How do frame traps apply in this game? What are your favorites?
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How do frame traps apply in this game? What are your favorites?
The most basic of which would be blocking a body **** and firing off an uppercut or blocking a forward moving strike and following up with planted ones. Let's get deep here and help everyoneTags: None -
Re: How do frame traps apply in this game? What are your favorites?
You seem to be talking about frame traps in a very broad sense, which isn't bad. This makes for a good thread.
Nevertheless, before answering your question, I'd like to clarify what is usually meant by frame traps.
A frame trap is a strategy where you push a frame advantage (or small disadvantage, if your character is faster) to throw a strike that is fast enough to land before any of your opponent's strikes.
UFC has relatively few situations like this. Most of the pressure is based on unfinished combos that make your opponent hesitate. The (limited) stopping power also makes these matters more complicated/organic than in arcade games.
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Your question seems to be about frame strategies in the broadest sense. Your example refers to a block punishment. There are also relatively few of these.
Many of the head kicks are unsafe on block. This means that you can block them and land a free stationary jab (or cross, if your fighter is fast). If your opponent ends up near the edge of punch range while he is open to this, this punishment can deal a pretty good damage and still allow you to combo from it for added pressure.
Leg kicks are like this, too. After the check you can land a free jab or cross, but the range also matters here.
Then there are the strikes that are very unsafe on block. Side leg kick, oblique kick and round body kicks allow bigger punishments, such as a fast head kick or advancing hook or upper.
And there is your example, too; body punches being open to uppers after the block.
The lead hook counter after blocking a hook or overhand with your lead arm is also a punishment, but a slightly different one, because it can still be defender with head movement. -
Re: How do frame traps apply in this game? What are your favorites?
You seem to be talking about frame traps in a very broad sense, which isn't bad. This makes for a good thread.
Nevertheless, before answering your question, I'd like to clarify what is usually meant by frame traps.
A frame trap is a strategy where you push a frame advantage (or small disadvantage, if your character is faster) to throw a strike that is fast enough to land before any of your opponent's strikes.
UFC has relatively few situations like this. Most of the pressure is based on unfinished combos that make your opponent hesitate. The (limited) stopping power also makes these matters more complicated/organic than in arcade games.
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Your question seems to be about frame strategies in the broadest sense. Your example refers to a block punishment. There are also relatively few of these.
Many of the head kicks are unsafe on block. This means that you can block them and land a free stationary jab (or cross, if your fighter is fast). If your opponent ends up near the edge of punch range while he is open to this, this punishment can deal a pretty good damage and still allow you to combo from it for added pressure.
Leg kicks are like this, too. After the check you can land a free jab or cross, but the range also matters here.
Then there are the strikes that are very unsafe on block. Side leg kick, oblique kick and round body kicks allow bigger punishments, such as a fast head kick or advancing hook or upper.
And there is your example, too; body punches being open to uppers after the block.
The lead hook counter after blocking a hook or overhand with your lead arm is also a punishment, but a slightly different one, because it can still be defender with head movement.Comment
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Re: How do frame traps apply in this game? What are your favorites?
I think even competitive players are relatively less good at this than other aspects of the meta. I still think the meta of striking in UFC 3 can evolve quite a bit.Comment
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Re: How do frame traps apply in this game? What are your favorites?
In what ways and with what concepts? I'd like frame traps to be more prominentComment
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Re: How do frame traps apply in this game? What are your favorites?
I think we have few frame traps simply because of the simulation aspect.
In comparison to 3D arcade games, UFC has very versatile/open ended combos (in arcade games called "strings"). When strikes hold the threat of a follow up, that is already very similar to a frame trap, which means that this strike should usually not be also good at actual frame traps.
Basically, we have lots of combos. And incomplete combos ave a very similar effect to frame traps. They are a pretty strong tactic, right now. If incomplete combos also had frames good enough for frame traps, then they would likely be OP.
For instance, when you land a cross, right now, even if it's a clean normal hit, you actually have frame disadvantage if you don't combo from it. Hardly anyone would dare to strike you right after being hit by it (because of the threat of a combo), but you have negative frames. This hesitation on their part is a huge weapon for you, so you can keep the pressure going.
Now... if you were positive on these hits, you would have the hesitation on your side... AND the actual frames, too. Pressure would then be very strong.
