SpaghettiViking
Blink Master
Disclaimer: I've never written a guide before, and this is a work in progress, as I feel there's a lot more I can still cover and clarify. Feel free to suggest changes and additions.
This guide will look into Leixia's frame trapping game, including what moves set up a frame trap, what moves are best to follow up with, and how to avoid or outpace your opponent's counter attack.
Color code: Intro, Beginner, Intermediate, Advanced, Highlighter (pay attention to this)
What is a Frame Trap?
First off, let's look at a basic frame trap situation just to show how it works.
Leixia hits her opponent with AAB or BB. These are very simple combos that leave Leixia at +4 frame advantage and at a range just out of throwing distance (spacing is VERY important in how we trap).
What now?
Press the advantage, of course! But how? What moves are best? If you can't answer these questions, you'll frequently find yourself getting hit even though you had the advantage.
Let's pretend you hit me with AA (+2 Advantage) then proceed to simply mash BB for a follow up. I'd say this is a very poor choice in a frame trap. Sure, BB is safe, but lets look at how many options will beat your BB.
First, I can step your BB and punish with a full launcher combo and mixup.
Second, I can simply mash AAB (i11) and beat you out cleanly for a 41 damage counter hit.
Third, I can use an evasive move like 1B+K or WR B to counter a vertical attack.
Fourth, I can Guard your BB and now *I* have the frame advantage while you have nothing to show for it.
Fifth, I can Just Guard or Guard Impact your BB, putting me at a large frame advantage and potentially giving me free damage.
Now lets look at what BB beats out in this case:
First, it beats a low block.
Second, it beats non-invincible moves that are slower than i12.
Now look at these two lists and tell me which is more likely: your BB beats me out, or your BB gets beaten?
This type of thinking will help you understand what your best options are at any given frame advantage by minimizing risks and maximizing the chances for success.
Before we go any further, I'd like to introduce two concepts to this guide.
The first is what I call playing "frame-safe". This term refers to using moves that stay within the boundaries of the current frame advantage/disadvantage. The goal is to be uninterruptible by speed alone. Playing frame safe does NOT guarantee that an attack with connect, but it significantly limits what can be done by your opponent to prevent you from connecting.
Here's the rules for being frame safe:
First, look at the current frame advantage, and note what character your opponent is using.
Second, take the number of the current frame advantage, then add to that the number of frames it takes for your opponent's fastest move (usually AA) to connect, then subtract one. Now you know what speed your slowest possible "frame-safe" move is.
[Current frame advantage] + [Speed of opponent's AA] - 1 = The slowest move you can safely use without getting "mashed" out on.
I'm at +4 after hitting you with BB. Let's say I'm fighting another Leixia player for this example. Her AA is i11, meaning I can safely use any move that is i14 or faster without my opponent being able to beat me with speed.
Using an i15 move like 3K is mostly safe here, but in this case, it will trade with AA, which is not what we're looking for.
The greater my frame advantage, the slower I can be without being interrupted. The greater the frame advantage, the greater the size of my arsenal of moves, and the smaller my opponent's list of options.
The second term I'd like to talk about is what I call "fear advantage". This is an "invisible" frame advantage your opponent gives you when they are afraid to hit buttons. When you play "frame-safe", your opponent will eventually take the hint and stop hitting buttons in certain scenarios, simply blocking to wait their turn. When this occurs, the attacker gains a number of "fear frames" to work with.
Take for instance,Leixia's 6KK. If Leixia hits with this move then uses a safe horizontal mid like WR A, the opponent's options become extremely limited. She's at +8, using an i19 move with Tech Crouch frames and a stun on Counter Hit. Outside of JG, GI, or a well-placed back step, there is almost nothing that can be done to prevent the WR A from making contact.
Most players will choose to block the WR A, in anticipation of the fact that they will be counter hit into a stun if they keep hitting buttons. This is where fear frames come into play. Even though Leixia is at +8 after 6KK, her opponent won't act until they know WR A isn't coming, affording Leixia anywhere from 8-30 frames (these numbers are simply an estimate) to do whatever she wants. "Run up, Throw" falls WELL outside the range of moves considered "frame-safe" for a +8 situation, yet when the opponent is giving up fear frames, using slower moves carries a considerably lower risk than if used without conditioning the opponent.
These two concepts play into the deeper aspects of Soul Calibur's mind games. The world of mixups and mind games is a very abstract subject, which often takes years of experience to understand. Even the very best players in the world do not fully understand this subject, so don't beat yourself up if you have a hard time at first.
These moves have Tech Jump properties, which beat Lows and Throws:
These moves have Tech Crouch properties, ducking under Highs and Throws:
This list shows the actual crouching frames on most of Leixia's TC moves (Thanks to Kalas!):
Finally, here's Leixia's fastest moves, used to straight up out-speed your opponent:
Understanding what these moves do is critical to making frame traps actually work. Later in this guide, we'll get into how to set up a trap and read your opponent accordingly.
