BotoxAgent said:
And I think you had the right idea FAing my cannon strikes. And if u sneak in a jab, try following it with the cl. st hk frame trap. I think this matchup is in Chun's favor.
Be REALLY careful FA'ing a cammy jumping in, because if shes it, i.e. hasn't already committed to doing a cannon spike, you're eating jump in RH into Cannon spike, and if she has bar or ultra, well yeah.... minimum 250 damage.
I think the matchup is in Cammy's favor, since all of Chun Li's reversal options after a spike either require bar, or force her to back dash into the corner, or are just straight up unsafe. Also Cammy is a bit harder to anti air for chun, since she has to commit to a normal move, and if cammy delays a jump in with ex spike, then she eats it hard. If the chun starts looking for the delayed jump, then cammy just gets a free jump in, and if chun tries to FA, then yeah fat combo from Cammy. Cammy jump in on chun dedicated to anti-airing is pretty much a 3-way mixup where chun has to guess right or get sucked into pressure.
Also make sure you remember that ex SBK is punishable with both cr. mk xx spiral arrow (or super) and empty ultra.
Chun will outpoke cammy like balrog and bison do, but she doesn't have the same tools to escape that they do, just a sick back dash that puts her in the corner for cammy.
Anyways, that's my take from the cammy/chun matches I've, I'm sure Hito has his own view as well.
XenoRaven said:
I'm assuming cl is shorthand for cancel, but what is a frame trap? >_>
Cl stands for close. So the trap is crouch jab, standing close hard kick.
A frame trap is designed to hit someone mashing buttons (as long as it's not an invincible reversal like a dp) in between your attacks. So for example if you do a close crouch jab, that leaves you at +3 on block. A close standing hard kick is 4 frame startup. So depending on your timing, there's usually around 2 frames between those two attacks. Now for the most part, the fastest attacks in the game take 3 frames to do, meaning there'll be 2 frames of start up where you're vulnerable, and you're attack will be active on the 3rd. If someone's mashing jab between those two attacks, they'll be hit out of it.
So when you're doing the frame trap, say rog is mashing cr. jab, since you're +3 after the jab, ASSUMING timing being perfect, when rog presses his jab, he'll be on the first frame of start up and you're st. rh will be on it's first active frame (since it's a 4 frame start up) and you'll hit rog.