Nitpick: @ 1:25, the gaps are actually 3 frames not 2 frames. The opponent is actionable starting on the frame that the big white bar is shown, meaning that when counting frames we need to include that one as well.
@@ssbVanilla Basically. We don't have chains like SF, but all Jabs are 10 frames in Tekken, and they're almost always the fastest move possible, so if you're at +5 frame advantage, that means you can throw out any 14 frame move without getting interrupted. A lot of CH launchers are 14 frames, and most jabs leave you at +5 on hit, so it's a perfect frame trap. In Tekken you basically never want to mash out of pressure unless you have a very good read on your opponent.
I started chun as my second character now after getting a master gief, so rewarding yet very challenging, I have to admit that got me frustrated many times because despite watching many videos I couldnt figure out optimal ways (more like understanding) on how to close the gap because I noticed I was spending lots of resources and many of her combo routes made my brain shut down lol, people seem to get very intimitated by chuns walk speed which conditions the opponent to be very defensive or at least that's what I noticed, im slowly starting to understand the character, you gained yourself a new subscriber this has been very insightful
I was just learning her frame traps recently by screwing around in training and remembered your channel. I have been learning to not use specials in block string except od kikoken. Just realized her meaty setup after m sbk in the corner I found myself , but the midscreen one I saw on another video. I think it was dash, Drive Rush cr.short and winds up plus 3 on block so if it hits you can st.strong . That frame trap was dope off the sweep. Didn’t know she had that
@@nigelstanford4 yes If you have a computer keyboard and you look at the numpad it has numbers 1 to 9 ordered in a box 7 8 9 4 5 6 1 2 3 It looks like this. 5 medium punch is basically medium punch without any direction input, while 2 medium kick is basically the down direction with medium kick. This is a common terminology in fighting games used to indicate inputs in the shortest way possible.
@@nigelstanford4this numerical system comes from anime fighters, so if you come from mortal kombat or smash it's kind of understable that you wouldn't know what that means
If standing jab leaves you -3 on block, how is mashing that a “natural” frame trap when player 2 can just throw out a 4 frame button and beat out anything chun li presses?
mashing jabs cancels the recovery of a previous jab they come out much faster then just doing a single jab and looking at the frame data on block. Just record the dummy to mash jab on block and you will see that any 4 frame jab if you press it twice is a natural frame trap (I called it natural cause you don't have to time it manually you can just mash it and it's auto timed).
I understand the concept but still somewhat confused on how to exactly practice it & what to look for. So ive seen someone comment you set dummy to block all & block reversal light jab & i get that if i do two jabs & they mash the 2nd jab will catch them & i can follow up combo but with a frame trap is your opponent always supposed to get hit by the 2nd attack that you do? or does it varies? Do i need to set specific block counts or is the opponent always supposed to immediately try to counter after my first hit
Frame traps are doing a lot of stuff if you consider it as a broader topic, even if they don't work they give you a lot of information on your enemies habits. If your enemy is not pressing on any of them just go for a free throw or try to shimmy them(bait a enemy throw attempt by walking in throw range and out and then smoke them with a button)
Also In sf6 frame traps are designed to be a bit more riskier by not giving you a lot of chainable real frame traps in a row therefore eveything has more interaction and counterplay. Chun can chain a couple of frametraps but they are expensive for example cr mk into drive rush mp into back hp is 2 frame traps in a single sequence. However, it's very important to know that every frame trap can be drive impacted if you are not ready to defend against it.
Quick question and I’m almost too ashamed to ask but could you consider at some point making an optimal damage combo video for chun-li but for modern controls? So basically like the video you did before but for people who use modern. I’m new to street fighter and Learned the game that way. Obviously there is no rush for this but maybe sometime down the line you could do that.
Honestly that might be a great video idea but I'll have to learn modern first (since I'm used to classic controls modern is actually harder for me then classic). No shame in playing modern if you ask me, there are balanced trade offs for having easier input so in a way modern is more like a handicap then a advantage if you ask me.