The Basics - How to frame trap
The most common frame trap situation Leixia can set up is the -2 frame trap. As noted above, this situation can be created by hitting with 2K, or by an opponent blocking 4K, 4A, or WR K.
At neutral frames (I consider anything from -2 to +2 to be neutral), there is a basic flow between the fastest options each character has.
High attacks (Rock) lose to Special Low attacks (Paper), which lose to Jump attacks (Scissors), which in turn lose to High attacks again.
There's a bit more to it than just this Rock/Paper/Scissors, but this should give you a basic idea of what beats what. High attacks don't just lose to an attack because it's a Special Low, they lose because it has Tech Crouch frames built in. Leixia's 1A has lots of TC frames, but is a very poor choice after a frame trap because of how slow it is. If your opponent uses anything other than a high attack, 1A will lose and get counter hit.
Virtually every character in the game has a High attack as their absolute fastest normal attack. Since the High attack fundamentally beats out EVERY attack in a pure frame-war, evasion becomes the answer to counter it. The first rule to making a frame trap successful is to combine evasion with the fastest possible speed. Leixia's fastest TC move is 2A (i13), making it a great option in a -2 scenario. Not only does it crouch under high attacks, but it's fast enough that any attack over i15 will still lose, no matter what kind of attack it is. Since this move covers several bases at once, it is a staple in making her frame traps effective. Many characters have 2A's with very similar properties, which means they can use the same move against you, so beware.
Whenever you are at a frame disadvantage, no matter how slight, your opponent can use the exact same move as you and will come out on top. In other words, if you both choose Rock, the player with the frame disadvantage always loses the tie. In order to avoid this situation, Leixia must predict her opponent's response and counter accordingly. The second rule to making a frame trap successful is to understand that if you're evading, you're not using your fastest move, period.
Using a Jump attack is risky, but beats Throws, Lows, and Special Lows such as 2A, making it the basic counter to the fastest attack that ducks under AA. 9K is Leixia's fastest jumping attack, coming in at i17. Since you're evading something besides the fastest attack (AA), you become vulnerable to the fastest attack again. The third rule to making a frame trap successful is to understand that *EVERYTHING* has a counter. Smart reads are required for frame traps to work. There is no one move that magically beats everything.
Now lets put all this together with some practical setups and examples.
(If you are already familiar with how her basic traps work, skip this part)
Setup: after a -2 frame trap of your choice, use AA to beat out or trade with any move that is i13 or greater.
Example 1: After blocking WR K, Mitsurugi uses AA (i13). You follow up with AA, only to have your attacks collide mid-air, resulting in no damage to either party. This is an example of a frame trap at work, yet it did not yield a desirable result.
Example 2: After blocking 4K, Mitsurugi uses BB (i15). Your AA beats him out which results in a counter hit that can be combo'd into AAB for more damage. Your frame trap was successful, and resulted in a gain over your opponent.
Example 3: After blocking 4A, Mitsurugi gets smart and uses 2A, which tech crouches your AA attack. Your frame trap has failed, and you've been counter hit. You suck, and deserve nothing. Go face the corner in your room and think about what you've done.
Setup: After your opponent responds to a -2 frame trap with a fast high attack such as AA, you repeat the frame trap, but use a tech crouching move to evade and counter their high attack, possibly resulting in a counter hit.
Example 1: Your opponent predictably uses the same AA again, giving you some damage and a nice mixup to work with (2A is +8 on hit).
Example 2: Your opponent is smart again and uses his 2A to beat your 2A out, since they know 2A can beat Leixia's AA and 2A with the same move. Both of your respective 2A's have the same startup frames (i13), but you're already at -2, so the other player wins.
Example 1: Your opponent predictably uses a low-hitting attack, allowing you to stuff his cheap ass and walk away with +frames to boot. This game is easy, amirite?
Example 2: Your opponent gives you the slip, and goes back to using AA, which stuff the jump attack.
Example 1: Your opponent responds with their godlike ability that borders on precognition, only to be blocked, handing you back the frame advantage... You used the Guard button, GREAT JOB! Go do the dishes.
Example 2: Your opponent responds with some fast attack (doesn't matter which one), but you see it coming, so you simply mash [4]A+B+K, Guard Impacting their attack, giving you free reign to go for GI mind games and combos.*Guard Impact mind games will be discussed later.
Example 3: Your opponent responds with that same fast attack routine, but you see it coming, and Just Guard the whole thing. That's right, the whole thing. Nut up and make it happen. Enjoy your meter gain and AA_6KK_3B followup, depending on how unsafe their attack is on JG.
