Light/Medium/Heavy: L/M/H
Bolt Charge: Bolt
Split River/Rodeo Break: P or K following a Bolt
Thunder Clap: Clap (LV2 for 2 hits, LV3 for 3 hits. Assume no charging if not specified)
Volty Line: VSO (V-Skill Overhead)
Avante: VSF (V-Skill Forward)
Esquiva: VSB (V-Skill Backward)
Critical Art: CA
Crush Counter: CC
As 6HP is +4 on hit, the above (and variations, depending on spacing) can be used as followups.
Season 1:
Spoiler
All of the above can combo after 6HP
Counters:
Season 2:
[details=Spoiler]5LP/5MP/5MK:
5LK/6HP:
L Bolt:
For all above combos with EX Clap, you can combo into H Bolt while in the corner or in V-Trigger[/details]
Season 1:
[details=Spoiler]5LP/5MP:
5LK/6HP:
5MK/L Bolt:
For all above combos with EX Clap, you can combo into H Bolt while in the corner or in V-Trigger[/details]
Crush Counters:
Season 1:
[details=Spoiler]Confirmed Punish:
Reaction:
Close:
Far:
[/details]
Blockstrings/Frame Traps:
Season 1:
[details=Spoiler]This section is under construction
Blockstrings with an asterisk (*) next to them do not work on Chun-Li
All moves will be on block, aside from L Bolt which will be non-meaty, non-counter hit (+2) unless otherwise stated
Some cancels into Clap may be affected by whether the opponent is standing or crouching
The numbers below each list of moves shows the amount of frames there are between each move (including cancels)
Moves in braces are optional cancels which can help either continue pressure or catch a button
EX Clap is +3 (+7 in V-Trigger) on block and can lead to further frame traps
[/details]
EX Clap Resets:
Season 1:
[details=Spoiler]There are 5 moves you’ll want to use for the most part: 5MK, 2MP, 5HP, 2HP, 5MP
5MK xx VSF will usually cross under
2MP xx VSF will usually not cross under
2HP xx VSF will usually not cross under and will not connect after 2HP xx EX Clap
5HP xx VSF is character/spacing dependent and may affect directional inputs. In some cases you can also control which side you end up on by holding a medium button: https://gfycat.com/AccomplishedFakeHammerkop
5MP is useful for corner resets
Most buttons in the corner will cancel into a meaty Clap
Normal: 5MK / 2MP:
Walk forward 5MK:
5HP:
2HP:
5MP (corner):
V-Trigger: Dash, (5MP / 5MK / 2MP):
6HP:
5MP:
5HK:
[/details]
Okizeme/Wakeup:
Season 1:
[details=Spoiler]Taking back throw over forward throw is recommended unless your opponent is in the corner
If your opponent does not quickrise and does not have a frame 1/invincible wakeup, throwing out a Clap is ideal, although there are also some setups which will work against reversals
Back Throw:
Forward Throw/H Bolt/Bolt xx K:
Bolt xx P:
5HP is universal in corner. Whiffs midscreen if the following characters block: Alex, Chun-Li, Laura, Necalli, Rashid, Zangief. Some other characters may be able to backdash out of the meaty.
Command Grab:
Sweep:
V-Reversal:
As you can’t limit your opponent’s choice of recovery here, you’re going to have to guess which recovery your opponent is going to do. The reward for guessing correctly is fairly strong, however.
Normal Recovery (Quickrise):
Back Recovery:
Getting a Counter Hit with the V-Reversal will affect the timing of these. You will need to use V-Skill Forward instead of Dash, and subtract 1 from all numbers.[/details]
Post-Stun Combos:
Season 1:
[details=Spoiler]The most basic is LV3 Clap, 6HP xx HP xx H Bolt, however this is not the best option. There are a handful of different combos you can do depending on where you are on the screen, what move you used to stun the opponent, and which character you’re fighting.
Midscreen:
Command Grab or Back Throw:
Most other moves:
Some normals may leave you too close for these to work. If you are too close it may be worth trying 2HP or 2MP instead of 6HP to continue your combo.
