

The video elaborates on how to run through setting up situations for you to practice against – this intro is really important to ensure that you are practising this correctly.

It is redefining my corner conversions and such though.

This is as far as I understand it – there maybe more layers yet untapped by myself but I’m still working on this technique’s proper implementation after a couple of years. Adding this to your arsenal will no doubt improve your okizeme and offensive potential, providing you understand it and make something of it. Anyway – this stuff is extremely important for offensive applications and serves as a universal technology for every character in the game. Unfortunately, among other things, I was sidetracked and it slipped under the radar. I recall James Chen covering this in a pretty easy-to-understand manner on First Attack some time ago, so you can probably dig it up.This video was posted to SRK and Eventhubs a couple of months back and I meant to shout it out closer to the date of release. Whereas beginners might crouch tech asap all the time, removing the element of their defensive mixup and allowing the opponent to easily find an exploitable frame trap. This is in fact because players who've used crouch tech long enough opt to vary their timing, often delaying it quite a bit to make it as safe as possible, or simply off of a read and reaction (a balance between half-read and half-OS). Which is why you see things like jab, walk forward for 0.5 seconds, strong CH happen, regardless of the mathematical frame gap being larger than 3f. However, at its core you can simplify the definition of frame trap to simply being "scaring the opponent to pressing a button, but making it so that you hit them out of that button's start up". The 2f gap makes it so that your 2nd move (frame trap) would be active on the 2nd frame of their immediate-crouch-tech. This is because if the opponent crouch techs at the earliest frame possible, their cr.LK start up would take 3 or 4 frames (usually). The scenario you're getting at is the safest frame trap, where you leave precisely 1~3 or 4 frame gap (if a blocked move is +3, you can then throw out a 5f start up move and create a 2f gap, etc.). Want to discuss Capcom in general? Check out r/capcom.TopTier - Find a fighting game event near you.r/NewChallenger - A beginner friendly Fighting Game Community.

