Footsies with Laura/Getting In

I don’t mind disagreement on this subject. If anything, it can help people prove me wrong (which I would love, because it helps everyone).

What I use that actually helps me get in

After st.mp cr.mp block string I hit the st.mk if they didn’t press anything will whiff
But if they press it will be counter hit and you vskill f plus on block…doesn’t need to hit confirm just hit st.mk vskill f

Her fireball, it can cover a lot of dash ins and v skill f ins, if they are very defensive sometimes I cr.mk>heavy fireball
Ex fireball to push to the corner

Vtrigger…after v trigger yours vskill finta ( back and foward) will get a lot of people offguard, it cover great distance very fast

Neutral jump mk is very good and her crossup too, be very careful when jumping but if can do it , it’s a free turn

V rehearsal gets a knockdown and helps with pressure, always use it if you got caught in the corner

Light qcf is one of your tools don’t forgot
Ex qcf on fireballs and slow medium normals like birdie (dont try on heavys or you gonna get crush counter)

Fish CC with your st.hk and cr.hk, they are good buttons and if got a CC go crazy

Make they jump and hit the anti-air
This gonna depend how good are your reactions, but if can antiair most of the time you can close space
Anti air st.mp> v skill dash in or st.mp>hard fireball
Hard qfc can score a knockdown so its helps get in
(If they are trying to crossup jump back with hard kick, won’t help close distance tho)

Jump foward hard kick moves you further than the openent expect, can probably mess with their anti airs and you can land behind (never tried myself)

It’s actually one of my biggest issues with the character (and to a certain extent, with the game in general). My reactions aren’t so bad, but in SF IV I was playing Sim and Deejay and both had amazing anti air / anti crossup buttons. There was no way someone would randomly jump at me for free.

I understand that SF V is different in that Capcom wanted to reward the offensive play, but come on.
With Laura, at a certain range, if they jump it will hit crossup (or ambiguous), and 90% of the time st mp will whiff. Most of the time I am still recovering from my pokes (like cr hp) so I can’t DP (or it trades). It leaves me with jump back mp (it works really well), which puts me closer to the corner, and I definitely don’t want to be there with Laura; or vskill f but then they don’t get punished for trying to jump at me. I can live with it, but damn is it frustrating.

Generally speaking, I noticed that people tend to jump a lot in this game, even at higher level.

I hadn’t thought of antiairing with st.MP xx fireball, that’s pretty nifty. Will try out.

It’s the same with me man…

Jump back mp works against crossups?

Jump back MK/lk work great too

Do you get something out of Max Range s.HK xx V-Trigger Cancel?

If you are at the very tip of st hk, you can link sweep and super. If you are a little bit further, you can walk for a frame or two and hit cr hp xx elbow

Don’t forget about EX fireball, folks. In close it’s very + on guard, and further out it out can help you close the distance on a lot of characters, or force a readable response.

Good night.
I see people using Laura the wrong way,
this character is mean to be a offensive monster, just like Abel but a stronger by far,
let me elaborate on this, since **Laura **is a **grapple **with **mobility **and **fireball **(this is just ridiculous) shes mean of not have a way to pin people down using strong normals,
instead she had to out zone you and force you to come to her, she does not lose fireball battle with anyone in this game (can you remember akuma fireball 3x),

well dude i have not thought-out on that… how i can do this, his fireball is not good up close like Ryu, instead at mid range is pretty decent, like poison on ultra SF IV,

be patient, wait for their mistake, they will make it, just use the fireball the get that bar.
be patient, wait for their mistake, they will make it, just use the fireball the get that bar.
be patient, wait for their mistake, they will make it, just use the fireball the get that bar.
be patient, wait for their mistake, they will make it, just use the fireball the get that bar.
be patient, wait for their mistake, they will make it, just use the fireball the get that bar.

then next:

  1. Do not ever jump forward with her trying to avoid a fireball, instead neutral jump or if full screen use your own, this is a golden rule with her,
    if is a slow fireball, and you know you can be anti aired just block, if you have meter you know you have your knockdown,

  2. Laura always want to have a his fireball on screen, use is as much as you can, don’t use up close unless is XX Fireball, see infiltration spamming her,
    https://www.youtube.com/watch?v=4mO7MRJuTMQ&ebc=ANyPxKol3pF6Dg-kcQcnbEpWaRP6gI2FXL2vJvn8U1e7KAcrXziMcLrXM9h0-BrXvCMrh_fRz0VbeBwexsEZ9qcAGWHoLS848g

  3. use the fireball to cover your way in, that’s how Laura get in, hiding behind his fireball do not ever try to fight ahead of your fireball and to not push buttons to attack when getting in just walk,
    instead let people try to hit you out of the fireball, if they jump at you anti air.

  4. Always try to charge you fireball to level 2 if possible and use the HP FIREBALL, this is imperative since it let you cover the most distance, and let you walk over two opponent fireball.

  5. be prepared to people get hit and try to bait a counter poke using your crouching MK… while walking behind the fireball, be sure people will try to jump at you to catch you off guard.

