Thead
Mortal
Posted this in the general discussion, but so it's easier to find I made a new thread. If you discover or know of any Frame Traps with Lex post them and I'll edit original post.
D1:-
D1 hits Mid with a 7 Frame startup.
On hit you're at +11 Frames, enough advantage to throw out Lexs 22D1 Frame Trap, his B13 Low attack, his F2 Overhead attack or Throw.
22D1 is safe at +2 Frames on block. More details on 22D1 in the next section.
B13 is safe at -4 Frames on block, and can be hit-confirmed into Gravity Pull MB for full combo.
F2 is not safe at -8 Frames on block, and cannot be hit-confirmed into Gravity Pull MB. If F2 by itself connects, you have enough time to safely lay out a Mine, Orb, or use your Trait~dash.
Please note some characters can wake-up attack your Trait after F2, but they will be full combo punished as long as you forward dash out of your Trait as fast as possible. (Protip: Trait can be charged to Level 3 while you're dashing out of its animation, as long as you keep the Trait button pressed).
Once the opponent respects your options after a D1 hits, you can mix in his slightly slower strings such as his B2U1 Overhead.
B2U3 is an 18 Frame startup (7 Frames after D1 hits), and safe on block at -3 Frames. You can hit-confirm B2U3 into [B2U3]D3 for 16% damage.
22D1:-
22D1 hits Mid Mid Overhead with a 13 Frame startup.
On hit you're at enough advantage to Mine/Orb, or hit them with a follow up Corpse Charge for 19% combo damage (although this allows you no setups). In the corner you can follow up F2~Gravity Pull MB to extend the combo.
22D1 on block has +2 Frames, enough frame advantage to allow Lex a standing 1 or D1. I recommend D1 because A) It's slightly faster B) Standing 1 can be ducked.
Opponents can escape the frame trap with a backdash, which is punishable with Corpse Charge.
If the follow up D1 hits after 22D1 is blocked, they are pushed back too far for Lexs B1 low to hit, unless they tried to counter 22D1 with an advancing move. You can still however connect with his F2 overhead, or another 22D1 to loop the frame advantage.
22D1 hits EVERY character if they are crouch blocking, except Grundy, where 2[2]D3 will whiff against his crouch.
22D1 has to be performed fairly close for the frame trap to work, this makes Ji2, 22 a great jump in attack:-
Ji2, 22 can be easily hit-confirmed into Gravity Pull MB, or on block confirmed into D1 for the frame advantage.
Once the opponent respects your option of D1 - you can mix up into his slightly slower moves, such as B1 - Low, B2 - Overhead, F2 - Overhead or Throw.
Please note you have to take a miniscule step forward in order for the B1 or Throw to connect. (It's miniscule enough that you can't even notice Lex advance - be quick on your inputs.)
22B3 is Mid Mid Low and is safe on block.
B1:-
B1 hits Low with a 14 Frame startup.
On block you're at +6 Frames, enough advantage to gain a free Throw. This makes B1 a useful setup for tic throws.
On hit B1 is -1 Frames, you don't technically have enough advantage to free throw, however a throw will still grab on them on hit if they haven't read you won't finished the B13 string.
B13 is +10 Frames on hit, but you're at such a distance from your opponent you can't capitilize on it. (Example: You tried B13 to hit-confirm, opponent blocks B1 then eats the 3 expecting a Throw)
B13 is completely safe on block.
As with most Frame Traps the opponent can avoid this by back dashing after B1 is blocked, although its a risk as you could again finish the string.
D1:-
D1 hits Mid with a 7 Frame startup.
On hit you're at +11 Frames, enough advantage to throw out Lexs 22D1 Frame Trap, his B13 Low attack, his F2 Overhead attack or Throw.
22D1 is safe at +2 Frames on block. More details on 22D1 in the next section.
B13 is safe at -4 Frames on block, and can be hit-confirmed into Gravity Pull MB for full combo.
F2 is not safe at -8 Frames on block, and cannot be hit-confirmed into Gravity Pull MB. If F2 by itself connects, you have enough time to safely lay out a Mine, Orb, or use your Trait~dash.
Please note some characters can wake-up attack your Trait after F2, but they will be full combo punished as long as you forward dash out of your Trait as fast as possible. (Protip: Trait can be charged to Level 3 while you're dashing out of its animation, as long as you keep the Trait button pressed).
Once the opponent respects your options after a D1 hits, you can mix in his slightly slower strings such as his B2U1 Overhead.
B2U3 is an 18 Frame startup (7 Frames after D1 hits), and safe on block at -3 Frames. You can hit-confirm B2U3 into [B2U3]D3 for 16% damage.
22D1:-
22D1 hits Mid Mid Overhead with a 13 Frame startup.
On hit you're at enough advantage to Mine/Orb, or hit them with a follow up Corpse Charge for 19% combo damage (although this allows you no setups). In the corner you can follow up F2~Gravity Pull MB to extend the combo.
22D1 on block has +2 Frames, enough frame advantage to allow Lex a standing 1 or D1. I recommend D1 because A) It's slightly faster B) Standing 1 can be ducked.
Opponents can escape the frame trap with a backdash, which is punishable with Corpse Charge.
If the follow up D1 hits after 22D1 is blocked, they are pushed back too far for Lexs B1 low to hit, unless they tried to counter 22D1 with an advancing move. You can still however connect with his F2 overhead, or another 22D1 to loop the frame advantage.
22D1 hits EVERY character if they are crouch blocking, except Grundy, where 2[2]D3 will whiff against his crouch.
22D1 has to be performed fairly close for the frame trap to work, this makes Ji2, 22 a great jump in attack:-
Ji2, 22 can be easily hit-confirmed into Gravity Pull MB, or on block confirmed into D1 for the frame advantage.
Once the opponent respects your option of D1 - you can mix up into his slightly slower moves, such as B1 - Low, B2 - Overhead, F2 - Overhead or Throw.
Please note you have to take a miniscule step forward in order for the B1 or Throw to connect. (It's miniscule enough that you can't even notice Lex advance - be quick on your inputs.)
22B3 is Mid Mid Low and is safe on block.
B1:-
B1 hits Low with a 14 Frame startup.
On block you're at +6 Frames, enough advantage to gain a free Throw. This makes B1 a useful setup for tic throws.
On hit B1 is -1 Frames, you don't technically have enough advantage to free throw, however a throw will still grab on them on hit if they haven't read you won't finished the B13 string.
B13 is +10 Frames on hit, but you're at such a distance from your opponent you can't capitilize on it. (Example: You tried B13 to hit-confirm, opponent blocks B1 then eats the 3 expecting a Throw)
B13 is completely safe on block.
As with most Frame Traps the opponent can avoid this by back dashing after B1 is blocked, although its a risk as you could again finish the string.