Hello guys. I am having a really hard time grasping the concept of block-strings, and I was hoping somebody could provide clarification.
Why do my combos that normally work on a unblocking opponent not register as true-block strings? For example, Evil Ryu’s BNB
(Close St. HP, MK Axe Kick, Cr. LP, LK Tatsu), If I try to use this as a combo, it links perfectly and the opponent cannot reversal out of it while they are hit-stun. But if I attempt this same combo perfectly linked on an opponent who is in block-stun, they can reversal right out of it. Why is that?
Why would somebody opt to use an untrue block-string (Possible to Reversal out of) as opposed to a true block-string? (Impossible to Reversal out of)
Does every character have at least 1 true block-string?
Is the purpose of a block-string to deal chip damage and create space between both players? Correct? Or does it have any other particular uses?
How do you know which set of moves are even considered true-block strings? Is there a way to test it out in training mode?
Because moves/normals/specials all have different hitstun and blockstun values, with the latter usually being lesser in IV.
Usually, you got for something like this as a frame trap, if the last hit of your string has enough recovery to beat out whatever your opponent can toss out. Other than that, you really shouldn’t.
Most should have at least 1.
Pressure, to keep your opponent blocking which also means that they aren’t moving or doing anything.
Practice, reading the forums, etc. In training mode, do a dummy recording where it’s mashing a DP and then do the string on it.
Yes, wait until it’s done and then attack. All you need to do is find an attack that beats out the first attack of whatever they do next after the string.
So just because a move deals a certain amount of hit-stun doesn’t necessarily mean it will deal the same amount of block-stun? Am I understanding that correctly?
Ah ok. So it’s best to just opt to use true-block strings unless you are using that frame-trap thingy? ( I still can’t understand frame-traps for the life of me, haha)
All moves have 3 main parts regarding their frame data. Start-up, active, and recovery. For these purposes, start-up and recovery are the most important parts.
Start-up: How long it takes for a move to become active once it begins.
Active: The time period where the move can actually hit your opponent.
Recovery: How long it takes to return to neutral, and be able to take another action.
For frame traps, blockstun is also an important concept.
Block Stun
n. - After blocking an attack, characters go into what is known as “Block Stun.” During Block Stun, they are stuck in blocking animation and cannot do anything except block again. The length of Block Stun depends on the attack that was blocked. In most games, once you start blocking, you will continue to block all further attacks, even if you let go of the joystick. You still have to block high or low correctly, though.
So, let’s say your character uses an attack that causes 8 frames of blockstun, but recovers fast enough that they can act 5 frames after the attack is blocked. That means that the character has a 3-frame advantage over the opponent, commonly noted as +3.
Since your character is +3, he can act 3 frames faster than your opponent. Therefore, if you throw out a 6-frame attack, and your opponent tries to retaliate with a 4-frame attack asap, your attack will beat out your opponent’s. Even though your attack is slower, because you started earlier, the opponent will have their attack interrupted during it’s start-up. That is a frametrap. Purposely leaving a gap in your blockstring while you’re at advantage in order to punish an opponent who’s trying to press buttons.
So does that mean that a Character A’s 6 frame attack becomes a 3 frame attack due to frame adv (+3 on block)? Is that a reason why Character A’s 6 frame attack beats a Character B’s 4 frame attack just because Character B is 3 frames behind?
In the opposite way, this time the defender has a slight advantage. If a Character B blocks one of Character A’s attack which leaves the Character A with -3 on block, would a Character A’s 4 frame attack lose to Character B’s 6 frame attack due to Character A being 3 frame behind?
It’s still a 6 frame attack. But yeah, that’s the gist of it. If the first frame the opponent can hit you is the fourth after they recover from blockstun, anything that hits them in frames 1-3 will beat any normal they press.
For example, Ryu’s cr.mp hits on the 4th frame, is +2 on block and +5 on hit. Thus it can combo into itself, but if you do two cr.mp’s on block there’s a 2 frame gap. The fastest normal move in SF4 has 3f startup, so if our opponent is mashing buttons the second cr.mp will beat any normal they’re mashing. Nothing is fast enough to hit the second cr.mp before it hits them. The only things they can get through successfully are some command grabs (if an attack and a throw hit on the same frame, the throw wins. Zangief has a 2f command grab for example) or an invincible move.
This is why frame traps are a good tool to force the opponent to block: Basically anything they can do gets beaten, and dragon punches are massively risky things to just throw out. They just have to block patiently. But if they’re blocking patiently, they’re in a situation where they can be thrown. Opening the opponent to throws is the primary motivation behind frame trapping. Force them to block and respect your pressure (or eat a fat combo), then start guessing when the throw comes.