Intermediate - Types and Applications of Frame Traps***NEXT EDIT
After you connect with a frame trap, it's important to know what works specifically for that scenario. Some moves are -2, which limits you to fast pokes and evasive moves like 44B. Others, such as Leixia's feints, leave her at +4, opening up many more options without added risk.
44K is slow, but leaves Leixia at +/- 0 frames, or true neutral. It has an additional property that is often overlooked. It forces crouch on block, meaning your opponent loses options like standing AA, BB, and tech crouching with 2A/2K/etc. You can use the FC versions of these moves like FC2A and FC2K, but often lose Tech Crouch properties in the process.
With this in mind, Leixia is actually at a nice advantage after this move, when you look at how your opponent's moveset is limited. Unless your opponent chooses to use a (relatively) slow WR move with TC frames, AA is going to beat everything they try. As soon as they commit to a move like the one listed above, they're opening themselves up to attacks like 3B (full launch combo) and 2A (which gives throw opportunity).
Post-44K setups:
Next up we have evasive frame traps. These are more risky because they are generally unsafe, but can net a great deal of damage when used with a smart read. Your main evasive moves to use after a frame trap setup are 44B, WR B, WR B BE, 22_88 B, and 1B+K. The moves 44B and WR B are very unsafe, so use with caution. Don't waste your time throwing these moves out randomly. Instead, save them for when you are very confident of your opponent's response.
Setups (-2 or less on Block):
All of Leixia's +4 on block moves are feints like 44aB, 4a+bB, and 6BaB. Use them when your opponent won't try to step, as they are highly unsafe on whiff. If you get your opponent to block one, however, you gain enough of a frame advantage to go into higher-startup moves without the risk of being interrupted by AA and such. They are also rather slow, so beware of interruptions! All of these moves also share the property of leaving Leixia in a crouched state, which gives her quick access to useful mixups that you can exploit to keep your opponent guessing.
+4 Setups:
Leixia's +8 or more attacks are all guard breaks that set up a High/Low/Throw mixup while having enough +frames to make it very difficult for your opponent to interrupt you. These attacks include FC 3bB, WR A+B, bB (last hit), 66BbB, and all of her quakestuns. I generally avoid using the quakestun moves because they are so easy to interrupt, but they can be useful on wakeup after certain knockdowns, as well as having applications in certain Tech Traps.
Setups for Break Attacks(+8 or more on block):
Now we will explore how to take all the info presented up to this point and string it together into meaningful combinations using mindgames and smart use of frame data/hit boxes.
Risk/Reward:
Knowing what moves have the highest chance of defeating your opponent's best responses after a frame trap is crucial. Know what moves are actually worth using is a different matter entirely. If the most you gain after a frame trap is a 2A hit, you should ask yourself the following question: "How much damage can my opponent do to me if they guess correctly just once?" If the answer is more than ~20% of your life bar, you should realize it will take MANY incorrect guesses on your opponent's part in order to equal the damage they can do from guessing correctly just once.
Consider the following: After using several -2 frame traps followed by a guard, you notice your opponent using AA or another high attack in response a good percentage of the time.
Now consider the following: In a tournament match, round 1 begins. You land a blocked 4K to frame trap your opponent. Ask yourself, "Do I want to establish this mixup now, or 'establish' that I won't use a mixup here?" Think of each of your options as being a card in your hand. Once you use an option, your opponent is able to see that card. They still have to figure out which card you'll use, but they are aware of what cards can be used against them. Sometimes it's better to save a card patiently and use it at a critical moment where it has the best chance of surprising your opponent for maximum damage.
In the case above, both players have full life bars, and no one option will guarantee a win at this point. Landing a big-risk CH1A might gain you the momentum, and maybe even help win the round, but you've exposed one of your best game changers without your opponent establishing a response for you to read, and now they know about one of your tricks, whether it hit or not. Later in that same set, in the fifth round, you've got 10% life left, and your opponent has about 25%. He blocks WR K and smartly answers with a quick safe mid that beats your 1A because you already showed him that trick. You die.
(to be continued...)
Well, that about wraps it up. I can't think of any more advice on how to set up frame traps, so I'll end my ranting wall of text here. If you didn't know what a frame trap was before, you do now. If you already knew, hopefully you've learned something useful that will help you shut down and pressure your opponents better.
I'm eager to hear what sort of frame traps you all come up with - post them here and let's give our opponents hell when they try to stop our momentum.
This guide will look into Leixia's frame trapping game, including what moves set up a frame trap, what moves are best to follow up with, and how to avoid or outpace your opponent's counter attack.
Color code: Intro, Beginner, Intermediate, Advanced, Highlighter (pay attention to this)
What is a Frame Trap?
A frame trap is using spacing or frame advantage to trick your opponent into getting hit.
