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Help me with my Frame Trap Thread.Just throwing my name in on this, even though this overall project seems on hold.
I have a few ideas in some areas that could be tested or data gathered on.
-Full frame mapping
-Frame advantages (relative safety) of jab1, jab2, or jab100 against X character
-Mapping chaingrab advantages and options out of chaingrabs (examples: boost pivot grab, chain grab length with decay of dthrow, dthrow -> jab, jab -> dacus (bdacus?))
-Aerial advantages (FF Nair, strong/weak Bair, strong/weak Dair, Dair spike (onstage) -> Uair
-Ledge invisibility usage (Stage specific BF: drop from ledge -> 2nd jump -> airdodge up to lower platform)
-Laser advantages (from ledge and short hop)
-Proper explanation of SideB
-explanation of dthrow facing away from the ledge against toonlink, G&W, king dedede, and pikachu resulting in reduced knockback
-Stage situations of forcing edgeslip mechanics to produce laserlock situations
-Match-up specific situations (Shiek's Ftilt lock, fast grab release (ICs/Pika))