As an attacker you will want to use moves that puts you in advantage.
In a sense when you are at point blank distance and you managed to land a move that puts you in advantage, you initiate a mixup.
Here is a practical example(Chun vs Chun):
P2 blocks P1s cr.lp and puts P1 in +3 who follows up with a 5 frame startup move. This specific sequence is called a Frame Trap in USFIV. More about Frame Traps later on.
P2s possible defensive options after the first block:
- Keep blocking, continues P1s turn
- Use EX SBK(due to invincibility frames), blows P1 away and ends her turn. If P1 reads and blocks this P2 will have lost 1 bar and face a full punish.
-
(same as EX SBK, but defensive and creates distance)
-
(both can be thrown, armor broken or for FA blown up by hitting fast twice)
If P2 tries to push any button she will get a counter hit in her face, due to disadvantage. In a sense P1 plants a short "nerf" on P2.
The moment P1 trains P2 to keep blocking, P1 can use throw to "break" the defense. Second possibility is to use an overhead to break a crouching block and a low to break a standing block.
Consequent strategies and ideas created from previous information:
The Frame trap:
Short example what a frametrap is and how to recognize them.
Code:
If Fastest opponent startup(3 frames in USFIV, fastest normals) > startup of your next move - advantage on block.
AND
startup of next move > blockstun
Your next move will beat all moves except those with invincibility frames, i.e. DP.
This means due to the advantage on block and your continued attack he will be more compelled to block after the first hit. If this happens you throw him, because if he pushes a button he gets a counter hit.
Tl;dr: The moment you get frame advantage and have the moves to utilize it, you can engage into a mixup.
Quick and dirty USFIV Chun Li examples using FATool:
cr.lp, cr.mk
FADC forward, cr.lk/lp
The Block string:
Code:
If advantage on block > your next attack startup
Then it is a true blockstring and your opponent can do nothing in between. This means he will autoblock the second attack.
Example:
cr. lk chain cancel into cr.lk
cr.lp, cr.lp
The Hit confirm:
Important 3S video about hit confirms
Code:
[B]The Combo[/B]
Hit stun > startup of attack
The hit confirm is either a frame trap or a "block string", the important part is that each attack has to be able to combo into each other. Also the latter hits should be special cancellable to ensure optimum pay off.
tl;dr: If it hits you get a combo, if it gets blocked you are safe.
Important note:
You DO NOT try to confirm every single hit. You commit to the sequence and watch for the first hit. To train this in training you put the dummy on random block and do your hit confirm combo/sequence.
The Tick Throw
The Tick Throw is a psychological strategy. Force the opponent to block and throw them when they don't expect it.
Important for a grappler like Zangief, due to big range on lp. SPD.
Note: This forces them to decide between throw teching and blocking. When you trained your opponent to tech the throw you can hit them in the face for counter hit.
The Meaty
Code:
When the opponent is knocked down and you hit them on wake up, preferably on your last active frame
Forces the opponent to block on wake up or he gets hit in the face, unless he risks an invincible or armor move. Supposedly in SFV armor does not activate first frame, so that would mean meaties even blow up armored moves.
When hit on last active frame you will have more advantage, possibly enabling new combo opportunity
Example:
SFV: Meaty last active frame Ryu b.HK enables link to at least st.mp, this can lead to HK Tatsu which puts you into another meaty opportunity.
Non-meaty only lets you combo into st.LK, which leads to LK or MK Tatsu.
The Reset
Code:
Successful hit and combo, but forcing into a quick reaction situation
Commonly seen as finishing juggle with a light attack, forcing them into air recovery, into dash under for a quick ground cross up. A reset is preferable done to make your next attack hard to block or even forcing a guess.
Extending block pressure
Code:
Advantage while you reposition yourself into close up again
As in the description. You skip your opponents turn and keep pressuring.
No universal examples.
Specific examples:
In SFIV:
When Chun has trained the opponent to block, she can use FA into DC to keep pressuring, utilizing the fastest attack after the dash, due to it being +1. Yes, 1 frame can mean a lot.
Seth projectile FADC forward.
In SFV:
Dictator: Psycho Inferno, V-Trigger
Bonus information:
The trade:
Code:
When both attacks are active on the same frame
It is a trade.
In SFV this doesn't apply if one attack is "stronger" than the other it will beat the weaker one.
The counter hit:
Code:
When you get hit in startup
He gets a counter hit on you.