Your goal is to limit their options by forcing them into using an specific set of options if they want to avoid being countered every single time. Frame traps force your opponent to play *your* game, with the odds stacked in your favor.
Your goal is to limit their options by forcing them into using an specific set of options if they want to avoid being countered every single time. Frame traps force your opponent to play *your* game, with the odds stacked in your favor.
First off, let's look at a basic frame trap situation just to show how it works.
Leixia hits her opponent with AAB or BB. These are very simple combos that leave Leixia at +4 frame advantage and at a range just out of throwing distance (spacing is VERY important in how we trap).
What now?
Press the advantage, of course! But how? What moves are best? If you can't answer these questions, you'll frequently find yourself getting hit even though you had the advantage.
Let's pretend you hit me with AA (+2 Advantage) then proceed to simply mash BB for a follow up. I'd say this is a very poor choice in a frame trap. Sure, BB is safe, but lets look at how many options will beat your BB.
First, I can step your BB and punish with a full launcher combo and mixup.
Second, I can simply mash AAB (i11) and beat you out cleanly for a 41 damage counter hit.
Third, I can use an evasive move like 1B+K or WR B to counter a vertical attack.
Fourth, I can Guard your BB and now *I* have the frame advantage while you have nothing to show for it.
Fifth, I can Just Guard or Guard Impact your BB, putting me at a large frame advantage and potentially giving me free damage.
Now lets look at what BB beats out in this case:
First, it beats a low block.
Second, it beats non-invincible moves that are slower than i12.
Now look at these two lists and tell me which is more likely: your BB beats me out, or your BB gets beaten?
This type of thinking will help you understand what your best options are at any given frame advantage by minimizing risks and maximizing the chances for success.
Before we go any further, I'd like to introduce two concepts to this guide.
The first is what I call playing "frame-safe". This term refers to using moves that stay within the boundaries of the current frame advantage/disadvantage. The goal is to be uninterruptible by speed alone. Playing frame safe does NOT guarantee that an attack with connect, but it significantly limits what can be done by your opponent to prevent you from connecting.
Here's the rules for being frame safe:
First, look at the current frame advantage, and note what character your opponent is using.
Second, take the number of the current frame advantage, then add to that the number of frames it takes for your opponent's fastest move (usually AA) to connect, then subtract one. Now you know what speed your slowest possible "frame-safe" move is.
[Current frame advantage] + [Speed of opponent's AA] - 1 = The slowest move you can safely use without getting "mashed" out on.
I'm at +4 after hitting you with BB. Let's say I'm fighting another Leixia player for this example. Her AA is i11, meaning I can safely use any move that is i14 or faster without my opponent being able to beat me with speed.
Using an i15 move like 3K is mostly safe here, but in this case, it will trade with AA, which is not what we're looking for.
The greater my frame advantage, the slower I can be without being interrupted. The greater the frame advantage, the greater the size of my arsenal of moves, and the smaller my opponent's list of options.
The second term I'd like to talk about is what I call "fear advantage". This is an "invisible" frame advantage your opponent gives you when they are afraid to hit buttons. When you play "frame-safe", your opponent will eventually take the hint and stop hitting buttons in certain scenarios, simply blocking to wait their turn. When this occurs, the attacker gains a number of "fear frames" to work with.
Take for instance,Leixia's 6KK. If Leixia hits with this move then uses a safe horizontal mid like WR A, the opponent's options become extremely limited. She's at +8, using an i19 move with Tech Crouch frames and a stun on Counter Hit. Outside of JG, GI, or a well-placed back step, there is almost nothing that can be done to prevent the WR A from making contact.
Most players will choose to block the WR A, in anticipation of the fact that they will be counter hit into a stun if they keep hitting buttons. This is where fear frames come into play. Even though Leixia is at +8 after 6KK, her opponent won't act until they know WR A isn't coming, affording Leixia anywhere from 8-30 frames (these numbers are simply an estimate) to do whatever she wants. "Run up, Throw" falls WELL outside the range of moves considered "frame-safe" for a +8 situation, yet when the opponent is giving up fear frames, using slower moves carries a considerably lower risk than if used without conditioning the opponent.
These two concepts play into the deeper aspects of Soul Calibur's mind games. The world of mixups and mind games is a very abstract subject, which often takes years of experience to understand. Even the very best players in the world do not fully understand this subject, so don't beat yourself up if you have a hard time at first.
