Laura Combo/Tech Thread

Midscreen is space dependent, but usually you can st hp xx vskill/fireball.
In the corner hp elbow

I think I stumbled upon something disgusting, but I need a few questions answered before I can be sure. What is the most efficient series of moves Laura can use to stun an opponent, and by that time, how much HP damage has she dealt? Also, from initially getting stunned, what is the soonest someone can mash out?

Thanks for your time, and all the tech in this thread.

I don’t want to post anything until I have something more concrete, but to anyone out there testing Laura’s pressure/blockstrings in training mode, I want you to note a few things:

  • Blockstrings are dependent on the opponent standing or crouching hurtbox.
  • Some character’s hurtbox can change things (mostly during a crouching state). Ex: Chun is the only character in the game that makes Laura whiff her s.LP on her while crouching.

and without a doubt the most important finding:

  • Counter-Hit setups are HEAVILY dependent on the move the opponent tried mashing out of pressure AND the frame gap in the blockstring.

I’m sure that this was present in other games, of course, but this is really vital to good Laura play in SFV (and many other characters too, to be honest). Depending on the normal the opponent decides to mash out to escape, you have to decide if certain CH setups are useful or not. I’ll give you an example:

Laura vs. Bison. Both of these characters really have to deal with the pressure of the other, making this matchup quite interesting. One of the most interesting things though came from my testing the other day. Consider this blockstring:

  • s.LK (+3 on block), s.MP (6f startup, +3 on block), cr.MP (5f startup, +2 on block)
  • s.LK [3f gap, MP out-prioritizes 3f jabs] s.MP [2f gap] cr.MP

In most cases, if a Bison player thinks that he found the right time to mash out of a blockstring, they would mash out cr.LP. It’s more intuitive because it has a good CH combo route and you can do it from your crouch block position. In the case Bison mashes out cr.LP, Laura gets the confirm from CH s.MP into cr.MP.

Now, if instead the Bison player decides to mash out s.LK, because of it’s initial reel-back animation, Laura’s cr.MP actually whiffs after CH s.MP. Bison ends up further away. This is very important because I know a lot of people test their CH setups by using the “Blocking After One Hit” option plus turning on the “Counter-Hit” option. I think this is not practical and doesn’t represent real match scenarios.

I’ll give another peculiar scenario. Say you have the same situation, same blockstring, but against Dhalsim now. If you test the blockstring with the traditional method, Dhalsim gets bopped and everything works. Same goes even for mashing out cr.LP, cr.LK, or Throw actually. Now, if Dhalsim mashes out s.LP, it’s not really that he is too far for you to connect your cr.MP, it’s actually that Dhalsim does not get counter-hitted in the 3f gap when mashing s.LP. I wanna do more testing on this, but I guess the move is so fast that if you don’t have a 2f gap or smaller, you can’t CH this mashing attempt by Dhalsim.

Let me know what you think. Hopefully we can discuss more neutral/pressure stuff rather than too many resets/combos and such.

Have you tried st.hp xx vskill, st.mp? It hits meaty.

Well, I found something else that sucks about Laura, seems low profile attacks go UNDER her V-Reversal, blowing your meter and getting you hit anyways…

Legit thing, we all need to learn to block better. I’ve lost games that were easy because I mashed throw tech and ate crush counters for days, or won games with no health full comebacks by just waiting and waiting. It’s something that I forgot to do, and I see I’m not the only one

I made a video about punishing stuff with Inazuma Spin Hold. A lot of these punishes are probably really difficult to pull off in a match but they can be done because frame data. Birdie’s st.HP is actually safe if spaced immaculately, though.

https://youtu.be/oKizZsDuiZA

for those that dont know, you can confirm counterhit st.mk into super at any distance

If anyone didn’t know, you can cancel st hk to super on hit whether cc or regular hit lands.

Also been doing a lot of st mp anti air cancel to v skill dash under quite a bit, and it’s been working well.

The sim thing should be a bug. If you do st lp, st mp (4 frame gap) he gets counter hit just fine.

I think this is the most damage you can get guaranteed after a stun with Laura while midscreen:

Unfortunately it doesn’t seem to be consistent across all characters, you may need to shift back very slightly with some.

Thanks, Mienaikage. What I stumbled upon is nowhere near as good as that.

645 damage omg!

That is fucking insane! Thanks bro will use this for sure!

Ended up making this before checking this thread. It’s pretty much @“Rocwell”'s reset on the previous page but it does over 1000 stun on the first one. The second one has two resets in one, netting over 1000 total damage.

https://youtu.be/mGe37UIU-x4

I could probably squeeze out more damage on the first part but I haven’t practiced the optimal combos off of a stun yet.

I’ve seen that combo in a Vryu video on youtube. His Laura is inasane.

qcb+HP (level 3), f+HP, nj. HP,cr.HP xx qcf+MP>P/K is, afaik, the biggest meterless damage post stun. I find the timing on f+HP difficult though.

The spacing stuff is particularly annoying post LP bolt. cr.MP, cr.MP generally only reaches if the opponent is crouching, but st.MP can be beaten by a 3f jab.

The Dhalsim stuff is really fucked up, though. It seems like his st.LP does not get counterhit when out prioritized by a heavier button. This seems true for heavy buttons as well (fwd. throw, forward dash, whiff 2x st.MP sets up a meaty st.MP that’s +6/+5 and a follow up st.HP hits but does not CC). I wonder if this is true for any other button in the game.

Player: Mister Crimson
01:05:30
01:38:04
https://www.youtube.com/watch?v=jn4kAWDBEsU

7m40s - V-Trigger xx Super anti-air. Sick.
https://www.youtube.com/watch?v=4mO7MRJuTMQ

Edit: Moved

Amazing V-Skill movement, amazing ending.
https://www.youtube.com/watch?v=vgjMEEfGe5Y

I am trying to find meaty setups after a v reversal. So far the best I found is
v reversal [quick rise] -> v skill forward, st hp
v reversal [back rise] -> v skill forward, wait a split second, st hp

Unfortunately it doesn’t combo into hp or EX fireball, only lp/mp elbow