We have few traps in a very strict sense. But if we broaden the concept to include (incomplete) combo pressure, then it is a huge part of the stand up meta. Throw 3 strikes... recover.. throw 2 strikes, brief pause, strike again. The thought process is very similar to frame traps, but it works not because of the frames themselves, but because of the hesitation due to threat of follow ups in the combos.Comment
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Re: How do frame traps apply in this game? What are your favorites?
Bruh you’re overthinking the game too hard. Just stick to the wise words that a noble man once said:
“Just wrestle. If that doesn’t work, wrestle more. If it still doesn’t work, you’re playing one of the top .0001% of the playerbase, and you’re ****ed anyways.”Xbox GT: the relaxed guyComment
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Re: How do frame traps apply in this game? What are your favorites?
I think we have few frame traps simply because of the simulation aspect.
In comparison to 3D arcade games, UFC has very versatile/open ended combos (in arcade games called "strings"). When strikes hold the threat of a follow up, that is already very similar to a frame trap, which means that this strike should usually not be also good at actual frame traps.
Basically, we have lots of combos. And incomplete combos ave a very similar effect to frame traps. They are a pretty strong tactic, right now. If incomplete combos also had frames good enough for frame traps, then they would likely be OP.
For instance, when you land a cross, right now, even if it's a clean normal hit, you actually have frame disadvantage if you don't combo from it. Hardly anyone would dare to strike you right after being hit by it (because of the threat of a combo), but you have negative frames. This hesitation on their part is a huge weapon for you, so you can keep the pressure going.
Now... if you were positive on these hits, you would have the hesitation on your side... AND the actual frames, too. Pressure would then be very strong.
We have few traps in a very strict sense. But if we broaden the concept to include (incomplete) combo pressure, then it is a huge part of the stand up meta. Throw 3 strikes... recover.. throw 2 strikes, brief pause, strike again. The thought process is very similar to frame traps, but it works not because of the frames themselves, but because of the hesitation due to threat of follow ups in the combos.Comment
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Re: How do frame traps apply in this game? What are your favorites?
Any combo that could be prolonged, but isn't.
You could throw a 1234, so if you throw a 123, it's an incomplete combo, because you didn't throw the 4. The threat of the 4 is very important.
This is why it's important to vary the length of your combos, so that your opponent doesn't know when it's safe to fire back.Comment
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Re: How do frame traps apply in this game? What are your favorites?
I cannot help myself. I love this game so I obsess over anything that could possibly give me an advantage. Playing mortal kombat 11 has taught me alot about ufc 3 in strange way even though they're very different its helped me learn alot of concepts.Comment
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Re: How do frame traps apply in this game? What are your favorites?
Any combo that could be prolonged, but isn't.
You could throw a 1234, so if you throw a 123, it's an incomplete combo, because you didn't throw the 4. The threat of the 4 is very important.
This is why it's important to vary the length of your combos, so that your opponent doesn't know when it's safe to fire back.Comment
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Re: How do frame traps apply in this game? What are your favorites?
After you land some head kicks you have actual frame advantage. Pressing it with a cross would basically guarantee that you'll beat the opponent to the punch. Also, after landing a body roundhouse as a counter hit, like when the opponent is circling towards it. You can also use a cross to beat any offense that might come. And if your opponent has low leg health, landing a leg kick will give the frame advantage, too.
The overhand also gives advantage, but as it can also combo, its combo potential tends to overshadow the frame trap's importance. Just keep in mind that even if a fighter can't combo from a an overhand, he has the advantage after landing it clean.
All this doesn't necessarily mean that you should attempt the frame traps when you have the advantage. If you opponent is wise enough not to strike in these cases, then these situations will become a good opportunity to apply pressure with low attacks or jab combos.Last edited by Solid_Altair; 08-22-2019, 08:22 PM.Comment
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...precision beats power and timing beats speed... and realism beats meta.Comment
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Re: How do frame traps apply in this game? What are your favorites?
I had posted a video on Twitter where this dude Persianpimp threw a 6 piece combination that I KNEW wasn't in Aldo's Moveset, so I was confused. KeneticNRG explained to me that you have to essentially delay the strike or allow the animation on one strike be almost finished before stringing up another combination. Example being:
Jab-Rear Hook (wait for the hook to be almost finished where the fighter is essentially loading up on their hip) Straight Lead Uppercut Hook Hook. (so in his words, stretch out the animation)
When timed correctly it comes out as if it were one perfect combination, but in actuality it's simply delayed at one point.
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