Gief's Gym - Frame Trap Confirms - Get the most out of your offensive pressure!
Welcome back friends! I hope you all arrived ready to improve. Today’s workout will cover Frame Trap confirms and working on your ability to make better decisions when pressuring your opponent. Get ready to build that muscle power!
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Frame Trap Confirm - All Levels
The Workout – In training mode pick Ryu vs Ryu. Turn off stun and turn on quick rise to not waste time. Turn on Input Display so you can see exactly how your inputs are being read by the game. In the Dummy Settings, set Guard to “Guard All.” You will be recording two Guard Recovery Actions. In slot 1 record the Dummy performing a reversal crouching light punch (cr.lp). In slot 2 record the Dummy holding down back . Turn on both slot 1 and slot 2 in the Set Guard Recovery Actions menu. As the player character, walk up point blank to the Dummy and perform the following Frame Trap Confirm (cr.lk > cr.lk > st.lk xx EX Hadoken):
The key to this workout is to only cancel into the EX Hadoken (EX Fireball) if the second crouching light kick lands as a counter hit. Watch closely on the Player side of the screen for the “Counter Hit” prompt. This prompt will only be displayed if the Dummy performs the cr.lp after guarding the first attack. Complete the combo off of a counter hit cr.lk a total of 5 times. If you complete the combo and it is blocked by the dummy start back at zero. Video Here
The Purpose – Frame Traps are the ideal way to open up an opponent who is attempting to interrupt your pressure string or tech a throw. In SFV, all normal throws have a startup of 5 frames and most normals utilized to turn pressure have either 3 or 4 startup frames. Ryu’s cr.lk is +1f on block with 4f startup making the gap in between the first and second cr.lk exactly 3 frames. The defending Ryu does not have a normal capable of interrupting this gap and is not capable of throwing the player Ryu in this instance. In addition to this, all normals gain more frame advantage on counter hit. In this instance, Ryu’s cr.lk is +4f on counter hit making Ryu’s cr.lk > st.lk link only possible if the cr.lk hits as a counter hit. When bringing this technique into a real match, you have to first be able to gauge what your opponent is most likely to do in a wake up situation. Simply blocking often offers the least amount of risk in terms of potential damage. Forcing your opponent to block a cr.lk immediately followed by a throw plants the idea in your opponent’s mind that you might attempt to throw them which might influence them into pressing buttons. The pressure sting outlined in the workout is entirely safe on block, has ideal gaps in order to Frame Trap your opponent, and can easily lead to a tick throw if they are content with blocking. Being able to convert a Counter Hit off of a quick light attack into a knockdown will give you a distinct advantage when you are attempting to train your opponent. Variations Include:
Frame Trap with Stronger Damage - Ryu has a number of frame traps. Most of his Bread and Butter combos and hit confirms can also act as frame traps. However, consider this pressure string (cr.lp > st.mp > st.hp):
This series of normals works on a number of levels in many different matchups. Ryu’s cr.lp into a throw is an air tight gap because no character in SFV has a normal faster than 3 frames. If your opponent attempts to hit a button after blocking the cr.lp they will be Counter Hit by the st.mp. Better yet, if you’re applying this pressure string on your opponent’s wakeup and they decided to hit buttons, a Counter Hit cr.lp will link directly into a st.mp which wouldn’t be possible otherwise. The final key to this string of pressure is that if the st.mp lands as a Counter Hit it can be linked into st.hp. You do not have to use Ryu’s target combo (st.mp xx st.hp xx st.hk) in order for this combo to be possible. If you’ve already confirmed off of a Counter Hit cr.lp then you’re free to cancel the st.mp into the target combo into even more damage. But Ryu’s st.mp is easy enough to hit confirm by itself and if you’re keeping a lookout for the “Counter Hit” prompt on the side of the screen, you will have ample time to link Ryu’s st.hp. The gap between a blocked st.mp and Ryu’s st.hp is 6 frames. Consider that after Ryu has a cr.lp and st.mp blocked he is no longer at risk for a normal throw so now your opponent might try to press a button to reverse the pressure. Ryu’s cr.lp does have a far enough reach and is fast enough to interrupt the gap between a linked st.mp and st.hp but this is not true of all of his normals. Because of the strength priority system of SFV if Ryu’s heavy buttons become active on the same frame as any lighter button, the heavier button will take priority over the lighter button. Because Ryu’s st.hp is -1f on block you may decide that it is worth the risk to finish this pressure string with the possibility of landing a Crush Counter if your opponent decides to hit buttons. Depending on the matchup, the potential damage that your opponent is capable of after landing a light attack at this range could be rather small, if anything at all. Video Here
If you have any questions or need a spotter for this particular workout, leave a message in the comments.
Posted Mar 10, 2016, 1:21 PM UTC · edited