-2: WR K, 4A, 4K, (2K is -2 on hit and very hard to guard on reaction)
0: 44K, AA BE (steppable)
+4 4a+bB, 6BaB, 44aB
+8: FC 3BB
+9: 66BbB
+11: AA BE K (close), 4B bK(close), , 2B+K(close). WR A+B, bB (last hit)
Before any block frame trap, you're going to be using one of these moves. Next, let's look at some evasive moves that can be used to follow up one of the moves listed above.These moves have Tech Jump properties, which beat Lows and Throws:
i17: Jump K (unsafe)
i23: Jump B
i24: Jump A
i27 8B+K
These moves have Tech Crouch properties, ducking under Highs and Throws:
i13: 2A
i15: 2B, 2K
i17: 3B, WR K
i19: 3B+K
i20: 3A A
i22: 4A
i24: 1B+K
i25: 44A
i28: 1A
i31: WR B, WR B BE, 44B
i41: 44AA
This list shows the actual crouching frames on most of Leixia's TC moves (Thanks to Kalas!):
B+K: 1-end
6K: 5-7 (i14)
3B: 8-end (i17)
WR K: 0-end (i17)
WR A: 0-13 (i18)
3B+K: 9-end (i19)
3A: 8-end (i20)
6A+B: 8-17 (i21)
4A: 3-11 (i22)
44A: 8-end (i25)
1A: 6-end (i28)
These moves have Tech Step properties, evading attacks depending on the direction of movement:Side step: WR B (BE), 1B+K, 22_88B+K, 22_88B
Back Step: 44B, 44B+K, 3B+K (very limited backstep on this one)
Side stepping moves beat vertical attacks (some verticals have tracking properties that may allow them to still hit a sidestepping move), while back stepping moves cause attacks to whiff if they are out of range.Finally, here's Leixia's fastest moves, used to straight up out-speed your opponent:
i11: AA
i12: FC2A, Critical Edge
i13: 2A, 6B, K
i14: BB, FC2B, 6KK, FC2K
Understanding what these moves do is critical to making frame traps actually work. Later in this guide, we'll get into how to set up a trap and read your opponent accordingly.
The Basics - How to frame trap
The most common frame trap situation Leixia can set up is the -2 frame trap. As noted above, this situation can be created by hitting with 2K, or by an opponent blocking 4K, 4A, or WR K.
At neutral frames (I consider anything from -2 to +2 to be neutral), there is a basic flow between the fastest options each character has.
High attacks (Rock) lose to Special Low attacks (Paper), which lose to Jump attacks (Scissors), which in turn lose to High attacks again.
There's a bit more to it than just this Rock/Paper/Scissors, but this should give you a basic idea of what beats what. High attacks don't just lose to an attack because it's a Special Low, they lose because it has Tech Crouch frames built in. Leixia's 1A has lots of TC frames, but is a very poor choice after a frame trap because of how slow it is. If your opponent uses anything other than a high attack, 1A will lose and get counter hit.
Virtually every character in the game has a High attack as their absolute fastest normal attack. Since the High attack fundamentally beats out EVERY attack in a pure frame-war, evasion becomes the answer to counter it. The first rule to making a frame trap successful is to combine evasion with the fastest possible speed. Leixia's fastest TC move is 2A (i13), making it a great option in a -2 scenario. Not only does it crouch under high attacks, but it's fast enough that any attack over i15 will still lose, no matter what kind of attack it is. Since this move covers several bases at once, it is a staple in making her frame traps effective. Many characters have 2A's with very similar properties, which means they can use the same move against you, so beware.
Whenever you are at a frame disadvantage, no matter how slight, your opponent can use the exact same move as you and will come out on top. In other words, if you both choose Rock, the player with the frame disadvantage always loses the tie. In order to avoid this situation, Leixia must predict her opponent's response and counter accordingly. The second rule to making a frame trap successful is to understand that if you're evading, you're not using your fastest move, period.
Using a Jump attack is risky, but beats Throws, Lows, and Special Lows such as 2A, making it the basic counter to the fastest attack that ducks under AA. 9K is Leixia's fastest jumping attack, coming in at i17. Since you're evading something besides the fastest attack (AA), you become vulnerable to the fastest attack again. The third rule to making a frame trap successful is to understand that *EVERYTHING* has a counter. Smart reads are required for frame traps to work. There is no one move that magically beats everything.
Now lets put all this together with some practical setups and examples.
(If you are already familiar with how her basic traps work, skip this part)
Setup: after a -2 frame trap of your choice, use AA to beat out or trade with any move that is i13 or greater.
Example 1: After blocking WR K, Mitsurugi uses AA (i13). You follow up with AA, only to have your attacks collide mid-air, resulting in no damage to either party. This is an example of a frame trap at work, yet it did not yield a desirable result.
Example 2: After blocking 4K, Mitsurugi uses BB (i15). Your AA beats him out which results in a counter hit that can be combo'd into AAB for more damage. Your frame trap was successful, and resulted in a gain over your opponent.
Example 3: After blocking 4A, Mitsurugi gets smart and uses 2A, which tech crouches your AA attack. Your frame trap has failed, and you've been counter hit. You suck, and deserve nothing. Go face the corner in your room and think about what you've done.
