Laura Combo/Tech Thread

I made a video about dealing with backrolls. Not sure if this has been compiled elsewhere but I bet it hasn’t been done to CVS2 music!

https://www.youtube.com/watch?v=3OofhRDQlKo

Gonna put a crush counter combo here because I don’t think I’ve read it in the spoilers on the first page, my b if it’s already here.

CC St.HPxMP/HP Clap st.HPxxEx Clap st.HP if you want to reset of cr.RH if you want some slight knockdown.

I think hp elbow will work if you’re in the corner.

Hello first time poster with something that I haven’t seen yet posted. Disregard if this is known.
If this is new, either call it the “Parsley Trap” or whatever, maybe PT for short to make it easier.

236LK236LK

What this is a buffer of LK -> CA which combos on hit, but CA will whiff on block due to hit stun. On an Empty input a super will come out without the 5LK

APPLICATION: So far the only useful application where this is valid, is after LP Bolt on hit, if they try to jump to avoid a throw they get hit by the LK and it easily combos into CA.
I think there are situations with her where she is at MAX bar and a threat of a CA can make the opponent think twice about jumping, which can guarantee the command throw a little better. Basically a decent way to utilize her CA a bit more.

I am sure there are other applications to this, I just found this yesterday and wanted to share. The only thing that sucks that this is not a hit confirm, but dedicated fishing, where if they block, that was one big mistake. Also if you mistime the input and they jump, you whiff CA for a big punish.

I think punishing with 236LK since it has a decent range is a good application.

It also works with 536HK 536HK to fish for a hit from afar. On hit it would be HK ->CA. CA does not come out of whiff, so this makes fishing possible.

I am not really that good and I just started learning Laura, so this is all I can think of so far.
Thoughts?

I don’t know if this has been mentioned before but if you cancel cr.hp into LP bolt late, it will become a frame trap. It beats anything except a DP. It seems like a decent option to get people to respect VSF options from longer blockstrings.

Another thing that I noticed is that cr.hp and cr.mp move Laura back further on block than her other normals when cancelled into VSB. cr.hp avoids almost all of the normals that would punish st.hp xx VSB. If you slightly charge Thunder Clap after the VSB, you can avoid moving her hurtbox into the attacks.

A little more testing with the PT(236LK236LK)

This is a pretty dangerous mix up.

Jump MK into MP,MK->VT->COMBO->CA (Safe option, must be blocked mid)
Jump, a very late PT ->CA (Not safe Option, must be Blocked Low) an alternative can be LK->CMD Throw/More Pressure *** Must be done late, or super will come out without the LK and you will get butthurt.
Jump ->CMD Throw ( Must be jumped or interrupted)

One must be blocked mid, the other low, the difference between activation is pretty small and very hard to see on reaction.

This is a pretty solid way to at least make the opponent think twice about always blocking MID.
This becomes a lot more difficult to see during a cross up, in fact that’s the only time I use it. The more meaty Jump MK is, the more difficult it is to see.

I decided since I seem to hit F.HP after a forward throw quite a lot that this needed to be explored. I wanted to see how much more can I get off it instead of F.hp -> hp xx hp.bolt.

Sat in training mode and worked out a few things

https://www.youtube.com/watch?v=f45berG-RfI

Hopefully its something new for people, or something to add to your arsenal.

For those curious, level 2 Clap is +0 on block and somewhere between +9-11f on hit (couldn’t find a normal in between these frames but 5HK didn’t connect). Not really much practicality to level 2 Clap unless you’re hoping to make the opponent flinch but there’s a lot of time for them to stick out anything to beat Laura out.

