A wonderful friend of mine instructed me on Poison’s frame trap(s). More than likely this will be updated as my knowledge further increases. Work in Progress.
THE BASICS:
What is a frame trap?
A **frame trap **is when a player purposely leaves small gaps in their block string to make the opponent believe that they are able to attack back. An opponent will most likely try to attack with a move that has a fast start-up; like a jab/short. When the opponent decides to attack back during this string, the start-up frames of their move will activate but the active aka ‘hitting’ frames will not. This will result in a counter hit.
What is a counter hit?
A **counter hit **is when your attack interrupts the startup/active frames of an opponent’s move. In most fighting games, a counter hit usually leads to more damage and will cost your opponent a lot of health if it occurs.
In SFxT, landing a counter hit grants you more advantage on hit, leading into combos that could normally not be performed or makes certain difficult links a lot easier to perform.
There are also various states that would not usually occur if a move was not considered a counter hit. These states are known as **crumples, slips and staggers. **
What are crumples, slips, and staggers?
A crumple is when an opponent slowly drops to their knees and slowly falls to the ground. The animation is similar to getting hit by a focus attack in the *Street Fighter *series. The opponent is vulnerable until they hit the floor completely. Remember to perform your combo early when your opponent crumples. Hitting them too late will cause them to go into an air reset, which will land them back on their feet.
A **slip **is when an opponent slips to the floor. (Derp) To my knowledge, this is a Tekken term. When a slip occurs, the opponent is vulnerable to any attack for a moment as they try to get up again. This state will allow you to combo as you would normally.
A **stagger **is when an opponent gets attacked by a move and reels back before returning to back to neutral state. Same concept as the other two. In my opinion, this state has a shorter window to continue than the other two but I could be wrong.
MAIN PURPOSES:
-Pressure your opponent.
-Setting your opponent up for counter-hit.
-Open passive/defensive players.
-To watch your opponents’ habits.