Patiently testing your opponent's responses is CRITICAL to making the frame trap effective. Remember, you don't always have to hit buttons after a trap. Take this setup for example.
Setup: After your opponent responds to a -2 frame trap with a fast high attack such as AA, you repeat the frame trap, but use a tech crouching move to evade and counter their high attack, possibly resulting in a counter hit.
Example 1: Your opponent predictably uses the same AA again, giving you some damage and a nice mixup to work with (2A is +8 on hit).
Example 2: Your opponent is smart again and uses his 2A to beat your 2A out, since they know 2A can beat Leixia's AA and 2A with the same move. Both of your respective 2A's have the same startup frames (i13), but you're already at -2, so the other player wins.
Since we're sick of our traps getting stuffed, we can counter their counter with a jump attack such as 9K or 9B. There's other options to beat 2A that will be discussed in the more advanced sections of this guide, but bear with me for now.
Setup: After your opponent responds to a -2 frame trap with 2A or another jump-able attack, you repeat the frame trap, but use a jumping attack to beat them out and gain a frame advantage.Example 1: Your opponent predictably uses a low-hitting attack, allowing you to stuff his cheap ass and walk away with +frames to boot. This game is easy, amirite?
Example 2: Your opponent gives you the slip, and goes back to using AA, which stuff the jump attack.
You don't always have to follow up your frame traps with an attack. If you opponent counters with AA, BB, 2A, 2K or another fast attack, you still have options to put the pressure back on them without taking horrible risks. The key is to mix it up and read your opponent's responses accordingly. Many players will repeat the same action if it worked for them the last time. Good players won't always do this, but it's a good habit to FORCE your opponent to show you that they can think ahead before you go getting ahead of yourself. A wise tournament player once told me, "Always react to what's on the screen, not what's in your head. You get yourself into trouble far too often when you just assume."
Setup: After your opponent has responded to a -2 frame trap with the correct move every single time, you repeat the frame trap, but choose to use a variety of defensive options to regain the advantage without taking the risks inherent with pressing the attack.Example 1: Your opponent responds with their godlike ability that borders on precognition, only to be blocked, handing you back the frame advantage... You used the Guard button, GREAT JOB! Go do the dishes.
Example 2: Your opponent responds with some fast attack (doesn't matter which one), but you see it coming, so you simply mash [4]A+B+K, Guard Impacting their attack, giving you free reign to go for GI mind games and combos.*Guard Impact mind games will be discussed later.
Better! Now that you've got your opponent thinking they can counter you each time, you shifted the momentum in your favor and netting a solid damage opportunity. Just don't abuse this one, as whiffing a GI results in nasty damage and wasted meter. Yuck.
Example 3: Your opponent responds with that same fast attack routine, but you see it coming, and Just Guard the whole thing. That's right, the whole thing. Nut up and make it happen. Enjoy your meter gain and AA_6KK_3B followup, depending on how unsafe their attack is on JG.
Now we're talking! JG's are tough at first, but highly rewarding when you make them work. If you mix up your responses between defensive and offensive, then vary what you do within each category, you'll be very hard to predict.
Intermediate - Types and Applications of Frame Traps***NEXT EDIT
After you connect with a frame trap, it's important to know what works specifically for that scenario. Some moves are -2, which limits you to fast pokes and evasive moves like 44B. Others, such as Leixia's feints, leave her at +4, opening up many more options without added risk.
44K is slow, but leaves Leixia at +/- 0 frames, or true neutral. It has an additional property that is often overlooked. It forces crouch on block, meaning your opponent loses options like standing AA, BB, and tech crouching with 2A/2K/etc. You can use the FC versions of these moves like FC2A and FC2K, but often lose Tech Crouch properties in the process.
With this in mind, Leixia is actually at a nice advantage after this move, when you look at how your opponent's moveset is limited. Unless your opponent chooses to use a (relatively) slow WR move with TC frames, AA is going to beat everything they try. As soon as they commit to a move like the one listed above, they're opening themselves up to attacks like 3B (full launch combo) and 2A (which gives throw opportunity).
