Neutral
TO-DO
Offense
Frame Traps
String. | Frame Gap | CH Advantage oH | Notes |
---|---|---|---|
5LP>5LP | 1f | +6 | While 5LP has more active frames making it an easier meaty on CH, in a frame trap only reason to use it over 2LP is less pushback. Only 2MP is a reliable combo follow-up |
2LP>2LP 2LK>2LP |
1f 3f |
+7 | Can combo into 5MK to force standing. Combo into 2MP for easier timing but need to be closer to the opponent. |
5MP>5LP>5LP/2LP | 3f | +6 (+7) | At point blank can go into 5LP>5LP for bigger confirm window or 2LP for more advantage. Can autopilot into 5MP,2LP>236HP to be -8 but safe. |
5/2MP>214LP 2MK>214LP |
1f-3f 3f |
+2 | Not much reward, but useful to discourage people taking back their turns. |
5HK,2MP | 3f | +8 | Can combo into 2nd 2MP as long as you were in range for first hit of 5HK |
5/2MP>214MP 5MK>214MP |
4f 3f |
+4 | A frame trap that beats anything slower than 4f and trades into +9 with 4f jabs allowing for 5HP follow-up. Can be risky and punished with 4f. If spaced extremely well can be safe, but not reliable. |
5HP>214MP | 2f | +4 | Smaller gap variation. |
DR 6MP,2MP | 3f | +8 | Great frame trap after a blocked overhead |
DR 2MP,2MP | 3f | +8 | Very common frame trap from Drive Rush pressure |
DR 5/2MP>214HP | 4f | +5 (+9) | Trades with 4f lights into 5HP trade combos or beats slower buttons into +5 |
DR 5HP/6HP,2LP | 3f | +8 | Can convert into 2MP on CH |
DR 5HP>214HP DR 5MK>214HP |
2f 3f |
+5 | Can convert into 2LP,2LP>623HP on CH |
Spacing Traps
String | Frame Data | Beats | Loses to | Notes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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6MK | -4 | 4f jabs | Even at point blank range, this is a space trap for 4f jabs. Go to punish is 2MP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5MP, 5LP, 5LK | -4 | 4f jabs, 2MK | Good for fishing for crouching medium kicks.
Okizeme and MixupsKnockdown Advantage: All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
vs. BurnoutTO-DO
Drive RushWhen canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
DefenseReversalsTO-DO
Anti-AirsTO-DO
Anti-ProjectileTO-DO Medium tatsu can pass through fireballs. Fighting vs. AkumaTO-DO
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