So I’ve been grinding out Laura oki for pretty much the whole weekend and threw this video together with some of my findings. My apologies for the uneven audio levels. Hope it helps some people out!
st.MP/cr.MP xx M/EX Bolt Charge>P/K
cr.MK xx L/EX Bolt Charge>P/K
cr.MK xx Super
st.HP/cr.HP xx M/EX Bolt Charge>P/K
st.HP/cr.HP xx EX Thunder Clap, cr.HK
st.HP/cr.HP xx EX Thunder Clap, L Bolt Charge
st.HP/cr.HP xx EX Thunder Clap, H Bolt Charge corner only
st.HP/cr.HP xx Super
st.HP/cr.HP xx Thunder Clap xx Super
f+HP>HP xx H Bolt Charge
f+HP>HP xx V-Skill
f+HP, cr.LP, st.LK xx L/EX Bolt Charge>P/K
H Thunder Clap(charge), f+HP>HP xx H Bolt Charge
H Thunder Clap(charge), f+HP>HP xx V-Skill
H Thunder Clap(charge), f+HP, cr.LP, st.LK xx L/EX Bolt Charge>P/K
H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K
H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK
H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge
H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge corner only
H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super
CH st.MP, cr.MP xx M Bolt Charge>P/K
CH st.MP, cr.MP xx Thunder Clap xx Super
CH st.MP, cr.MP xx EX Thunder Clap, cr.HK
CH st.MP, cr.MP xx EX Thunder Clap, L Bolt Charge
CH st.MP, cr.MP xx EX Thunder Clap, H Bolt Charge corner only
CH st.MP, cr.MP xx Super
CH st.MP, cr.MP xx VT, cr.MK xx L/EX Bolt Charge>P/K
CH st.MP, cr.MP xx VT, cr.MK xx Super
CH f+HP, cr.MP xx M Bolt Charge>P/K
CH f+HP, cr.MP xx Thunder Clap xx Super
CH f+HP, cr.MP xx EX Thunder Clap, cr.HK
CH f+HP, cr.MP xx EX Thunder Clap, L Bolt Charge
CH f+HP, cr.MP xx EX Thunder Clap, H Bolt Charge corner only
CH f+HP, cr.MP xx Super
CH f+HP, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K
CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK
CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge
CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge corner only
CH f+HP, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super
CC st.HK, st.HP, M Bolt Charge>P/K
CC st.HK, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K
CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK
CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge
CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge corner only
CC st.HK, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super
CC st.HP xx EX Thunder Clap, H Bolt Charge
CC st.HP, cr. MK xx L/EX Bolt Charge>P/K
CC st.HP xx Thunder Clap, st.MP xx M Bolt Charge
CC st.HP xx Thunder Clap, st.MP xx EX Thunder Clap, cr.HK
CC st.HP xx Thunder Clap, st.MP xx EX Thunder Clap, L Bolt Charge
CC st.HP xx Thunder Clap, st.MP xx EX Thunder Clap, H Bolt Charge corner only
CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K
CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK
CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge
CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge corner only
CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super
CC st.HP, st. HK xx VT, st.HP xx M Bolt Charge>P/K
CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, cr.HK
CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge
CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge corner only
CC st.HP, st. HK xx VT, st.HP xx Thunder Clap xx Super
VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
VT CH V-Skill, cr.HP xx M Bolt Charge>P/K
VT CH V-Skill, cr.HP xx EX Thunder Clap, cr.HK
VT CH V-Skill, cr.HP xx EX Thunder Clap, L Bolt Charge
VT CH V-Skill, cr.HP xx EX Thunder Clap, H Bolt Charge corner only
VT CH V-Skill, cr.HP xx Thunder Clap xx Super
Very first combo on the list doesn’t work. Maybe it was a typo? I don’t remember anything being able to link from lp or lk unless it was a counter hit. I’ll check out the others.
As Laura players most of our knockdowns will be grabs or hit grabs, which means our opponent will be only able to nuetral tech.
Back Throw -
Think someone mentioned this but she is +2 on forward dash. She will be able to blow any non strike invulnerable buttons/Specials. I’ve been able to get counter hit with 2MP with the dummy doing a reversal 3 frame normal. I think 2MP is 5 frames. She will definitely be good on opponents wake up if they don’t have a 3 frame normal because we will be able to do 5MP for a good hit confirm to 2MP.
