Laura Combo/Tech Thread

Jump HK hitbox particularity

https://youtu.be/jvcjNDKTYUE

^

Interesting my only concern is keeping people still to hit them with the cross up. I wonder if we could set anything up like that off a CC sweep mid screen with the hard knockdown.

For DP punish I usually go;
CH: st.hp, MP clap, cr.hp MP bolt
Think it was MP clap…

That is correct. I think in V-Trigger if your timing is on point you can charge LV2 HP Clap.

Is her Dash in V-trigger safer when canceled?

Prima game SF5 book seen to be on beta 3 , what’s all differences between beta 3 and day launch?
i think more damage for stHK and crHK…

That looks much better, sorry for that.

EDIT: I think you mean st.hp, hp clap cr.hp mp bolt, but basically the same idea.

Sorry for double post, have a stun combo in the corner that’s better than the one you posted Mienakage.

Stand distance of two V Skill backward dashes back, charge MP clap lvl3, jump forward j.RH (gets hit by fireball), neutral jump j.RH cr.fierce MP bolt (414/588)

Adding EX clap into HP bolt as the enter does (462/637), adding super does 540 but if they’re already stunned then they probably won’t have much life anyway, making this unnecessary.

EDIT: Found an even better one, but I need to figure out the spacing properly.

Backdash, slightwalkback LP charge lvl3, cr.fierce LP bolt (fireball hits) neutral jump j.fierce cr.fierce MP bolt(423/618)

Proof of concept type of Round stealing sequences that she has in her possession.
All the combos are known already here and might not be optimal, just something I tested in lab to see what could happen in the worst scenario.

2 Meters, (VT optional).

st.HP counterhit with V-Skill OS:
st.HP xx V-Dash, st.HP (xx VT, st.HP) xx EX Clap.
Pick left or right.
st.MP > cr.MP xx Ex clap.
pick left, right or (command) throw.

Enemy is now stunned if they failed to block twice.
Pick optimal stun combo. If you had VT in the beginning of this, it will outright kill Ryu from full health. Without VT, it’ll do about 90% or so.
I’m not sure right now if you can pick left/right with VT active though.

Footsie whiff punish to lp Bolt.
st.LK > cr.MP frame trap. Buffer to Ex clap on counterhit. Same sequence and it will deal about 80-90% with the same conditions.

j.HK > st.MP>MK (TC) xx VT, cr.HP xx Ex clap gives a kill sequence as well with the same conditions.

st.MK xx VT whiff punish / counterhit -> cr.HP xx Ex clap and so on.
counterhit st.LP, cr.MP xx Ex clap blockstring disrespect, command throw is not enough to stun.

She seems to have decent potential to steal rounds really fast when the right opportunity comes.

Testing safejumps… this is if they don’t quick techroll.

7f safejump from normal throw, punch bolt ender:
dash cr.lp neutral jump (do on cammy/non-DP characters)

backthrow:
5f safejump: dash cr.lp neutral jump (same thing)

sweep:
4f safejump: vskill forward, cr.lk neutral jump (use for CCs)

For normal throw/punch bolt ender: technically speaking, you can do dash forward, wait 4frames, neutral jump j.mk for 4f safejump, but that’s definitely not easy at all. But it’s better since you can react to the tech roll w/ st.jab meaty (for non 3f light characters). Not really useful at all, but 4f safejump from normal throw, vskill backwards, j.mk. I would only do this if you KNOW they never do wakeup roll. I’m almost 100% positive capcom literally crafted these throw timings/DP timings ahead of time and created these safejumps.

I like that sweep one since vskill forward s.LK is a meaty on normal quick rise as well, so you can cover both options. Only trouble is back roll.

I’m having troubles with punishing just about anything. After getting stuck in a block string for a while I get pushed so far back that nothing can actually hit and out of poking range.

That’s an unintentional side effect haha, but I don’t think that’s effective at all. Her cr.lk is -1 on block, and she will always lose to 3f normals if she chains to any other light or cancels to specials.

Ohhh you said c.LK. Nvm then lol

Are there any normals that you can use in EX thunderclap resets that make the reset ambiguous on either side?

Just gonna list some facts people know, but aren’t obvious

-every single normal cancelled into forward vskill is punishable
-back vskill can be cancelled to any bolt (usually LP bolt is best)
_Vskill done at the tip is not only safe on block, but is + on hit.
-st.lk throw/command throw is is uninterruptible by 3f normals. st.mp command throw is uninterruptible by 3f normals.
-If you cancel a heavy into back vskill, you travel the least, while if you cancel a light you travel the farthest. Mediums are somewhere in the middle.
_If the you cancel her vskill (the overhead), the speed of it depends on which button you’re cancelling it from. If you cancel if from lights they’re the fastest, if you cancel from her heavies they’re slowest, mediums are in the middle.
-Cancelling her vskill from lights and heavies causes you to get counterhit from a 3f normal, but if you cancel from cr.mp/st.mp you get hit out of the air, no counterhit.
-Vskill can antiair from pretty far, but you’re reactions have to be on point.
-St.mp has a lot of cancellable frames, which enables you to reaction cancel it to MP bolt. This is super important to learn, otherwise you will never convert off her (arguably) best normal.

yeah the rule of thumb is, st.mk to go under and st.fierce/cr.fierce to stay on same side.

s.MP and c.MP to forward vskill is safe, but -2.

I honestly dont think s.MP is hit confirmable, but if you can show it then good luck to ya.

Found a setup off backthrow:

back throw, dash s.LK, s.HP, s.MP

If they quick rise then dash s.LK will CH them in they try anything and you can go into s.MP. If they dont quick rise then that sequence will allow you to hit a meaty s.MP and combo into c.MP

Is s.mp > c.mp a tough link? I can’t seem to get it to combo for the life of me.

Only works on counterhit