Laura Combo/Tech Thread

Rashid

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, st.LP, st.LK, st.MP(but he gets launched), st.HP, HP Spinning mixer
Counterhit: cr.LK, cr.MP, f+MP, st.MK, cr.HP, f+HP, cr.HK, st.HK, every special but HP mixer, both V-Skills
Loses to: cr.MK
V-Trigger eats the fireball but you recover in time to block.

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, st.LP, st.MP(but he gets launched), st.HP
Counterhit: cr.MP, f+MP, st.MK, cr.HP, f+HP, cr.HK, st.HK, Neutral V-Skill
Loses to: cr.LK, cr.MK
d+V-Skill rolls through one hit of the fireball but gets counterhit by the other right as you recover.
V-Trigger eats the fireball but you recover in time to block.

cr.LK, cr.LP, cr.MP xx EX clap
Trade: cr.LP, st.LP, st.LK, st.MP(but he gets launched), st.HP(but he gets launched)
Counterhit: cr.LK, st.MK, cr.MP, f+MP, cr.HP, f+HP, cr.HK, st.HK, both V-Skills
Loses to: cr.MK, V-Trigger
[/details]
Laura

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: st.LP, st.LK
Counterhit: cr.LP, cr.MP, st.MP, st.MK, cr.HP, st.HP, cr.HK, st.HK, every special
Loses to: cr.LK, cr.MK

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, st.LP
Counterhit: cr.MP, st.MP, cr.HP, st.HP, cr.HK, st.HK, every special
Loses to: cr.LK, st.LK, cr.MK

cr.LK, cr.LP, cr.MP xx EX clap
Trade: st.LP, st.LK
Counterhit: cr.LP, cr.MP, st.MP, st.MK, cr.HP, st.HP, cr.HK, st.HK, every special
Loses to: cr.LK, cr.MK
[/details]
R.Mika

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, st.LP, st.LK, st.MP, st.MK, EX Peach
Counterhit: cr.MP, f+MP, cr.MK, cr.HP, st.HP, f+HP, cr.HK, st.HK, all normal versions of Peach
Loses to: cr.LK, both command grabs

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, st.LP, st.LK, st.MP, st.MK, EX Peach
Counterhit: cr.MP, f+MP, cr.MK, cr.HP, st.HP, f+HP, cr.HK, st.HK, all normal versions of Peach
Loses to: cr.LK, both command grabs

cr.LK, cr.LP, cr.MP xx EX clap
Trade: st.LP, st.LK, st.MP, st.MK
Counterhit: cr.LP, cr.LK, cr.MP, f+MP, cr.HP, st.HP, f+HP, cr.HK, st.HK
Loses to: Normal throw
I managed to grab her with P command grab once but I haven’t been able to recreate it. Reversal timing grab gets counterhit so there might be a one frame timing where it works. I’m guessing I just accidentally took a step back or something so the string didn’t hit point blank.

She can’t combo to EX peach off of trading with st.MP in any variation.
[/details]
Zangief

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, cr.MP, st.MP
Counterhit: st.LP, st.LP, cr.MK, st.MK, f+MK, cr.HP, st.HP, f+HP, cr.HK, st.HK
Loses to: cr.LK, every SPD

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, cr.MP, st.MP
Counterhit: st.LP(not actually counterhit, gets hit while active), st.LK, cr.MK, st.MK, f+MK, cr.HP, st.HP, f+HP, cr.HK, st.HK
Loses to: cr.LK, every SPD

cr.LK, cr.LP, cr.MP xx EX clap
Trade: cr.LP, cr.MP
Counterhit: st.LK, cr.MK, st.MK, f+MK, cr.HP, st.HP, f+HP, cr.HK, st.HK
Loses to: cr.LK, every SPD

V-Trigger wins, obviously.
He can do Lariat on reaction suuuper easy.
[/details]
Chun-Li

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, cr.HP(still juggles)
Counterhit: st.LP, st.LK(still juggles) st.MP, f+MP, cr.MK, st.MK, df. MK, st.HP,cr.HK, st.HK, f+HK, df+HK, all specials, V-Skill
Loses to: cr.LK, cr.MP, b+HP

cr.LP, st.LK, cr.MP xx EX clap doesn’t work. cr.MP whiffs.

cr.LK, cr.LP, cr.MP xx EX clap
Trade: cr.LP, cr.HP(still juggles)
Counterhit: st.LP, st.LK, st.MP, f+MP, cr.MK, st.MK, df. MK, st.HP, b+HP, cr.HK, st.HK, f+HK, df+HK, all specials, V-Skill
Loses to: cr.LK, cr.MP
[/details]
Karin

