Throwback
Smash Lord
A frame trap in this sense is a series of moves that, if the wrong action is taken initially by your opponent (typically the 'action' is getting hit), a situation arises where they do not have enough of a frame window to attack, and have only a few frames to defend themselves correctly.
Samus has a few frame traps, I thought I might list a few that I know of and see if anyone has any more.
- HMC to dash grab: If the opponent blocks the missile they have very few frames to roll/spot dodge.
- HMC to SH zair: timed correctly these two hits come very close together and might not be dodgeable, even on shield (not sure)
- HMC to CS - if the HM hits the CS is guaranteed at the right distance
- ledge-hopped Fair to upB: even if the fair is shielded you can often upB through the inevitable grab
- bomb to dair spike: Haven't done this myself but we've all seen it in videos
- bomb to most ground attacks: during hitstun, if the bomb hits
- landing zair to rising zair
- uair to utilt (DI dependent, true combo)
- dash attack to upB: at 20-80% ish
-unfinished uair to up+b. can also end with nair or bair, but its riskier
-fair to zair in one jump (possibly a SH)
-against an aerial opponent - jab to jab/swipe/dtilt
-DA to jab (below 40%) -> Dtilt/Ftilt/UpB
-zair to DA (low % or really close zair)
-unfinished uair -> upB
- vs airborne opponent when they are near landing: uncharged blast -> grab
- air grab release -> FCS -> dash grab
- @~40%, dair -> FCS
Samus has a few frame traps, I thought I might list a few that I know of and see if anyone has any more.
- HMC to dash grab: If the opponent blocks the missile they have very few frames to roll/spot dodge.
- HMC to SH zair: timed correctly these two hits come very close together and might not be dodgeable, even on shield (not sure)
- HMC to CS - if the HM hits the CS is guaranteed at the right distance
- ledge-hopped Fair to upB: even if the fair is shielded you can often upB through the inevitable grab
- bomb to dair spike: Haven't done this myself but we've all seen it in videos
- bomb to most ground attacks: during hitstun, if the bomb hits
- landing zair to rising zair
- uair to utilt (DI dependent, true combo)
- dash attack to upB: at 20-80% ish
-unfinished uair to up+b. can also end with nair or bair, but its riskier
-fair to zair in one jump (possibly a SH)
-against an aerial opponent - jab to jab/swipe/dtilt
-DA to jab (below 40%) -> Dtilt/Ftilt/UpB
-zair to DA (low % or really close zair)
-unfinished uair -> upB
- vs airborne opponent when they are near landing: uncharged blast -> grab
- air grab release -> FCS -> dash grab
- @~40%, dair -> FCS