**Forward throw- **
On forward dash you have no frame advantage (0) Traded with 3 frame normals. You can continue safe pressure if the opponent fastest normal is 4 frames. Also you can do ex Sunset Wheel to beat 3 frame normals if you notice you opponents like to wake up jab. They can jump out if it though.
Sunset Wheel - Command Grab
Not sure how negative it is but you don’t recover fast enough from forward dash. Laura’s 5LP and 5LK hit me before I can recover. I recovered fast enough when i set the dummy to do 2MP.
**
Bolt Charge Rodeo Break (Same Side) - **
The sane information from forward throw applies here. I personally found it difficult to be consistent with the timing because of the recovery animation.
Bolt Charge Split River (Opposite Side) -
Forward dash is very negative in this situation lol. I was only able to bkock 5HK lol.
Bolt Charge Anti Air -
The same information from forward throw applies.
Thanks for the awesome thread guys, can’t wait to put these into practice…just waiting for my game to arrive later today, was expecting it yesterday but that’s Royal Mail for you (uk mail service sucks)
Off CC st.HP at max range you have time to dash forward and land another st.HP. Useful since some of the other combo options off HP seem to whiff if used from max range.
Has anyone found any good setups off her command throw yet? Seems to leave her at a pretty poor position to me.
I haven’t managed to figure much out, it’s almost at the range to setup a crossup mk, but it’s like a step too far. She can get some decent combos off of the j.mk.
5HK will beat anything that isn’t invincible, plus you get a CC. Unfortunately you don’t really get anything if it’s blocked, aside from conditioning them to block.
Meaty LP elbow is an option. It’s not amazing at -1 on block, but it’s there. If you do land a hit you get a free 5LP into another elbow (likely a heavier button on CH). It will also stuff any attempt to backdash.
A slight walk forward with 5MK will stuff anything that isn’t invincible or a backdash, but it won’t really net you anything unless you have full bar to combo into super on CH. Might catch someone by surprise if you switch to this after using 5HK, and cancel into a dash.
EX grab also works well at surprising the opponent if they have a habit of quickrising but anything that comes out within 5 frames will stuff it. This option works better after the kick followup of a medium elbow.
I’ve been working on post-stun combos. So far pretty much any special move which causes the stun can net you the following combo (you’ll be too close for the crossup if you stun with the punch followup to Bolt though):
LV3 LP Thunder, crossup MK, 2LP (Thunder hits), 6HP TC xx HP Bolt.
In the corner you can do the following:
After Command Grab/HP Bolt/Bolt Kick followup:
LV3 MP Thunder, 2HP xx LP Bolt (Thunder hits), 6HP TC xx HP Bolt.
You need to make a slight modification for HP Bolt. V-Skill backdash before the Thunder Clap, then walk forward for the 2HP.
Anything else:
Double backdash, LV3 HP Thunder, V-Skill Overhead, 6HP TC xx HP Bolt.
The video that I linked earlier in the thread explains some pretty straight forward follow ups off of command grab and all variations of her hit throws.
st. HK trains them to block on quick rise.
If they stay down, whiff st. HK over their body and you can st. MK to fill up time and move you forward in the perfect position for st. MP meaty or command grab mix up. You can also just dash after the whiffed st. HK, but the timing feels a little more awkward for me, and I end up doing st. MP too late more often than not.
FYI Cammy gets away from all of this for free by using wake up backdash. I think she currently has the best backdash in the game. Ryu also has a very good backdash, but you can move forward a tiny bit to still use the st. HK to stuff anything that isn’t completely invincible on quick rise.
I know there has been a few EX fireball resets floating around, like ex fireball s.MK xx f.VS, meaty s.MP, c.HP and some s.MK meaty setups. But i think the best setup is EX fireball s.HP xx f.VS, meaty s.LK. Combos and hit confirms into s.MP xx qcfMP, if it’s blocked the confirm into s.MP turns into a frametrap that will combo to c.MP on CH, leaves you in range for both command grab and regular grab if you want to backthrow for more pressure and you also stay on the same side so you dont lose any of your corner carry that you’ve built up.