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, st.LP, st.LK
Counterhit: cr.MP, st.MP, cr.MK, st.MK, f+MK, cr.HP, st.HP, cr.HK, cr.HK, every special, rekkas
Loses to: cr.LK

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, st.LP, st.LK, cr.MP
Counterhit: st.MP, cr.MK, st.MK, f+MK, cr.HP, st.HP, cr.HK, cr.HK, every special, rekkas
Loses to: cr.LK

cr.LK, cr.LP, cr.MP xx EX clap
Trade: cr.LP, st.LK
Counterhit: st.LP, cr.MP, st.MP, cr.MK, st.MK, f+MK, cr.HP, st.HP, cr.HK, cr.HK, every special, rekkas
Loses to: cr.LK, Throw
[/details]
Ryu

[details=Spoiler]cr.LP, st.LK, cr.HP xx EX clap
Trade: cr.LP, st.LK, cr.MP, st.MP, cr.HP(still juggles)
Counterhit: st.LP, f+MP, st.MK, st.HP, f+HP, cr.HK, st.HK, b+HK, tatsus, fireballs
Loses to: cr.LK, cr.MK

cr.LP, st.LK, cr.MP xx EX clap
Trade: cr.LP, st.LK, cr.MP, st.MP, cr.HP(still juggles), st.HP
Counterhit: st.LP, f+MP, st.MK, f+HP, cr.HK, st.HK, b+HK, tatsus, fireballs
Loses to: cr.LK, cr.MK

cr.LK, cr.LP, cr.MP xx EX clap
Trade: st.LK, cr.MP, st.MP,
Counterhit: cr.LP, st.LP, f+MP, cr.HP, st.MK, st.HP, f+HP, cr.HK, st.HK, b+HK, tatsus, fireballs
Loses to: cr.LK, cr.MK

If he parries you still recover before him.
[/details]

I mean, yes they can counter it if they are ready. But if you change pattern, opponent cannot really react quickly enough. For example, crLP > stLK > clap (instead of using crHP before clap).
Especially if they have to deal with crLP > stLK > command throw, crLP > stLK > 4VS~elbow LP. Mixing with chaining buttons.

There are too many things opponent has to be focused on, to be countered everytime. :slight_smile:

I dunno, I don’t find it hard to react to at all. Everything she cancels into has so much quick movement and a fireball sticks out like a sour thumb. If I have dummy recordings where she ends a string in overhead, another with v-skill back dash to lp bolt, another with v-skill forward, command throw one where she cuts the string short, dashes forward and throws, and a last one that ends with fireball, I’m able to hit the fireball every time just because it looks so different from everything else she has. I’ll get hit by the overhead a million times because it just looks like what ever else quick moving nonsense she has before I can realize that it’s the overhead, even if I’m specifically looking for it. I’ll tech most of the throws, and more often than not react to the forward v-skill in time, but with the fireball everything just stops for a moment so I’m immediately primed to press buttons.

I realize that dummy recordings isn’t a 100% realistic way to look at it but the point that fireballs stick out like a sour thumb still stands.

You’re ready to easily fight any chun then :>

No one is ever ready to fight any Chun :frowning:

Fuck it, I’ll just assume I’m wrong.

I thought it’d be amusing to find an infinite string that would at no point lose to 4f jabs.

https://www.youtube.com/watch?v=QtIG5Eom4QU
cr.LP, st.LK, cr.HP xx HP fireball, st.MP, cr.HP xx HP fireball, and then loop st.MP, cr.HP xx MP fireball until you reach the corner

You can’t combo off of the trades, it doesn’t work in the corner and you they can probably jump out of all of the fireballs, but I guess it might work against people who don’t know any better

I took a look at the following stun combo to figure out the spacing
charge hp fireball, f hp, nj hp, hp xx whatever
You need from 12 to 15 little training mode squares of distance to make it work without having to time anything. This means that if you stun with:

  • hp elbow/mp elbow K/forward throw -> take a tiny step back (4 little squares)
  • back throw/mp elbow P/command grab -> take a bigger step back (6 little squares)
  • super point blank st/cr jab/cr lk -> back dash

Everything else is inconsistent and you need to adjust accordingly.
All this was tested against Ken…I will try against bigger/smaller bodies to see if things change.