Lets say, for example you knock down your opponent and go for a jump-in attack. The idea is to mix you opponent up,ie. Are you going to attack from the front or the back? Sometimes your opponent is going to block your jump-in attack and sometimes its going to hit him. Your job is to go into a (true) safe block string if he blocks and go for a max dmg combo if it hits. So how do you do that? Well, that’s why a hit-confirm combo is important. Usually (I’m not a E.Ryu player but I’m sure cr.LP can link into cl.st.HP?) after the jump in you don’t have time to react on if it hit, or was blocked so your next move is a good hit-confirming combo starter. A move that has quick start-up, and decent hit- and block stun. After that move, you would have visually seen either two moves blocked or two moves hit. Now you either continue with a safe block string. Easiest being mashing cr.LP… it cancels into it self and will push you away from grab/reversal range once you’re done and I believe E.Ryu’s leaves you on +2 after block?
But, if the jump-in attack landed, then your hit-confirm normal would also have landed and now you can link into your BnB combo and put the hurt on the opponent!
What do you do after your safe block string? Well your options are open and it depends on your opponent. If you stop your block string early and you block a reversal from your opponent, punish him with the combo you mentioned above. He’ll think twice about mashing reversals. Now once you have conditioned your opponent to not mash reversals, after your block string, walk up and throw him as soon as his block stun ends. (This is known as tick-throws). Now you probably have conditioned him to crouch tech during your block strings and this is then when you use frame traps to catch his mashed crouch techs.
Its very much rock/paper/scissors and high risk, high reward. Your safest option, block string, isn’t going to damage the opponent, but the opponent can’t do anything until after the block string. Just make sure you end the block string with a safe move! cr.MK is not safe! but you can cancel it into Hado which will push you away making the block string safe AND you get chip damage from the Hado.
Using frame-traps are risky since the opponent can just use any invincible reversal to punish it, but it is high reward since you’ll usually get a counter-hit from it and then can link into any damaging combo/Ultra.
Frame traps are unsafe block strings. For example, if your opponent blocks a normal from you and you have +2 on block and your next move has a start up of 4 frames then your opponent has a small window to do something. If he presses a button (or crouch techs) then his move will start up in that window, however, your move will become active before his. Thus you’ll hit him during his startup frames and cause a counter-hit.
I looked up E.Ryu’s frame data, so correct me if the data is old: cr.LP is +2 on block and cr.MP has a startup of 4 frames. Thus using cr.MP after cr.LP will give your opponent two frames before the cr.MP connects. So if the opponent is mashing on crouch tech then you’ll connect with the cr.MP during the second frame of his startup. cr.MP is +5 on hit, thus +8 on counter-hit!! That gives you a crap load of options to have fun on him!
Before you ask this, you should learn how the combo system works in SF4.
Chain - normal attack canceling into another normal attack (the animation of the normal never completes, but is canceled when the next normal starts). Only light attacks can chain into each other depending on the character (kick or punch). Example: cr.LP, cr.LP, cr.LP or cr.LK, cr.LK, cr.LK
Link - normal attack animation fully completes which grants enough hit stun (frame advantage on hit) for another normal attack to be combo’d into
Target Combo Pre-set normal attack pattern that chaininto each other. Examples: Ken’s MP,HP or Guy’s LP,MP,HP,HK. Target Combos can be found in the command list, not many characters have target combos.
A combo is defined as a series of attacks that the opponent cannot escape from (since they’re stuck in hit-stun)
With all that being said, attacks give different frame advantage depending if the opponent is hit or blocks. If the opponent is hit, typically the attack is granted more frame advantage which allows you to combo the opponent. However, it the attack is blocked; typically you are given less frame advantage which means there becomes a gap in between your attacks in which the opponent is able to input an attack. This gap is what opens the door to frame traps (aka counter hit setups - where the opponent has enough frames to start a move but not enough frames for that move to finish thus granting you a counter hit. However, if the opponent were do a move which has invincible frames (ie: a dragon punch), their move will beat your attack. So a true blockstring is a blockstring that has no gaps in between attacks.
See answer to question 4
Most do, but not every character does. If the character doesn’t have a series of chain’able normals or target combo, they will lack a true blockstring.
A blockstring can be used for whatever you like. Examples: To push back your opponent, attempting to counter hit your opponent (frame trap), or even to mix up your offense. Keep in mind, if you’re not using a true blockstring you will be running the risk of eating a dragon punch.
See answer to question 1
No, a true blockstring is gap-less. However your opponent can interupt your attack before you start your true blockstring. Always be aware of your opponent’s options of defense when playing.
Well, that’s not really true… If a character has normals that cause enough blockstun so that they can do another normal without a gap, that’d be a true blockstring as well.