Ssf4 what is a frame trap
The c. From here, Vega has a couple options — throw, continue jabbing, walk back poke, or frame trap. If Vega threw, his opponent would tech the throw, and if he continued jabbing, his opponent would probably block the jabs because he is delaying his throw tech.
The go-to option here is a frame trap , so Vega uses cl. Tons of moves like that exist in the game — nearly every charge character has a close move that is designed simply to fish for these moves and finish with a heavy damage combo. Now crouch teching is a liability , and most players will opt to simply stand and tech throws, which actually increases the throw tech window substantially.
Or, conversely, that could be the most viable defensive tactic, and the offensive metagame will simply evolve to a greater point of finesse. Enjoyed the read, hope all this knowledge will help me improve my game. I know know what I need to master. Great explanation of the ever evolving counter-counter-counter game. Save my name, email, and website in this browser for the next time I comment. Also send me the T3 gaming newsletter.
Similar articles. Leave a Reply Cancel reply. Worst match-up is E. A single move that assists her with Fireballs, this approach can get predictable. Her movement forwards along the ground however is literally unparalleled for distance covered in the shortest time, making Focus Dashing very viable.
Once granted an opportunity, she can basically stun after that opportunity and ONE more. Killing after that depends on how much meter she has. This can be less than ideal when an opportunity arises, but your less than equipped to make the most of it. Opportunities can arise often if you can make the most of her moveset though.
Makoto is definitely a character with a number of tools at her disposal. An Armour-breaking overhead attack. A move to inform your opponent that you are willing to use this. Much easier to input, but the link is harder. Can be plinked with LP for easier execution. HP, for a Hard Knockdown. It is much faster than the other versions and deals damage. Using this you can also follow-up Air-Juggle states for a hard-knockdown. Cancelling from a Cr. LK gives a quick Low to High string.
People pressing stuff between will get hit due to your invincibility too. It is jump cancellable too, allowing you to convert into full damage from an Anti-Air.
It is one of the only anti-airs that reliably blows up approaches like Demon Flip Divekicks for a full conversion. Different strengths will change how far she travels forward before she attacks. LP version moves no distance forward and just strikes into the air directly above her — has a great hitbox. HP is far a full block while MP half a block is not quite so much.
Fine tuning anti-air timing is difficult but it allows her to change her positioning quickly in order to meet jumps that would otherwise land outside of her jurisdiction. EX version deals more damage than the other versions and covers around 1. Very quick. Anti-air functions like a dream when you get it right. All but the LP version grant a few frames of Air-borne frames assumably through the travel time.
Performing a reversal MP or HP Fukiage in response to a Vortex renders you airborne, therefore means the meaty Kunai will knock you out of the airborne frames and she will never get a full conversion off of the set-up. Taking 30 to potentially escape is very much worth it. LP Fukiage can also be used to extend combos in the corner.
Her corner-only damage becomes shockingly strong with this:. Explosive Damage. Outside of that though, it has limited usability. It cannot connect on a grounded opponent, but it functions as a decent anti-air move. The follow-up potential is really nice. A aerial only attack. It is possible only on Neutral or Forward jumps and is essentially an Axe Kick.
It causes an insane amount of hitstun and blockstun and is an extremely effective pressure tool when used with Instant Air inputs. LK starts up the fastest — 90 damage. Hitstun is still huge. MK starts a bit slower than LK. Deals damage. Largest hitstun and large blockstun inflicted.
If it connects when Makoto is low to the ground, the approach is safe. MP xx EX Hayate is often the most reasonable as it stops range being an issue. This version also serves as an air-to-air follow-up to Fukiage anti-airs. HK version knocks down on hit and deals damage. On block, it deals huge chip and largest blockstun. The approach is almost always safe with this. Strong pressure option. EX Version maintains her current height while being performed.
It has significant projectile invincibility so perhaps it can be applied when Gouken tries to AA fireball to continue moving through the obstructed space?
Is a damaging combo ender in corner combos though. Tsurugi must be performed pretty low to the ground in order to make it effective. Also, this will destroy stray normals too. This method literally functions by Jumping, then the spin of the stick to the back direction ensures that the QCB input is accounted for so that Tsurugi comes out. She charges across the screen — range and damage dependant on the button pressed.
Each version aside EX has a charging state. The longer the attack button is held, the more damage dealt and the ability to knockdown is added to later stages of the charge. All versions are unsafe at Level 1 too, so using this move outside of the EX version has limited viability unless after a successful hitconfirm. It knocks an opponent about a solid half a stage distance. It also provides opportunity for you to chase down their wake-up safely. It can combo off a Cr.
By pressing any kick button during this state, you can cancel the Hayate all together, and you will return to a Neutral State. This technique has a number of practical applications. Because you can cancel normals, Hayate cancelling has awesome practicality within strings and close quarters pressure — allowing you to cancel St.
HP pre-emptively for example:. Your input will look like this:. MP xx EX Hayate. Combo using Hayate Cancel. There are many — here are some of the primary applications. Tick-ing into Karakusa is popular. Hayate Cancelling then performing a normal will stop the attempted escapes Backdash from Karakusa. Then those willing to sit there can be mixed up with command throws and overheads. LK Version has the shortest range but the shortest start-up. It starts up in 7F, making it pretty underwhelming, but in conjunction with the rest of her moves — this kind of start-up is still too quick to react to.
