Frame Trap Calculator

Frame Trap Calculator

Test startup, active frames, recovery, blockstun, hitstun, advantage, gap size, reversal startup, and meaty offset for fighting-game pressure.

🎮Pressure presets
Frame inputs
Used for the label and advice; the frame math stays explicit.
Most frame-data charts already show first-active advantage.
Startup frames before the first move becomes active.
A later active-frame contact is a meaty hit.
Frames before the attacker can start the next action.
Defender lockout on block, excluding special game exceptions.
Defender lockout on hit for link or combo checks.
Used when the selected source is listed advantage.
0 = first active frame; 2 = hits on the third active frame.
Startup of the follow-up strike that creates the trap.
Used for the visual pressure window and trade note.
Adds a deliberate stagger after you recover.
Use fastest normal, throw, invincible DP, or super startup.
Changes the risk label without hiding the raw gap.
Buffered reversals are easier to time when a real gap exists.
Spacing does not change frame gap, but it changes reliability.
Ready to calculate.
Block gap
3f
classic trap
Effective advantage
+2
on block
Reversal check
Trapped
4f response loses
Hit confirm
Links
hitstun covers startup
📊Current pressure snapshot
18f
First move total
5f
Contact frame
+5
True string need
1-3f
Trap target
📝Frame math tables
Formula note: When calculating from stun and recovery, block advantage = blockstun - remaining active frames after contact - recovery. A meaty hit increases advantage because fewer active frames remain before recovery.
Gap and response interpretation
Calculated block gapPressure typeWhat defender can doUse in matches
0f or lessTrue blockstringNo normal action before the next hitKeep them blocking; watch pushback and throw gaps
1f to 2fTight trapOnly very fast invincible or special options matterStrong against jab, crouch tech, and delayed buttons
3f to 4fClassic frame trapFast mash may trade or lose depending on startupGood counter-hit bait when your follow-up reaches
5f to 7fLoose staggerMany fast normals and reversals can challengeUse when conditioning block or baiting panic
8f or moreReset pressureDefender can jump, backdash, mash, or reversalNeeds reads, spacing, or plus-frame threat
Common fighting-game frame references
Reference pointTypical framesCalculator inputPractical meaning
Fast jab or light kick3f to 5f startupDefender reversal startupMain mash benchmark for tight traps
Medium strike follow-up5f to 8f startupSecond attack startupCommon counter-hit trap button
Heavy plus-frame normal7f to 12f startupSecond attack startupNeeds more advantage or a bigger read
Invincible DP or super1f to 7f startupDefender response typeCan beat real gaps even when mash loses
Meaty active contact+1f per later active frameMeaty offsetTurns marginal pressure into plus pressure
Preset frame data used by this calculator
PresetAdvantage sourceFollow-upDefender check
SF jab to mediumListed +25f medium, no delay4f normal mash
Drive-rush plusListed +67f heavy, no delay4f invincible reversal
Guilty Gear c.SListed +36f close strike, 1f delay5f normal mash
Tekken df1 checkListed -110f jab, no delay10f jab response
MK stagger pokeListed +17f mid, 1f delay6f poke
KOF close normalCalculated stun5f close normal4f light
Meaty okizemeCalculated stun6f meaty follow-up5f reversal
Safe-jump jab trapListed +45f jab, 1f delay5f invincible reversal
Minus bait checkListed -28f whiff punish bait5f mash
Custom tight trapListed +56f strike, no delay4f jab
💡Lab tips
Gap size: A real frame trap needs a positive gap. If the gap is 0f or negative, it is a true blockstring instead of a trap.
Startup check: A vulnerable button generally loses when its startup is greater than the gap. If startup matches the gap, expect trades or game-specific priority rules.
Meaty pressure: Each later active frame that connects usually adds 1 frame of advantage because the attacker has fewer active frames left to finish.
Reversal risk: Invincible and armored moves can ignore normal strike-interrupt logic, so compare startup to the gap and then confirm with training-mode recording.

He jabs, you block it and push him back. But he strike quickly and you’re out. It is math, not magic. Frame traps rely on mathematics. When you set up a trap, you force your opponent into making one of two poor decisions. The difference between a solid trap and a punishable miss are often just three frames.

What separates an effective trap from a fatal error? The tool above do that work while you focus on strategy. It’s a hard skill to master, yet the idea behind it is easy to understand. Give enough time so your opponent has the opportunity to counter attack, but not enough time for them to do just that. Too many frames and they’ll either mash out of it, jump over it or backdash out of it. One or two frames is usually pretty close to the sweet spot; It’ll beat a quick jab but isn’t quite enough of a window for proper blockstring.

How to Use Frame Data

The startup and active frames for each of your first moves becomes the baselines when you put your data into calculator. What happens after that are the blockstun and recovery calculations. Does your first move cause the defender to remain blocked for more time than it takes you to recover? If it take you fifteen frames to recover and they’re stuck in blockstun for twelve, then you’ve left yourself open. The calculator will display the numbers relative to one another to demonstrate how much of an advantage you have on block. How much of an advantage tells you whether you can get away with being conservative or if you’ll has to take some chances.

This is where frames of advantage come into play. One might think it’s insignificant to hit your opponent on the first or last active frame, but it makes all the difference in a long match. If a meaty hit turn a minus four move into a plus one attack, it shifts the posture from defensive to offensive. It means a minus four on block becomes a plus one when combined with meaty hit. These small timing changes will turn the tide of an exchange as seen in reference table.

That doesn’t mean you should of ignore the defender’s options, however. While a normal mash may beat a gap, it could still lose out to a throw or an invincible reversal. You can use the calculator to factor in defense type and reversal startup to make your plans more realisticly. Rather than simply mashing buttons, opponents at the high level is looking for openings. Will they wait for a five-frame gap? Or will they panic if there’s only a one-frame gap? Knowing this about your opponent let you know when to tighten your trap. It also tells you when to expand it to bait a reaction.

A frame chart isn’t a rule book. It’s a guide. A frame chart informs you of possibilities; it can never anticipate psychological pressure, habit or spacing. Maybe you’re aware of your opponent’s love of jumping in, so you’ll create more space on purpose. Perhaps he tend to whiff on punish attempts, so you’ll close it up. The math will set limits as to where your characters pressure game works best. Then train until those limits are tested. See how those frames line up and the rest is muscle memory. When you know the number, you believe the timing and the trap work. Confidence makes the space feel tighter. Round winners comes from confidence. Learn the math, trust the timing, let the trap do the work.

Frame Trap Calculator

Leave a Comment