Welcome to Chun mainhood, man. I will inform you, from experience and information from other high level players, that Chun may be one of the worst, if not the worst, character for Modern simply because she has so many specified tools for certain things and Modern prevents you from using all of your repertoire. It also lowers your damage. I don't say this to discourage you, but to inform you in case you wonder why it seems others may have an easier time with Modern. Luke, for instance, doesn't really miss anything if you use him on Modern. Chun definitely does, though. Good luck with your journey! Chun is the most difficult character to use in this game, but she will reward you if you stick with her.
As long as you have access to the move you can still do the combos you see in classic combo videos. That being said you still want to learn the motion for your moves as the modern shortcuts do less damage. (Regular motion inputs still work on modern and do full damage)
I mentioned it in the video. Look at the yellow frame meter. If the small black spots in your string are 2 frames or 1 it's actually a frame trap because no normal can come out that fast.
@@king_lvr thanks that what I was thinking.. it's all good. I get 1f or zero frame a few times but 2 is rare I'll try it out a lil more. Awesome content
Hi new player here. So in Smash a frametrap was a tech that puts your opponent in a position where he needs to make 1 of 2 choices after your attack and he gets punished for doing either. Is it the same concept in SF? Cause you explain it differently somehow, or am I mistaken?
Frame traps only beat mashing and trying to move, technically the safest thing to do is block. The thing is you don't know if someone is going to frame trap you or try to throw you after a normal.
Yeah @ben frametraps are indeed different in smash than sf. In sf, a frame trap is simply making an opponent block something, then following up with another attack that will come out faster than any attack they can do (except invincible/armored moves). The gap he’s referring to earlier in the video is the time between these two attacks for your opponent to press a button resulting in them getting counter hit. So in practice, if I make you block an attack and your defense option is often times pressing jab or grab after that attack, a frametrap is useful here to have more control during offense
To expand on what he's said think of a frame trap as something you use to get your opponent to respect your pressure if they mash Light punch or something during your blocking your string. Many opponents do this to steal their turn as if there is no gap in your string their character will keep blocking while they're mashing. What you're frame trap does is it leaves just enough room between your attacks that their attack (light punch in this case) is able to start up but they get interrupted before the active frames come out. If this doesn't make it clear I'll leave another response with an example using the frame data
@@javianbrown8627 very clear explanation thanks! I get it now Now for an entirely different thing: I cannot for the life of me do a parry drive rush quickly out of a special. I know the combo drive rush (dash out of a normal) but I cannot dash after getting into parry stance quick enough. Is there a trick to that so you can do it first frame?
The main reason I don't use frame traps on Chun is I convert off them effectively. The game handles inputs very weird and I often get the wrong move due to the long buffer period. It's not like it's my first street fighter game either
A frame trap is a way to break your opponent’s defense. While they are blocking some people tend to mash their fastest button to interrupt your offense. Frame traps interrupts This and you get a counter hit when the try to mash out. (Set your training dummy to block all, set your dummy reversal on block to crouching light punch) to try.
This channel is becoming one of my biggest chun li resources. thank you!!! I get excited every time you post something new.
Nitpick: @ 1:25, the gaps are actually 3 frames not 2 frames. The opponent is actionable starting on the frame that the big white bar is shown, meaning that when counting frames we need to include that one as well.
Really helpful! This is the type of language I’m used to as a Tekken player
jab jab jab is also a frame trap in t7 huh
@@ssbVanilla Basically. We don't have chains like SF, but all Jabs are 10 frames in Tekken, and they're almost always the fastest move possible, so if you're at +5 frame advantage, that means you can throw out any 14 frame move without getting interrupted. A lot of CH launchers are 14 frames, and most jabs leave you at +5 on hit, so it's a perfect frame trap. In Tekken you basically never want to mash out of pressure unless you have a very good read on your opponent.
