Really?!
I feel about 60% of her game revolves around Sunset Wheel
She feels to me to be a rushdown grappler, in the same vein as Abel…maybe thats where im going wrong…
Laura’s command grab spacing chances when she enters Spark Show. She is further away, she can no longer hit a ST HK after a normal Sunset wheel during Spark Show. Her EX Sunset wheel spacing does not change.
I’d definitely say that might be where you’re going wrong… She’s not great at rush down per se, but she’s great at mixing up after knockdown. And luckily she has like a million things that lead to knockdown. She can definitely turn the pressure on but it’s not what she does best IMO. I’ve found most success playing patiently then mixing up my meaty pressure. Start by zoning, as soon as they jump: HP elbow & let the games begin >:)
So I’ve been going through a bit of a character crisis since the game came out, since my SF4 main isn’t in the game yet. I’ve gone through Cammy, Mika, Karin, Necalli, and even Alex, and now I’m interested in Laura. I’ve always been attracted to the fact that Laura never has really has to guess between backroll or quickrise, and I love knockdown setups (I played Ibuki in SF4 so duh). I just want to thank everyone here for all the tech in this forum as well as how well it is organized (thanks @Mienaikage). I’ve been reading this thread for the past 2 hours just soaking in the tech. I’ve read a lot of the other character tech threads and they don’t compare to this one. I think I’m picking my main based on the fact that all this information is so readily available haha. Also she’s fun to play of course
Hey @Murdurus what about meaty 5MP? If 5MP is +3 on block and VSF canceling leaves you at -2, a last frame meaty 5MP giving you +7 on block (idk if that’s exact) and VSF canceled, would leave you at +2??? Is that right?
I’m going to be outside of my home country for nearly 4 weeks, so there will likely be minimal updates to the thread during that time. I also have interest in playing Guile as an alt so I’ll likely be churning out a lot of tech for that character once he drops. I’ll try and throw in any extra information others post when I have time.
That is incorrect. I’ll try to explain as best I can.
The way a meaty move works is that it reduces recovery, it does not increase hit/block stun. A 5MP lasts 21 frames, and connects on frame 6. It has 18 frames of blockstun after the 1st active frame (19 total).
21 - 6 = 15 frames.
18 - 15 = +3 blockstun.
The last active frame of 5MP is frame 10, so if frame 10 connects:
21 - 10 = 11 frames of recovery.
18 - 11 = +7 blockstun.
When you cancel a move, the recovery of that move is irrelevant. You need to count the entire duration of the move you’ve cancelled into.
Cancelled Avante lasts for 20(?) frames.
18 - 20(?) = -2 blockstun.
EDIT: I think my numbers may be slightly off, but you get the idea.
EDIT2: I’m beginning to suspect that Avante might be 1 frame faster if you cancel into it, but I haven’t confirmed this.
EDIT3: @BustyWallace while it doesn’t apply to 5MP, this actually is the case for some of Laura’s moves. She is so strange…
That’s brilliant. Unfortunate that it’s highly situational though (Must be in the corner, with no ground tech)
I may try experimenting with similar ideas and see if I can come up with anything.
Laura has so many inconsistencies with her cancelling. There’s a lot of stuff which doesn’t add up at first because moves don’t always cancel on the expected frame.
(5HP / 2HP) xx Avante is -5 on block.
2HP xx EX Clap is a true blockstring.
5HP xx EX Clap is not a true blockstring.
Meaty 5HP xx EX Clap is a true blockstring.
Meaty 5HP xx Avante is -3 on block.
EDIT: Oh my! Meaty 2HP xx Avante is +4(!) on counter hit.
After some more experimentation and digging on boxdox I can confirm that Laura is weird.
2 versions of Avante. One is 1 frame faster than the other.
5MP, 2MP, 5MK, 2MK and 2HP cancel into the faster version of Avante.
2MK cancels into V-Trigger on the 1st active frame, and everything else on the 2nd.
2HP doesn’t cancel into V-Skill until the 4th active frame. Can cancel into any special up to 4 frames into its recovery.
5HP cancels into V-Trigger on the 2nd active frame. Doesn’t cancel into anything else until the 1st recovery frame.
