Nice list of frame traps, metallicaband. Nothing one can’t already glean from looking at Akuma’s frame data, but I nevertheless found the list useful as a quick reference and for brainstorming new things to try.
But since you’re not doing a comprehensive list you should provide a link to Akuma’s frame data for easy access, and encourage players to examine it when building their frame traps/block strings. Case in point: I was intrigued by your listing cr.LP -> cs.MP as a 1-frame frame trap. It sounded pointless, but it urged me to look at the frame data again, and eventually I came up with:
(When next to your opponent)
cr.LK (3-frame gap) close standing MP (6-frame gap) cr.MK xx EX fireball.
Note: I have not actually tried this in a real match yet.
If cs.MP hits as a frame trap, it gives you a +7 advantage on counter-hit, which makes it possible to combo into the rest. You could technically sweep as well, but I thought that to be a little unsafe if blocked, and a 7-frame gap might be a little too much.
If cs.MP is blocked, then you have a second attempt at frame-trapping late techs with the cr.MK.
Beyond that, really, not all frame traps are created equally. Some are more loaded than others, either in terms of damage potential, or in terms of getting it to land successfully. I thought the purpose of this thread is to identify some tips and tricks in landing frame traps, given that most SRKers already have some understanding of how frame advantage and block strings work.
And that’s why I’ve been incredibly adamant about using cr.LP, cs.HP over cr.LP, cr.HP. In my mind it accomplishes pretty much the same thing (you can delay the cs.HP to extend the 2-frame gap to 3 or 4), except cs.HP lets you stand-up, so it looks like you’re trying to throw your opponent.
Sure, cs.HP doesn’t combo into red fireball, but who the **** cares about red fireball when you have so many other damaging options? Btw, ShinAkuma204 and DevilKnight, cr.HP xx red fireball is definitely not safe on block. I got hit out of the red fireball by my opponent (Fei Long’s jabs, Ken’s SRK). Even in training mode I could interrupt the red fireball with tech OS cr.MP about 70 per cent of the time. The other 30 per cent I get hit by the red fireball… but really, there are a lot of people who would mash out EX SRK or Ultra demon at an attempt to catch a fireball at that range.
If you want to do cr.LP/cs.LP -> cr.HP, by all means go ahead, but you might as well cancel the cr.HP to LK Tatsu to take advantage of force stand. That’s something cr.HP can’t do, and it’s the only reason I’d use cr.LP -> cr.HP in a real match - when I have a lead and am looking for that one final combo to win the round against someone who keeps teching early.
One more thing to try for those still reading:
Another thing I’ve started doing recently is (up-close) cr.LP (let go your lever to rise from crouch) cr.MP, sweep. Even though both cr.LP and cr.MP are crouching attacks, I find that by releasing your joystick for that split-second, you can easily change the 2-frame gap to a 3/4-frame gap, and trick your opponent into teching early because of how much the standing animation resembles a grab.