I started chun as my second character now after getting a master gief, so rewarding yet very challenging, I have to admit that got me frustrated many times because despite watching many videos I couldnt figure out optimal ways (more like understanding) on how to close the gap because I noticed I was spending lots of resources and many of her combo routes made my brain shut down lol, people seem to get very intimitated by chuns walk speed which conditions the opponent to be very defensive or at least that's what I noticed, im slowly starting to understand the character, you gained yourself a new subscriber this has been very insightful
I had a friend complain about my walk speed just yesterday cuz I could basically shimmy him at any time or just barely avoid his spin knuckle
I was just learning her frame traps recently by screwing around in training and remembered your channel. I have been learning to not use specials in block string except od kikoken. Just realized her meaty setup after m sbk in the corner I found myself , but the midscreen one I saw on another video. I think it was dash, Drive Rush cr.short and winds up plus 3 on block so if it hits you can st.strong . That frame trap was dope off the sweep. Didn’t know she had that
thanks. start learning chunli and this helps a lot. You earned a sub from a stranger. thank you
Great video, really helping me out with improving with chun-li these videos. You've earned my sub!
I need this. My friends love to mash and DI while on the defensive
i needed this guide, lol. Thks u so much!
Super helpful. Thank you for thoroughly explaining the steps
Terrific! As a Chun main, i need to learn this
another frame trap I found was drive rush 6HK, it will give you a +2 on block advantage perfect to follow up with 5MP
There is a lot more I just picked 10 for the video. Drive. Rush 3HP(overhead) is +2 so you can frame trap with 5mp or jab.
@@king_lvrcan someone please explain these numbers you guys keep referencing before the button input. Is there a map to show what “5” & “2” are?
@@nigelstanford4 yes If you have a computer keyboard and you look at the numpad it has numbers 1 to 9 ordered in a box
7 8 9
4 5 6
1 2 3
It looks like this. 5 medium punch is basically medium punch without any direction input, while 2 medium kick is basically the down direction with medium kick.
This is a common terminology in fighting games used to indicate inputs in the shortest way possible.
@@nigelstanford4this numerical system comes from anime fighters, so if you come from mortal kombat or smash it's kind of understable that you wouldn't know what that means
@@nathandam6415 I come from street fighter.
Good shit! Much appreciated. I'm subbed now.😁
Hi, what is your timing or visual marker for the +2 sweep ?
I can do it sometimes but I don't have anything reliable to guarantee it.
Chun li's second step after drive rush, as soon as she starts to stand straight. But it's really hard, still haven't found a auto timed one.
aside from the frame trap iteself, just having a plus on block sweep is funny to me
If standing jab leaves you -3 on block, how is mashing that a “natural” frame trap when player 2 can just throw out a 4 frame button and beat out anything chun li presses?
mashing jabs cancels the recovery of a previous jab they come out much faster then just doing a single jab and looking at the frame data on block. Just record the dummy to mash jab on block and you will see that any 4 frame jab if you press it twice is a natural frame trap (I called it natural cause you don't have to time it manually you can just mash it and it's auto timed).
@@king_lvr oh I see
I'm just gonna confess that I haven't been reacting to drive impact because my legs blockstrings are breaking the armor >_>;
Noob here, whats the typical strategy when the opponent starts blocking these straight up? Going for more grabs?
usually yes, if they are blocking too much you can grab. you can also delay your button to catch them mashing as well, or shimmy/bait a throw tech.
@@king_lvr thanks :) your videos are very helpful!
I understand the concept but still somewhat confused on how to exactly practice it & what to look for.
So ive seen someone comment you set dummy to block all & block reversal light jab & i get that if i do two jabs & they mash the 2nd jab will catch them & i can follow up combo but with a frame trap is your opponent always supposed to get hit by the 2nd attack that you do? or does it varies? Do i need to set specific block counts or is the opponent always supposed to immediately try to counter after my first hit
Frame traps are doing a lot of stuff if you consider it as a broader topic, even if they don't work they give you a lot of information on your enemies habits. If your enemy is not pressing on any of them just go for a free throw or try to shimmy them(bait a enemy throw attempt by walking in throw range and out and then smoke them with a button)
Also In sf6 frame traps are designed to be a bit more riskier by not giving you a lot of chainable real frame traps in a row therefore eveything has more interaction and counterplay. Chun can chain a couple of frametraps but they are expensive for example cr mk into drive rush mp into back hp is 2 frame traps in a single sequence.
However, it's very important to know that every frame trap can be drive impacted if you are not ready to defend against it.