Here’s a video about punishing attempts to jump out of pressure.

https://www.youtube.com/watch?v=0hrruX9ukRk

Another good video. Thanks Rocwell

**Crazy resets (doesnt work on quick rise): **

(in v-trigger) twist barrage x EX clap -> 6v-skill (hold) (to cross) -> 2MK x 6v-skill (to cross) -> 2LP x 6v-skill (to cross) -> 2LP

(in v-trigger) twist barrage x EX clap -> 6v-skill (hold) (to cross) -> 5MK -> 6v-skill (to cross) -> 2LP x 6v-skill (to cross) -> 5LK -> 5LK x LP Bolt -> sunset wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> 2MK x HP Bolt

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> LP Bolt -> Sunset Wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> LK -> 5MP x 4v-skill x 4v-skill -> 5LP -> sunset wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> LK -> 5MP x LP Bolt (to cross) -> 5LK -> 5LK -> LP Bolt -> sunset wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> LP x 5v-skill (to cross) -> 2MK x 5v-skill (to cross) -> 2LP -> 5LK -> LP Bolt -> sunset wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> 2MK -> 5HP x 5v-skill (to cross) -> 2LP -> 5LK -> LP Bolt -> sunet wheel

2HK (on hit) x V-trigger -> EX Clap -> 5v-skill (to cross) -> 2MK -> 5MK x 5v-skill -> 5LP -> LP bolt -> sunset wheel

**From those videos : **

https://youtube.com/watch?v=5dq7SwDpPDw

https://youtube.com/watch?v=BgImIXlZvJU&nohtml5=False

I hope this is appropriate to post in this thread regarding my query/problem… I’m struggling to stay mentally organized when considering all the different meaty sets ups off vatrious knockdowns/resets… I’m wondering if i could get a list of the essentials… Perhaps which ones are best against chars with 3f normals and chars w 4frame normals?

So far I’ve memorized:

Elbow+P/K -> 6HP
Elbow+P/K -> 6HP, cr.mp, st.hp (for no quick rise… or is this post command grab meaty?)
Elbow+P/K -> st.hp
Elbow+P/K -> EX Command grab

Command grab -> 6HP
Command grab -> st.hp
Command grab -> st.hk
Command grab -> lp elbow
Command grab -> EX command grab

EX clap -> st.mk xx VSF -> st.mp
EX clap -> forward dash -> cr.mp xx vskill
EX clap -> cr.hp late cancel into vskill

Backthrow -> forward dash -> throw
Backthrow -> 6HP

I’ve checked out videos posted on this page but there are just so many options that it becomes overwhelming and I’m not sure what to prioritize memorizing next. As you can see, I’ve mostly learned stuff for normal recovery… I don’t have anything for sweep, forward throw or hp.bolt (interchangable with mp version?) What else do I need? What are your favorites?

Don’t forget you can use LP Bolt to catch a quick rise
LP Bolt -> 5LK x LP Bolt
LP Bolt -> Sunset wheel
LP Bolt -> Throw
LP Bolt x 4v-skill -> LP Bolt …

Or if v-skill can be useful if you see than only blocking low.
Get in a good range and :
2MK x v-skill
Then mix it up with
2MK x LP Bolt …
2MK x 6v-skill -> Throw/sunset wheel
2MK x 6v-skill -> 4v-skill -> LP Bolt…

LP Bolt works for every knockdown situation though? The timing would be slightly different for each recovery option, yes? My lil issue mainly relates to all these meaty set ups that are out there for each specific knockdown situation, and how it’s slightly overwhelming me.

A more literal example is this: our friend @Rocwell posted this great video filled with backroll set ups. I’m at a loss as to which I should commit to memory first. I can only practice/memorize so many at a time.

https://www.youtube.com/watch?v=3OofhRDQlKo

Hello all. I’ve been messing about with Laura over the past month or so and I’ve been having fun. :slight_smile:

Put a few minutes in to training mode with morning with anti back dash ST HP and worked out a few combos. I noticed that what I have worked out is not in the CC section of the combos in this thread so I thought I would share my findings. I tested these combos in Cammy, set to back dash after a blocked attack. The blocked attack used here is ST LP.

Combo enders;
ST HP (juggle CC) xx HP Bolt Charge.
ST HP (juggle CC) xx MP Thunder Clap(Juggle), CR MP(Juggle) xx(resets incoming) overhead(+3 on Hit)/F-VSkill in to low(+5 on F-VSkill cancel)/B-VSkill bait.
Note; if CR LK hits on frame 5 it can combo in to ST LP xx LP Bolt Charge. You could just use CA …
Corner;
ST HP (juggle CC) xx EX Thunder Clap, HP Bolt Charge
As you can see a hard read ST HP puts Laura in quite an advantages position.

