EMP Dark
Phosferrax
To my knowledge, None of these traps can be escaped by a 6 Frame wake-up Alone, With the exception of the B2 traps which are really gimmicks more than anything
Things like Cyrax's AA grab and Kitana's Square Boost obviously still work
A) Damage
B) Execution
C) Trap effectiveness
Keep in mind that these are imo. If you have any comments about the following Combos or ones you deem to be more effective please post, Thanks
-------------------------------------------------------------------------------------------------------------
Off DJK: 22-cGS, F434-UpSkull = 29%
F434-cGS, JK, B1, F434-UpSkull = 32%
F4-cGS ( <--or any other grounded link to cGS in the corner), NJP, D2, D1, F434-Upskull = 29-31%
F34-cGS, D2, 12, F434-UpSkull = 33%
221-cGS, D2, 12, F434-Upskull = 36%
B1214-cGS, 1, F434-UpSkull = 27%
B121-cGS, JK, (1 to 3 B1s), F434-Upskull = 28-30% (Adding more B1s increases the window to escape the Skull trap, if fighting a character with poor wake-ups, feel free to add as many B1s as possible before finishing with F434-UpSkull)
B2-Skull Shot, D1-cGS = 16%
Alternate B2 combo is B2-Skull shot, D3-Upskull for 15%. If your opp doesn't know that tech rolling D3 knockdowns makes them completely useless then i suggest you abuse this
Lastly i thought i'd share the timing for setting up the unbreakable cGS to UpSkull trap. Any time you hit your opp with a cGS in the corner and you want to keep them locked in without breaking, simply wait for their character's body to hit the Apex of the Juggle from the GS and input DU2 (Upskull) and the skull will land at the perfect moment
WoundCowboy
FCP/EMP SCAR
astronout
EMP Dark
Phosferrax
To my knowledge, None of these traps can be escaped by a 6 Frame wake-up Alone, With the exception of the B2 traps which are really gimmicks more than anything
Things like Cyrax's AA grab and Kitana's Square Boost obviously still work