  6. Laura is not good up close unless your opponent is nocked down, if you find yourself outside of your range for anti air just do C Mk cancel v-skill backward this will put you in optimum space for anti air with
    back mp or hado hp

  7. Golden rule, make people fear the juggle state, i see people using the wrong combo when punishing moves, not talking of CC,
    whenever you can, use mp xx fireball, hp cross under or the same side, this why Laura is a offensive monster because if the opponent block wrong the round is over,
    this is why she does not have better pokes, this is why she a lot better than the people think because when this is used and your opponent try to block you grab them,
    or overhead or just throw or bait a reversal and then they are stunned,
    if fighting against a shoto i suggest you to fall the same side if they’re smashing reversal to score the stun, if you see them just block the next time cross under and
    hit them with S. HP XX Fireball, lp dash punch and then jump cross up or empty jump and c.lk x2 in this situation normal people usually smash DP.

    https://www.youtube.com/watch?v=UvLoo65KyjE

    https://www.youtube.com/watch?v=2x9NfS6HwsQ

  8. this is his golden string when close if you want to open the opponent, use the S.mp C.mk hp fireball, then the next time the LP fireball instead and lk grab, later use the same string but use the XX command grab

  9. use 2x c.lk and c.mk, then use 2x c.lk XX command grab, this make people think the glow is the shoulder, very effective and the end of rounds.

if you follow this i’m pretty sure you will have a better outcome in your matches.

My Two Cents.

Its kind hard fireball war with chunli especially if you don’t want to be pushed to the corner
However if you have the meter things change a little, that’s why I don’t use ex fireball on mixup, laura already has great mixup game, but if its to score a kill, I go crazy

By far the best post here IMO. I main Nash and Karin, but decided Saturday of last week to try Laura for a bit and had the best time. I’m gonna use everything here and see what comes out of it. I tend to spend alot of time in the neutral range ( I mostly blame me maining Nash for that haha) and it gets me bopped with her sometimes.

thanks JayEss_Ogara,

meianoite666, actually i felt the chun li match up 6-4 in Laura Favor, Laura hp thunderbolt is godlike in this matchup the range of this move is insane, and laura won by far the chunli fireball war, just learn the timing for a level 2 firebal, remember laura hit like a truck and chun li need about 5 combos to kill you, well unless you are playing sako, just stick to your game plan and don’t try to chase her.

i have found 2 very interesting way to punish the cross ups attempts while in neutral game, i will share the information tonight when i can record it,
one is pretty strong with literally no risk the another is most risky because is based on your reactions to jumps,

i have found interesting data watching my replays, actually about 40% of my output damage comes from anti airing, looks like people does not respect Laura options for anti air. :stuck_out_tongue:

i’m getting used to just bait jumps by dancing and hitting Lp the whole match , jajajajajaja, i love the people desperation to hit Laura in the boobs.

Dude, even an average Chun gives Laura problems. There is no way that match is in Laura’s favour. Chun beats Laura HARD with superior normals, and the only way you’ll get past those is if they fuck up horribly. Seriously.

I admire your passion for this character, but you are stating some outlandish shit bro.

6-4…I think that’s a reach. I’m sorry but I don’t see it. It’s definitely not impossible to beat Chun but it’s tough. I agree that the fireball game is in Laura favor but Chun can get around that easily with her v skill. You can do HP Bolt after the fireball to stop that option if you see it. In the neutral, Chun has way more faster normals and better range so it’s tough to get around that especially since Chun has that b.LK which means it’s hard to jump in on her. If she happens to corner you especially with V trigger it gets even more frustrating since you don’t really have a way to defend yourself because EX Bolt armor don’t activate right away. Let’s not forget her walk speed is great too so that with frame traps will also lead into getting grabbed. The only time the match is in your favor is when you get in but EX SBK is a bitch because If you get hit it puts you back way too far. So you lose a lot of momentum. Another thing I forgot to mention is the TK Legs. I’m still working on recognizing it and dashing underneath it to punish.

Anyway, that’s just my two cents on the matchup and what I’ve experienced.

What pokes are you people using to challenge Chun-Li’s buttons? s.LP, s.LK, c.MK, s.MK, and c.HP all seem to have some use in preventing Chun-Li from spamming buttons on you carelessly at various ranges.

Our standing fierce can beat Chun’s at max range. That or I was managing to whiff punish it consistently with standing fierce. But standing fierce. It’s a great button.

Yeah bro I use those especially c.HP, c.MK, and s.LK. I get a lot out of c.HP and s.LK buffer into LP Elbow. s.MK I throw it out but not at the best of times so I eat a normal from Chun. I kind of shy away from it at times but I could be using it better.

About the match-up with chun
I think it will develop in lauras favor as long we start to avoid footsies, and stick with fireball, antiair

I need to learn how to time my fireball more precisely, so I don’t waste precious charge time, thanks for the tip

You got memorize chun frame data to play footsies better
I like using st.hk , st.lp>cr.mp , st.lk buffer qfc , sweep

IA legs isn’t a problem. I’m wishing for IA legs so I can get an opening. You can be hella late with cr.MK and cancel it to fireball to get nice advantage off of the air reset.

“wins the fireball war” lol get the fuck outta here

Some of this advice is just the worst. Like, you’re playing against opponents who let you get away with whatever the fuck you want and it’s skewing your perspective.

The infiltration video is from day 1. And by day 1 I actually mean like day -95 because it’s from the stress test where she first popped up. Most people didn’t even know her move list at the time, and they most certainly did not know shit about her frame data.

https://www.youtube.com/watch?v=o53mzcYiViE
It’s not real. Just stop.

cr.lk, cr.mk or cmd grab? What the fuck? It’s a 9 and 8 frame gap for fucks sake. You’re frame trapping yourself. There’s no mixup.