Post-44K setups:
Against Fast Highs:
CH 1A, 3A+B, FC3B
3B+K
44A, 3B
iWRK
3B, 1B_3B+K
Against Rising Mids (i15 or greater):
2K
66K
6KK (unsafe, gives FC2A frame trap [L,R,F] on hit)
6B A_aB(duckable, aB option gives +4, sets up better frame trap, but it steppable and interruptable)
6[A] (somewhat unsafe, but has throw/2K potential if your opponent doesn't expect it)
2A
BB
4K (Sets up -2 frame trap, duckable)
4A+B (Slow, but can aGI many rising mids if timed properly)
Against Guard:
A+G_B+G (Grabs...yeah, bro)
662K_kAAA(K) (Confirm kAAA before using B_K followup, as they can be stepped, blocked, or GI'd)
2A+B / 2a+bG, BT B+K / 2a+bG, A+G_B+G (slow, great mixup potential)
2K (-2 on hit, sets up FC2A frame trap)
iFC3bB (Slow Break Attack, sets up frame trap on block, gives 6KK_CE on hit)
4B(B) (Guard Damage, second hit is steppable)
66BB_bB (Same as above)
4b+kG_4B+K (Unblockable fake usually makes them panic step or panic attack, giving you the opporunity to use a quick 2A or 6KK)
11A A_aG (Looks a lot like 2A, hits low, and gives 2a+bG-style throw mixup on fake)
Against Lows:
9B (just do it.)
Next up we have evasive frame traps. These are more risky because they are generally unsafe, but can net a great deal of damage when used with a smart read. Your main evasive moves to use after a frame trap setup are 44B, WR B, WR B BE, 22_88 B, and 1B+K. The moves 44B and WR B are very unsafe, so use with caution. Don't waste your time throwing these moves out randomly. Instead, save them for when you are very confident of your opponent's response.
Setups (-2 or less on Block):
Against Short Range:
44B (Hella unsafe, but 44B4 can beat out stab punishes. 1B+K can also evade lots of vertical attacks here if your opponent isn't on their game.)
Against Highs, straightforward linear verticals, and certain CE's:
WR_iWR B (BE) (This one's your goto "fuck you, I'm hurting you now," move. Just be careful not to get predictable with it)
Against Regular Verticals (BB and such):
1B+K (steps early, safe)
(buffered non-QS)22B (Slightly unsafe, but leads to good damage with 1B)
You could theoretically count moves like 9B and all TC moves in here, but I've already covered how to use those.All of Leixia's +4 on block moves are feints like 44aB, 4a+bB, and 6BaB. Use them when your opponent won't try to step, as they are highly unsafe on whiff. If you get your opponent to block one, however, you gain enough of a frame advantage to go into higher-startup moves without the risk of being interrupted by AA and such. They are also rather slow, so beware of interruptions! All of these moves also share the property of leaving Leixia in a crouched state, which gives her quick access to useful mixups that you can exploit to keep your opponent guessing.
+4 Setups:
Frame Traps (including intentionally using a slower mover to bait a counter):
Against Fast Highs (i13+):
WR K (Sets up -2 frame trap)
WR A (Stepkill, stun with throw/mid/low mixup on hit)
FC2A
FC2K (Sets up -2 frame trap on hit, Unsafe)
6KK (Unsafe)
3B (Unsafe, TC)
6B+K (Safe, Force Crouch, Guard Damage)
Against Guard and Slow Moves (i20+):
A+G_B+G (Throws...they're pretty cool)
3B (Unsafe, TC)
6KK (Unsafe)
WR K (Sets up -2 frame trap)
FC3B (Safe, Sets up big combo on hit.)
44K (Slow Bait, Force Crouch, Guard Damage, Sets up -0 frame trap)
4B(B_bK) (Slow Bait, Guard Damage)
66B(B_bB) (See Above)
44A (TC, Slow Bait,)
4A (TC, Slow Bait, Sets up -2 frame trap)
Against CE when at +4 on block:*
WR B BE
*Works on the following characters: Patroklos, Gnatsu (requires a slight delay), Ezio Auditore, Raphael (Partial hit only), Pyrrha, Siegfried, Hilde, Xiba (slight delay only, partial hit only), Cervantes, Tira (both stances), Maxi, Voldo, Alpha Patroklos (yarly), Pyrrha Omega
Mixups:
Step, A+G_B+G/(iFC)3B, 1B/2K
4B+K/4b+kG, A+G_B+G_2A (Unblockable Shenanigans**)
FC2A+B/FC2a+bG, A+G_B+G_2A
22K/22kAA(K_B)
**: If you don't cancel the 4B+K RIGHT away on 4b+kG, A+G_B+G, you need to do a step-cancel throw or it will whiff. Input looks like this: 4B+K... G...(wait till the frame she goes back to neutral)... 6(very slight pause) A+G_B+G
Leixia's +8 or more attacks are all guard breaks that set up a High/Low/Throw mixup while having enough +frames to make it very difficult for your opponent to interrupt you. These attacks include FC 3bB, WR A+B, bB (last hit), 66BbB, and all of her quakestuns. I generally avoid using the quakestun moves because they are so easy to interrupt, but they can be useful on wakeup after certain knockdowns, as well as having applications in certain Tech Traps.
