Frame Trapping

Summary

Frame trapping is the intentional creation of a variable gap within a series of attacks to bait your opponent into falsely thinking they can safely use an option, when in reality your available options actually beat theirs.

Requirements
  • Frame traps vary across different characters, attacks, spacing, timing, damage and rage considerations.
How To Perform

There are various situational methods to perform frame traps.  We'll use one example to demonstrate using Greninja's back air.

  • Have Greninja at a high damage percentage (this is to give his attacks greater hitstun and shield pushback).
  • While falling, space Greninja's back aerial to hit the tip of your opponent's shield, slightly pushing them back while allowing you to land at a short distance.
  • Under normal circumstances a falling aerial attack on shield is punishable, which will often bait a counterattack by an opponent (especially a grab if the aerial lands close to the opponent).  However, because of the intentional spacing, higher hitstun and pushback suffered by the opponent, Greninja lands on the ground at a distance with access to punish options that connect before the opponent can leave hitstun and move close enough to execute a counterattack that reaches Greninja.  So by the time the opponent attempts a counterattack, Greninja is already safely punishing them.
Uses
  • Create a safe trap to bait punishable reactions by opponents
Pros & Cons
  • Baits opponents into a punishable reaction
  • In Smash 4 spacing, timing, damage, rage and shield push are important factors affecting successful frame trapping, so if performed incorrectly or under non-optimal conditions it's possible the trap will either be unsuccessful or could lead to your character being punished

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