HK has the longest range of all of them but has the longest start-up. It starts up in 9F. This can be used to grab at St. HP xx Hayate Cancel ranges. EX Version, in the usual fashion has some interesting properties. The throw itself inflicts 20 more damage than every other version of the move. It has a 5F start-up, which is incredibly fast considering the move also gains armour for the duration of the throw itself.
This is incredibly useful — and can be used to grab people who are pressing buttons in order to beat the regular versions. This also grants you a wake-up option to defeat 5F Safe-Jumps. HP Sweep for Knockdown 3 St. This Ultra is damage scaled like it would be after a Focus Attack.
The damage is still awesome around The Kara-Karakusa is just as the name implies. This one is very, very difficult. Be warned. The timing feels so tight. From what I can gather there is no real short-cut for this — but feeling out the timing becomes much easier with time. This will take a lot of time to practice to get down consistently. On a side notation though — the range extension is obscene. Can be used effectively with EX Karakusa and LK version in order for the range extension to make-up for the initially poor range of the weaker strength versions.
Games like this become very risky for your opponent to even consider not backdashing away from. Finding that if I meet a certain rhythm, the input feels way more co-operative. Makoto has a wide array of useful normals at her disposal.
Some focus on picking up on what she lacks in fine mobility while others are extremely general purpose. An incredible normal. It has a ton of active frame so it can counter poke and stuff stray normals for days. This is the normal that makes people scared to press buttons against you.
Very strong normal for general pressuring, will often start most of her combos and pressure strings. MP can be used to tick effectively into Kara Karakusa with few questions asked. You can also frame trap using normals with significant pushback. When a normal has significant pushback At least out of throw range , you can use a normal with a decent amount of reach.
When these starters are used, the only way the frame trap will connect is if they push a button. This type of technique is an off shoot of whiff punishing, just not on reaction. If Balrog does cr. Record Balrog, doing cr. Then as Balrog, block the cr. Replace st. Frame traps with specials other than TAP and headbutt are difficult because the distance from the opponent determines the startup, and aside from deep jump-in combos on hit its hard to determine the special startup.
Armored traps are easily hit and miss, but can be really useful in matchups like Balrog and Shotos non-armor breaking dash punches for Balrog and DPs for shotos. They lose to armor breakers moves that can hit twice before it goes active and throws. Armor traps can also beat some non-ex. For example if Ken does a reveral dp after TAP, you can ex.
This goes double for DPs that have 5f startup and only hit once. Beware that reversal specials break armor, but you have the options of baiting and blocking. In addition, Balrog can create armored frame traps by canceling laggy normals into focus attacks, charging briefly and dashing.
For example if Balrog sweep is blocked and the opponent attempts to punish with a normal or they see you FADC and attempt to crouch-tech, you can absorb the hit, dash forward and grab, or release for crumple stun which will hit SOME crouching opponents.
Invincible frame traps are different in terms of Balrog because his only offensive option is to ex. For example, if Ryu frame traps with dp, his non-ex dp can be beat with a reversal ex. In Super, if the opp does ex. In the corner, this is probably in range for normals, but mid-screen, its only in range for U1 and Super.
Keep this in mind when he has meter. The best kind of offensive mix-up is alternating between low ex. As all ex. And then offensively, ex. This is easiest after moves that have negative frame advantage. This is why TAP works so great if your op blocks instead of reaction punishing. Tick throwing can come in two forms, hit ticks and whiff ticks. Most characters use hit ticks like Balrog TAP-throw, jab-throw but grapplers like Zangief will use whiff ticks like st.
Whiff combos work because of proximity blocking to some degree. Balrog has whiff tick options during an opponents wakeup. This is most useful against opponents who have 5f invincible reversals. You can train your opponent with, say, a meaty jab, and then time it so that the meaty jab is maybe a frame or two off. This will allow you to recover in time to block if they do a reversal. Balrog can also tick throw on block with other attacks utilizing 2 ex bars for FADC.
Balrog is at most -1 after focus attack dash canceling dash punches and some normals, thus an immediate tick throw will always connect if in range since the opp will have left blockstun. Good attacks to use this are cr. You can also use autodash U2 to do the same thing and catch an opponent who attempts to tech your throw or backdash to avoid the throw. Some characters are very difficult to grab because of how their grab hitbox expands and contracts depending on whether they are crouching or standing.
This happens with characters whose stances are somewhat hunched over so the bulk of their torso is behind their feet and arms compare and contrast Dudley and Balrog with shotos.
Counterhits give you bonus damage and advantage. CH cl. You are most likely to land counterhit cl. The biggest pain is maintaining back-charge when setting up the frame trap if you want to go for something flashy like hp. Otherwise you just get a much easier 4f cr. The same setups listed above work for cl. You are most likely to land a counterhit cr.
Some of the setups are specific to whether they quick rise or not. Meaty TAP can work on quick rise or not, while meaty cr. Ambiguous jump-in cross-up varies by character I have a spreadsheet , but generally if you jump-in with j. This generally only works mid-screen.
Best rule of thumb is to block, but you can also get a semi-meaty cr. You can mix-up the strength of headbutt and the jump-ins to change which side you land on as well. Meaty cr. It requires that the opponent not quick rise after headbutt. To do it, perform headbutt, do the meaty TAP setup for quick rise, then cr. This applies to characters like Balrog, Zangief and Blanka.
They obviously have reversals that eat cr.
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