Hey Guys
New to Laura, she just seems to be incredibly complicated out of the gate.
I understand her game plan, can pull off all the known tricks with her via training mode but when in game nothing seems to go my way (I’m only Super Silver and DP’s are COMMON)
Can I ask you guys if you have a goal / pattern when going into a fight or do you just go with a feeling of what to do and where to attack?
If you guys do have a pattern or flowchartonce in could you possibly advise if so I can get into training mode, run it through my mind and then hit it up online?
I feel that if theres a default pattern and then as I get more comfortable I can adjust it…in time.
Thanks

I don’t even have your level but I can manage to beat some gold/super gold so I can at least explain my “gameplan” and people will correct it probably.
I have a slightly different approach for each matchup but I always start in the same phase : See if my opponent is scared of Laura.

If the matchup permits it, I will charge a full HP Clap right at the beginning of the game to see the reaction :

If the opponent comes and jumps then he’s not afraid I will have to be careful and find an opening in he’s offense but he might jump a lot so… bait that.
If my opponent crouch and doesn’t move, it means you already have the advantage and you should go nuts on him but be careful (DPs…).
If my opponent dash back and try to keep me away it means that he might not be afraid and knows what to do against Laura and so it will be a hard game.

Then you need to get in (ex bolt, punish unsafe move, get a nice dash + sunset wheel or frame trap him).
Once you’re in you must mix it up and make him to scared to do anything so that he will turtle or DP everytime and you will win.

You’ll need to be quick on your feet and dash out if you feel that you will get punish at the end of your blockstring. You can simply stop the blockstring in the middle of it and 2/5LP x 4v-skill -> LP Bolt or something similar if you want to stay offensive. You can also stay at a mid range and try to get them to hit one of your clap to be able to get back in.

I think Laura is complicated because you have a lot of mixup options, “complicated” combos and resets and you need to be so quick that your opponent must be scared of your dashes (otherwise they will wait for one to punish it).

That’s overall my gameplan, analyse to find an opening and the correct mix up. Get a KD mix it up and repeat. :smiley:

Then again, I’m fairly new.

Nice, I like the test right out the gate…Ill keep it in mind.
Do you have any favourite set strings when in?
MP,CrMP,Thunderclap, LP,Bolt charge etc etc
Any set play tit bits?

You have a lot of blockstring possible. They will depend on your opponent and on your playstyle. I am sure there is an optimal blockstring but I go with with my playstyle and I would advise you to do the same.

I would advise you to look at some great Laura players and take from them what you feel is nice.
Like :
V-Ryu
Will2Pac
Mister Crimson
Afii
Jun8

Some of them have a twitch or youtube channel. They play in tournaments so you should at least find some match of theirs.

@LLStoolJ Lots of footage of DaFeetLee recently, too. He’s got some good stuff to learn from. Although I’d advise against starting the round with Thunder Clap. It’s too flowchart-y IMO. I literally expect it from Lauras and I usually get a free jump in because of it. Personally, I like starting slow, stay outside of midrange, whiff some buttons, watch the opponent, start poking with st.hk, buffer cr.hp into elbow, watch for jump ins… Basically patient zoning until I get a knockdown then it’s mix up city.

As mentioned by others, I don’t think your aim should be to rush down with Laura. You need to be patient & have good defense, but also be able to turn up the pressure when the time is right.

Remember, lp elbow on hit is your time to force a mix up. They have three options: block, jump or backdash. You basically have three choices here, as well… Go for command throw (which is what I usually try first. Will lose to jump/backdash but beats everything else besides invincible reversal) go for regular throw (safer option, will lose to backdash/throwtech, gives you enough to punish jumps though) or attack with normals (LK,LP,MP will catch them trying to jump, or HP if you suspect backdash for CC)

Maybe keeping in mind how advantageous you are after landing LP elbow will help you out. Another thing to try when starting out with her is st.LP xx elbow spam, some people let you get away with it online.

Brilliant thanks :slight_smile:
Just been watching GinoDacampo, Jibbo and Vryu but what I learn when out of the game doesnt translate into how I’m playing.
I main grapplers and have success but this lady just doesnt click with me BUT I WANT HER TO SO BAD!

Lost 500lp last night :frowning: