Attack
Fast highs, i.e., jabs, slow down your opponent:
- If jab gets CH ➔ block
- If jab gets ducked ➔ do a mid
Defence
Strings are 2-4 hits. If it ends in a:
- Mid ➔ punishable/steppable
- High ➔ safe but duckable
After you eat a hit / heat smash / wakeup ➔ block
Throws
- Generic throws:
1+3
or 2+4
, break with either 1
or 2
- Command throws:
1+2
, break with the same input (visually ➔ grabs with both hands)
- Counterhit throws: same concept, but must be broken faster (they make a splash sound)
- You can counter a power crush with a guaranteed throw
Punishments
Block Punishment
Learn:
- Standing fast punish (typically 10f)
- Standing launch punish (typically 15f)
- Low (WS) fast punish (typically 11f)
- Low (WS) launch punish (typically 13-15f)
- Power Crushes High are usually safe
- Power Crushes Mid are usually unsafe
Don't duck for no reason!
Analyze your replays:
- Display Punishment Techniques, High Moves You Can Duck Under, and Throw Commands in settings
- Mark the punishable moves of the opponent (based on their input) and the suggested punish
- Replicate and practice in practice's punishment training mode
Whiff Punishment
Frame Traps
Objective Frame Traps
How to defend frame traps:
- Wait it out.
- Punish the second move.
- Disrespect it (for higher level games).
Technique |
Frames |
Jab |
10 |
Parry / Reversal |
5 |
Armor / Burst |
7 |
Rage Art |
8 |
Jump Status |
9 |
Layers of a frame trap:
- They mash on the frame trap and we succeed.
- They block the trapping move.
- We know that they will block the trapping move:
- Do a mixup (find frame trap variations)
- Do plus frame move again
- Do nothing (block, dash, sidestep)
Option 3c is the best option as we incentivize the opponent to think that is their turn and react and we can eventually frame trap them.
Mental Frame Traps
- Find strings that have continuation.
- Execute just the strings a few times without finishing them.
- Execute the full string.
You are minus frames on those and are based on opponent reads, so they are risky.