I gave it a go in training mode. If you have V-Trigger active before you do the Command Grab into stun it does more damage, but you should save the V-Trigger activation for mid combo if you aren’t in V-Trigger already. It only does 640 if you activate before and 695 if you use it in the combo (against Ryu).
EDIT: I’ve updated the main post with more post-stun combo info. The cross-up one ended up being trash in the end as there are better and more reliable options.
There are a number of meaty setups in the EX Clap Resets section of the main post. I should be doing some more experimentation with it later. Also stumbled upon an interesting midscreen CC combo while in V-Trigger yesterday so I’ll be experimenting with that too.
The only thing would be various bits and pieces like how her cr.HP is hit confirmable, that you can change v-dash distance by holding the buttons, how her v-backdash is special cancellable etc. Some section on post LP bolt oki might be nice as well, but I dunno if it’s best for that to have it’s own section or be a part of the other oki stuff. It’s a bit unnecessary to do a write up on that pre patch, though, as it’ll remove air resets off of st.MP I believe.
All of this is probably on your to do list, but I’ll mention it anyway, just in case:
The combo section is missing some important stuff. ch st.LK, cr./st.MP, ch f+HP, cr.MP and especially ch st.LP, cr.MP. You’ll need that to challenge blockstrings with 4f gaps and when pressuring characters with 4f jabs after f.throw, dash. In VT you can do CC st.HP xx level 2 HP FB, cr.HP xx … against Ryu, Ken, Mika, Nash, FANG, Dhalsim, Cammy, Vega, Bison and Karin. You can get more out of CC st.HK:
CC st.HK xx VT, (slight walk), f.HP, HP, qcf+HP 322/496
CC st.HK xx VT, f.dash, st.HP xx qcb+PP, qcf+HP 364/534
You can OS VT during the hit stop so it’ll only come out on CC.
There’s a lot of meaties missing: https://www.youtube.com/watch?v=QjJzxlxbtBs
I’m not 100% sure I got the frame advantage right on all of those. Some that say +7/+6 might be +8/+7 but that’s mostly inconsequential.
You might want to link v-ryu’s two videos as well, so a video section might be a good idea.
I’ve cleaned up the Counter Hit combos section. I’d been working on non-quickrise oki but didn’t have it all down just yet. Will use your video for reference. Also hadn’t included CH from oki yet but will get round to that.
I’ll likely add a frametrap section and include post LP bolt in there, along with some blockstrings.
I’ll have a video section sometime soon, will spider through the thread to gather up all the videos.
So v-ryu’s video reminded me, and since it’s been more than a month now I might as well ask again: has anyone figured out a non-corner way to stay on the same side when doing EX clap resets while in V-trigger?
Guys I need help big time. Every time I’m about to hit gold I drop like 1500 lp to a bunch of 5 bars that overload the buffer on oki and meaties. It’s happening so frequently now I’m starting to think people are doing it as an exploit since some of them don’t even have meterless reversals. I honestly don’t know how to handle the situation. I have better wiff punishes, footsies, reads, everything than my opponents but I lose. I have no way to avoid these guys because they aren’t lagging until they are knocked down. I can stop it in battle lounge but not ranked because I don’t have enough data. Is laura not viable in ranked? I’ve noticed even top level tourney players are struggling to beat silvers with her now. I’ve played 3 hours today and it’s happened literally every match. I can beat golds and super golds and the occasional ultra gold or platinum but I can’t figure out how to beat these facerolling silvers-ultra silvers reliably. Should I switch characters? She’s been my main since she was introduced in the betas so I’m trying to be reasonable about this. Any sort of advice for this situation would be helpful.
Not sure if this know but apparently ex fireball stuffs out Vega v-trigger lol. I did it 3 times against a Vega player and beat all three times lol. It was his grounded version, not sure about the air to ground version
Also I beat a Rashid super with my ex fireball as well. Did it on knockdown and he reversal super on eak up and it beat it. @v-ryu do the honor recording?
Makes sense. Rashid’s CA has 2 projectile hits, so any projectile which has 2 hits will nullify it. Same thing happens with Bison’s CA, except that his one has 3 hits instead of 2.
Could you clarify re: Vega’s V-Trigger? Do you mean if you block the rose?
Also I figured out a cpl more oki setups:
First is for V-Reversal if they dont quickrise. F.Dash - 5MP - 2LK - 5MK - 5MP. Combos into 2HP.
Second I tried my best to find frame perfect Setups for Command throw if they dont quickrise but its hard af. The regular frame killing stuff (like 6HP - 5MP after forward throw or F.Dash - 5LK - 5HP after Backthrow) requires you to delay the command throw (or regular throw) for a bunch of frames in order to hit meaty which is very hard to time correctly consistently.
So here goes the meaty cmd throw setup for forward throw/HP.Bolt/MP.Bolt+K if they dont quickrise: 6HP - 5LP - 5LP - Command throw. Works with regular throw as well.
For Backthrow: F.Dash - 5LK - 5HK - Command Throw. Works with regular throw as well.
If they catch on to the meaty throw setups and try to neutral jump out of it, replace the throws with 5LK. It will hit them in their prejump frames and you will be able to confirm from another 5LK into LP/EX Bolt. 5MP hits on last prejump frame as well, but doesnt combo into anything (well unless you can hit confirm off a single hit). Delaying 5MP for a few frames hits them airborne which leads to a VDash mixup. If they block, 5MP VDash is safe, but you will be at frame disadvantage.
Working on it as we speak I’ve added a Key Frame Counts section which shows how many frames there are for the opponent’s wakeup, as well as the duration of key moves you would use. I’m using it to calculate effective meaty options for when the opponent doesn’t quickrise, and testing out the options suggested by others.
On a lot of wakeups, if the opponent doesn’t quickrise into your meaty move, you can simply throw out a Clap which will be meaty and in double digits on block.
When you do a fireball he v triggers on reaction. The Rose hits but he doesn’t goes through because the fireball stops him. I guess it moves so slow that the project invincibility runs out