Quick question and I’m almost too ashamed to ask but could you consider at some point making an optimal damage combo video for chun-li but for modern controls? So basically like the video you did before but for people who use modern. I’m new to street fighter and Learned the game that way. Obviously there is no rush for this but maybe sometime down the line you could do that.
Honestly that might be a great video idea but I'll have to learn modern first (since I'm used to classic controls modern is actually harder for me then classic). No shame in playing modern if you ask me, there are balanced trade offs for having easier input so in a way modern is more like a handicap then a advantage if you ask me.
Welcome to Chun mainhood, man. I will inform you, from experience and information from other high level players, that Chun may be one of the worst, if not the worst, character for Modern simply because she has so many specified tools for certain things and Modern prevents you from using all of your repertoire. It also lowers your damage.
I don't say this to discourage you, but to inform you in case you wonder why it seems others may have an easier time with Modern. Luke, for instance, doesn't really miss anything if you use him on Modern. Chun definitely does, though.
Good luck with your journey! Chun is the most difficult character to use in this game, but she will reward you if you stick with her.
No shame in modern!
As long as you have access to the move you can still do the combos you see in classic combo videos. That being said you still want to learn the motion for your moves as the modern shortcuts do less damage. (Regular motion inputs still work on modern and do full damage)
Excellent!!
So is Dee Jay's MP, MP, HP target combo a frametrap? Trying to understand this concept better.
I mentioned it in the video. Look at the yellow frame meter. If the small black spots in your string are 2 frames or 1 it's actually a frame trap because no normal can come out that fast.
Perfect
Mannn the timing on that 2f plus kick is crazy...im like 5 out of 50😅
It's hard to manually time it therefore, I'm looking for a setup on knockdown to whiff jab or something to auto time it, but no luck so far.
@@king_lvr thanks that what I was thinking.. it's all good. I get 1f or zero frame a few times but 2 is rare I'll try it out a lil more. Awesome content
Hi new player here. So in Smash a frametrap was a tech that puts your opponent in a position where he needs to make 1 of 2 choices after your attack and he gets punished for doing either. Is it the same concept in SF? Cause you explain it differently somehow, or am I mistaken?
Frame traps only beat mashing and trying to move, technically the safest thing to do is block. The thing is you don't know if someone is going to frame trap you or try to throw you after a normal.
Yeah @ben frametraps are indeed different in smash than sf. In sf, a frame trap is simply making an opponent block something, then following up with another attack that will come out faster than any attack they can do (except invincible/armored moves).
The gap he’s referring to earlier in the video is the time between these two attacks for your opponent to press a button resulting in them getting counter hit.
So in practice, if I make you block an attack and your defense option is often times pressing jab or grab after that attack, a frametrap is useful here to have more control during offense
@@trillager8602 I see, it's "trapping" an opponent into getting counterhit. Clear explaination, thanks!
To expand on what he's said think of a frame trap as something you use to get your opponent to respect your pressure if they mash Light punch or something during your blocking your string. Many opponents do this to steal their turn as if there is no gap in your string their character will keep blocking while they're mashing.
What you're frame trap does is it leaves just enough room between your attacks that their attack (light punch in this case) is able to start up but they get interrupted before the active frames come out. If this doesn't make it clear I'll leave another response with an example using the frame data
@@javianbrown8627 very clear explanation thanks! I get it now
Now for an entirely different thing: I cannot for the life of me do a parry drive rush quickly out of a special. I know the combo drive rush (dash out of a normal) but I cannot dash after getting into parry stance quick enough. Is there a trick to that so you can do it first frame?
Number 1
The main reason I don't use frame traps on Chun is I convert off them effectively. The game handles inputs very weird and I often get the wrong move due to the long buffer period. It's not like it's my first street fighter game either
is it possible to do an OD spinning bird kick in modern contols ? plz help
Yes, It's pretty much the same for modern, 2 buttons + the down-up charge motion.
I still don’t fully understand the meaning of frame trap.
A frame trap is a way to break your opponent’s defense. While they are blocking some people tend to mash their fastest button to interrupt your offense. Frame traps interrupts This and you get a counter hit when the try to mash out. (Set your training dummy to block all, set your dummy reversal on block to crouching light punch) to try.
This pretty much explains it in detail, thanks.