Went ahead and ran through all the moves listed by here and added Damage and Stun values for my own personal use and figured I’d share them with you guys. You can always math this stuff out, but it’s nice to see what your damage options are at a glance. I tested all these on Chun-Li and even added a few alternates with some cr.FP (in the CC sections) to squeeze out a bit more dmg in the combos. Everything here is confirmed as still working. The only issue i ran into was with:
VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
VT CH V-Skill, cr.HP xx M Bolt Charge>P/K
VT CH V-Skill, cr.HP xx EX Thunder Clap, cr.HK
VT CH V-Skill, cr.HP xx EX Thunder Clap, L Bolt Charge
VT CH V-Skill, cr.HP xx EX Thunder Clap, H Bolt Charge corner only
VT CH V-Skill, cr.HP xx Thunder Clap xx Super
I couldnt get these to work. I tried with/wthout V-trigger activated and the CPU set to Counter (sends them airborne for a reset or FP Bolt Charge) and with it set to normal (no knockdown, cant combo after it). Unless i’m doing something wrong. Let me know if anyone can shed some light on these for me. Also, the CC st.HP xx Thunder Clap combos only worked with FP Thunder Clap for me on Chun-Li. Didnt test it on anyone else. Might look into it on my next day off.
Some really good stuff in here for Laura’s mixup game but I had a question about the first setup which starts with: f-fierce target combo xx V trigger > low fierce xx Thunder Clap > RESET > st. fierce xx EX Thunderclap
How does the first Thunderclap, that Ryu gets hit with as he lands, combo into st. Fierce? Does that always work in VT or is it because of the frames and timing since Ryu wakes up into it and Laura has already recovered from the TC animation?
some of those above combos work. Here’s my simplified list
note:
-bolt = qcf p, clap = qcb p
-in parantheses (damage/stun)
-most normals that end in MP bolt can be ended w/ EX clap instead for better damage/mixup
Meterless:
st.mp/cr.mp MP bolt (186/285) (st.mp is hitconfirmable)
cr.mk LP bolt (104/190)
st.hp MP bolt (206/315) (semi-hitconfirmable)
for.hp TC HP bolt is hitconfirmable, no need to link cr.lp/st.lp
meter:
st.mp/cr.mp/st.hp/cr.hp EX clap, cr.fierce/st.mk forward vskill (cr.fierce stays on same side, st.mk goes under)
st.mp/cr.mp/st.hp EX clap HP bolt (corner only, far more damage)
In VT:
st.mp/cr.mp/st.hp EX clap HP bolt works midscreen, does a ton of damage/stun. Always go for this if possible. cr.fierce version does (342/458)
Counterhits:
st.hk CT (max range), MP bolt
st.fierce CT, st.fierce MP bolt
st.mp CH, cr.mp MP bolt
cr.lp/st.lp/st.lk CH st.mp
for.hp CH, st.mp MP bolt/st.mk (into VT)
Vskill CT cr.fierce/st.fierce/st.mk forward v skill (cr.fierce/st.fierce land in front, st.mk lands behind)
Vskill CT sweep/LP bolt (only use LP bolt to get kill and gain meter for next round, sweep does slightly more damage but gives up mixup)
Vskill CT HP bolt (corner only)
landing super:
cr.lk cr.lk super (only way she combos two cr.lk’s)
st.mp/cr.mp/st.hp/cr.hp any bolt, super
cr.mk/st.hk super (not really useful)
cancelling into VT:
st.mp hitconfirm st.mk TC xx VT, cr.fierce MP bolt (most combos work this way)
max damage
non CH: for.HP TC HP bolt (254/370)
cancelling into VT: cr.fierce VT, cr.fierce MP bolt
CH:st.hp CC HP bolt, cr.hp MP bolt (313/479) (use for DP punishes; if cancelling into VT just do above combo)
stun combo: (ie. use when someone is stunned)
stand distance away, charge LP fireball, crossup j.mk cr.mk (fireball hits), for.HP target combo HP bolt (368/530)
antiair:
HP bolt, but only if right under player
st.mk forward vskill for crossunder
you can also just reaction forward vskill under if you haven’t buffered in time
shinanigan:
corner: cr.fierce EX clap, st.jab forward vskill. If you walk a bit you get a crossup, if you don’t you land on front.
tldr; in summary, combos are very simple, usually end w/ MP bolt for meterless, EX clap for slightly more damage/better mixup. Her EX clap in VT mode gains 3 hits allowing HP bolt to land midscreen, which makes her mixup game 10X scarier.
EDIT: made some small changes, thanks Mienakage on the tip for CC combo.