5LK doesn’t cancel into anything until the 2nd active frame (this was known).
Also, I can’t believe I completely missed this, but after a forward throw, if you do 6HP and they backdash away, you can catch the opponent with CA. (Needs more testing, works on Nash)
Idk if this is mentioned but. I have some “kind of” os for laura
When you get knocked down in the corner and expecting either a meatie or a neutral jump, go for v-reversal. If opponent tries to meatie you get v-reversal. if opponent tries a neutral jump fHp goes under him and puts him in the corner.
I’ve been trying out the Nash one. It becomes a lot easier if you press forward before inputting the reverse grab. i.e. 6426 or so the side switch doesn’t ruin your input.
Saw a video titled Meaties where Laura was safe jumping a 4 frame dp with CH c.hk dash dash nj.mk
I could not replicate it at all (not sure if Kens MP dp is different from Ryus MP dp, frame data doesn’t suggest it) and found this in the process. Doesn’t really work max range but if you’re close it does.
Loved the video. Great tech and even better soundtrack. Thanks! I knew she had a touch of death reset in there somewhere, had no idea you could get it from an overheard meaty into LP combo. I def want to use this
I didn’t read the whole thread and probably somebody already told that, but you can actually cross under in the corner after an EX clap reset if you cancel the normal into VSB xx VSF. Probably negative after that but still a possible mixup.
I was also dicking around with Twist Barrage and I found out this combo using it as a launcher + VT and 1 bar:
6HP HP xx VT, 2HP xx EX clap, 2LK xx VSO
If they block high or press buttons after reset they’ll eat the whole combo and get KOed, if they block low they get hit by the overhead and reset to neutral right in their face.
Working on a touch of death series, it’s a lot of fun and a great way to spend SFV time when you’re tired of the online grind.
Requires only one and one half a bar, no V Trigger. Relies on a crush counter setup. All start at midscreen off a jump in right after “FIGHT”, so you can use it round 2 or 3 to kill off a hard fireball read. Goes all the way to the corner, is safe, has a bunch of variants and is a ton of fun.
Version 1, cross under on reset #2:
Part 1, Launch: Jump forward HP, 2.HP xx EX Clap, 5.HP xx VSF (short version so you land in front),
Part 2, Crush counter reset setup; 5. HP (crush counter required) xx HP Clap (you got em in the corner now), 5.HP xx EX Clap
Part 3 the Stun, front or back 50/50, corner reset, cross under version: s.MP xx VSB xx VSF cross under (leaves you +1 if times perfectly), s.LP (STUN occurs here on normal characters, eg Ken)
Part 4, the Stun Combo (in version 2 this part kills, here it requires one more reset): charged HP clap, 5.HP xx EX clap (bonus reset) walk forward 5.MK xx VSO meaty combo into s.LP xx LP bolt (if you get a CH off the VSO you can also kill with 5.MK and possibly sweep too).
Version 2, stays in front on reset 2:
Part 1 and 2 same as above.
Part 3, overhead dizzy reset: slight pause after EX clap instead of going into 5.MP, instead use delayed 5.MK xx VSO meaty. Will dizzy normal stun chars.
Part 4, stun combo kill: Dash back, changed MP clap, slight walk forward, 2.HP xx LP bolt, 2.HP xx EX clap, HP bolt aaaaand DEATH.
Other variants:
For Part 3, you can also use 5.MP or 5.HP xx VSF -> 5.MP as a fake cross under for the stun on version 2, but it won’t kill 1000 health chars, it does like 980 damage total instead. You can also go for command grab for part 3 which would kill using version 2’s stun combo. Finally, for version 1 you can sub the Part 3 LP for 2.LK instead for a low mixup, which will trade with mashed 3 framers if done perfectly.
So actually the 2nd mixup is a 5-way mixup, since they not only need to guess left right but also if you’re going for overhead, command grab, or low.
I’m going to work on other variants for the whole cast too.
What I like about this ToD is you can do it at the beginning of round 2 or 3 off a single jump in. If you get the CC hit on the first mixup it’s not hard to get them on the 2nd reset considering they need to guess 5 different options, which then basically gets you the kill (even if they block the 3rd reset on version 1 they’ll only have like 70 health left).