Edit: the spacing seems consistent throughout the whole cast

It’s character specific. For example, after command throw, vs chun, you dont need to move at all. Just do lvl3 HP clap > f.HP > jump HP.
Doesnt work nash.
Have to walk a pixel vs ryu, before doing f.HP.
Etc.

I have the complete list for all character, with the most damaging combos depending on the move which stuns. But im still at work now. Ill post it later if you want :slight_smile:

There are currently a few in the first post, however I haven’t covered all of it just yet. Been busy all week but I should have some time on Sunday I think.

Aww that sucks…I tried against Necalli, Gief, and Ken and I supposed it was the same for the others as well.
It would be much appreciated if you could post that

I’m trying to find setups off of v-reversal and I’m super confused.

Dash is 16f in the hitbox viewer and 17f in gilleys data. Forward V-skill is 20f in the hitbox viewer and 21f in gilleys framedata.
V-Reversal, f.dash, st.MP hits on the last active frame against quick rise. If dash is 16f the st.MP starts on frame 17, becomes active on frame 22, and has its last active frame on frame 26. I know it’s the last active frame because it combos to st.HP.
If forward V-Skill is 20f st.MP starts on frame 21, becomes active on frame 26 and has its last active frame on frame 30. The only cross over in frames is frame 26, where in the case of f.dash it’s the last active frame and in the case of v-skill it’s the first. However, I am sometimes (I say sometimes because I don’t know if it’s execution on my part when it doesn’t work, or if it’s something else) able to combo cr.MP from st.MP after forward v-skill.

That doesn’t make any sense to me. It should be hitting on the first frame and be +4.

If forward dash, where italic is st.MP startup frames and bold active frames
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

If v-skill dash, where italic is st.MP startup frames and bold active frames
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

If you go by gilleys framedata it still applies, just add 1 to the total frames of the two dashes so everything gets delayed a frame. Anybody got any idea?

According to the “official” phone app, forward dash is 17 frames and forward V-dash is 22 frames.

How are you testing the V-reversal, dash/V-dash, st.MP? Do you get counterhits with the V-reversal sometimes (because that will change the properties of the knockdown)?

I’m not sure if this has been mentioned before but after mashing st.mp in training mode I noticed this actually moves Laura forward. Investigating further it appears as though you can kara cancel out of the last recovery frames of her st.mp.

This allows ANY normal, special and CA to get a slight increase in distance. I’m not sure how practical this is but I put a video up showing all of the normals being kara’d as a result of this.

Also at the end you can see this being done with lp elbow and also kara command grab. There must be some setups out there where this can be used so I’ll investigate further. In the meantime here is a video of what I am talking about

https://youtu.be/07MH5LKy_kA

https://youtu.be/nAUxfDi1b7I

Some vreversal punishes that I found. Timings are a bit weird though.
Sorry for the potato quality

I’ve updated the main post. Improved post-stun combos. Added okizeme for V-Reversal.

If my calculations are correct, there is an extra 3 frames to factor in on a counter hit V-Reversal.

I’ve set the dummy to first hit only guard and st.hk on guard recovery, then I jab the dummy and v-reversal the hk. No chance of getting a counterhit. If there’s an even bigger differential between dash and v-dash it makes even less sense.

It happens because the animation is longer than the recovery. The frames of animation that lingers longer than the recovery moves her back, but doing anything at all, including walking or blocking ends the animation. It happened in SF4 as well, with Bisons forward dash for example.

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

It doesn’t have any real practical application because you’re already doing it without realizing. The tech would be doing the opposite, that’s to say do nothing after an MP to move back and make something whiff.

Has anybody messed around with delay tech after LP bolt on block? I’m not a particularly technical player or a lab monster but it seems pretty decent. You can cover the jab/throw every single time no problem. Only thing is, the slight delay means you can’t HP bolt a neutral jump in time, I believe you would get hit out of it every time. Not sure the best way to test it out thoroughly though. You may be able to st.lp anti air?

Yeah delay tech is the standard after a blocked lp bolt. Im thinking jump os tech would be better though.

Hey guys, so myself and couple other people are maintaining the Street Fighter subreddits Laura wiki. Iv added everything I could think of as far as standard combos go, you can have a look. I could really use some help putting together a list of counter hit combos. I was watching v-ryu’s video and theres so many good counter hit and CC links that I wasnt aware of
https://www.reddit.com/r/streetfighter/wiki/v/laura

EDIT: link added

ch. st.LP, cr.MP
ch. st.LK, cr/st.MP
ch. st.MP, cr.MP
ch. st.MK, CA

EDIT: The hitbox viewer seems to be a bit funky so please disregard this comment.