Setups for Break Attacks(+8 or more on block):
A+G_B+G
2A+B/2a+bG, A+G_B+G_2A/2a+bG, BT B+K (Unsafe)
4A (TC, Sets up -2 frame trap)
4B(B_bB) (slightly unsafe startup)
1B (FrC)
FC3B
4A+B (Guard Damage, Possible aGI)
iWR A+B (B_bB) (Slightly unsafe startup, unsafe on block except bB followup)
6B+K (FrC, Guard Damage)
1B+K (TC, TS, Guard Damage)
8B+K (Late TJ, slightly unsafe startup)
44A
66B (B_bB) (Guard Damage, steppable followups)
22K_kAA(K_B) (Slightly unsafe startup, mostly unsafe on block except 22kA and 22kAAB)
Delayed 4A+B (See Kalas' thread here: http://8wayrun.com/threads/4a-b-auto-gi-study.12163/) Against aGI'able moves with startup frames of about 12-18, you can delay your 4A+B to begin about 24-26 frames after you recover from your guard break, automatically punishing your opponent for trying to attack after being broken. If you decide to use this but change your mind about your opponent's response, you can also use 4a+bB to put yourself back at frame advantage.
Advanced - Setting up Strings and understanding Frame Trap Mindgames (under construction)Now we will explore how to take all the info presented up to this point and string it together into meaningful combinations using mindgames and smart use of frame data/hit boxes.
Risk/Reward:
Knowing what moves have the highest chance of defeating your opponent's best responses after a frame trap is crucial. Know what moves are actually worth using is a different matter entirely. If the most you gain after a frame trap is a 2A hit, you should ask yourself the following question: "How much damage can my opponent do to me if they guess correctly just once?" If the answer is more than ~20% of your life bar, you should realize it will take MANY incorrect guesses on your opponent's part in order to equal the damage they can do from guessing correctly just once.
Consider the following: After using several -2 frame traps followed by a guard, you notice your opponent using AA or another high attack in response a good percentage of the time.
Response A (many smaller risks) : You use 2A or other fast, safe Tech Crouching moves in order to chip at your opponent and gain frame advantage on hit. If these attacks hit, you can use throws, or a mid/low mixup to net more damage. The downside here is that none of the options after 2A are guaranteed, so you may end up will very little to show for your risk. A good opponent isn't going to let you use the same quick attack after a frame trap for very long. If you attempt to use it repeatedly after it's worked once or twice, you will likely end up with a net loss of 15-25% of your life bar.
Response B (one big risk): Knowing that your opponent will use a high attack, you use 1A, and end up landing the following combo: CH1A, 3A+B, FC3B. This results in 69 damage (~28% life). While the 1A is interruptable and may result in a high damage counter hit combo against you, your opponent is a lot less likely to correctly guess the counter to this move if you patiently wait then use it just once at the critical moment your opponent will use a high attack. By hiding your intentions (with Guard or other moves), your opponent doesn't have an established record to try to counter you with when you go for a bigger risk. They have to make a blind guess, not a read.
As you can see, taking the bigger risk may actually be the better option here. The damage from a successful CH 2A, A+G_B+G is similar to the damage of CH1A, 3A+B, FC3B; but it isn't guaranteed, and your opponent has to guess wrong TWICE to make it work. Add to that the possibility of the throw being ducked and now you are taking TWO risks (one small, one medium) with a lower chance of success in place of a single big risk with a guaranteed high payoff (if it connects). Both of these setups have their uses, and I would encourage you to use both in order to mix things up, but don't abuse either of them, and don't fall into patterns with them.Now consider the following: In a tournament match, round 1 begins. You land a blocked 4K to frame trap your opponent. Ask yourself, "Do I want to establish this mixup now, or 'establish' that I won't use a mixup here?" Think of each of your options as being a card in your hand. Once you use an option, your opponent is able to see that card. They still have to figure out which card you'll use, but they are aware of what cards can be used against them. Sometimes it's better to save a card patiently and use it at a critical moment where it has the best chance of surprising your opponent for maximum damage.
In the case above, both players have full life bars, and no one option will guarantee a win at this point. Landing a big-risk CH1A might gain you the momentum, and maybe even help win the round, but you've exposed one of your best game changers without your opponent establishing a response for you to read, and now they know about one of your tricks, whether it hit or not. Later in that same set, in the fifth round, you've got 10% life left, and your opponent has about 25%. He blocks WR K and smartly answers with a quick safe mid that beats your 1A because you already showed him that trick. You die.
(to be continued...)
Well, that about wraps it up. I can't think of any more advice on how to set up frame traps, so I'll end my ranting wall of text here. If you didn't know what a frame trap was before, you do now. If you already knew, hopefully you've learned something useful that will help you shut down and pressure your opponents better.
I'm eager to hear what sort of frame traps you all come up with - post them here and let's give our opponents hell when they try to stop our momentum.