I “felt” like I had the jist of frame data a few weeks for now, however, I think I’ve overlooked something in particular.
The fastest startup moves in SSF4 are 3 frames correct? (some jabs and dragon punches)
so, under that assumption, **does that mean you can punish moves that have -3 frame disadvantage on hit or block? How about those that are -1 or -2 on block?
For instance, Honda buttslams are all -2 or -1 on block. Are they safe then? I do understand that I cannot continue a block string off of those, because if I poke, a jab or 3 frame reversal will beat them? correct?
Which brings me to my next question:
**If you have a 3 frame reversal, then do moves that are -2 or -3 on block act as frame traps for you?
I.e. ryu’s hurricane kick (hk) is -2 on block. Ideally, my opponent should be able to jab me and I will be forced to block. However, since I have an invincible 3 framer, (dragon punch) can i use that on recovery from the hurricane kick and will it beat out my opponent’s jab?**
I ask these questions because I consider myself very good at blocking and teching. Unfortunately, I find myself blocking and teching entire strings for a full game and hardly ever counter attack. I do not understand when I can counterattack in matches and i’m trying to figure that out.