I really have to say I love how useful j.HK is to get away from characters. Shit ton of space and you can get out of a lot of bad situations so you can breath. Even doing it to just hop over them from the corner can help because everyone usually just grabs when you hit the ground behind them but you can tech it and be ok.
Please tell me I’m not the only one who didn’t know you can tick throw with st. MK…?
Be careful… Obviously the hitbox on that move is great but it’s minus on block IIRC. A high level player could hypothetically buffer an attack after blocking it. I’d just stick with using normals that give frame advantage to tick. Not to say you should never tick with st.mk. Just a thought.
I know, I just never realised that st. MK can get you right into range for a L command grab before landing it randomly in a match. st. MK is only -1 on block anyway and +2 on hit, it may work as a surprise attack on an opponent caught sleeping.
Btw dear Laura fellows, I have something to subject to your scrutiny; it happened to me a lot of times during matches and I wanna see if I may be onto something.
Basically I sometimes find myself stuck in a corner under pressure. In that situation I try to crouch block an attack and then do a VRev to gtfo of there. However, due to my less than optimal execution and the urge to escape that situation, what often happens is that instead of doing VRev she actually does a cr. HP xx EX bolt… and it fucking works most of the times. This happens I assume either because I’m late with the VRev or because I mash it too early.
I think it looks like an OS of some sort. I know that EX bolt is very unsafe and therefore it isn’t really a good OS, but maybe someone here can do something better out of that.
And here I though my execution was just ass. That has happened to me quite a bit too and yes, it almost always worked. I have no idea how to test if it’s an option select or not and how strict the timing would be in that scenario but you’re not alone there.
And here I though my execution was just ass. That has happened to me quite a bit too and yes, it almost always worked. I have no idea how to test if it’s an option select or not and how strict the timing would be in that scenario but you’re not alone there.
Count me in as having done this numerous times and just assuming I was playing sloppily and got lucky. If someone could figure that out, finding it to be an OS it could prove very useful.
Okay when you do it at the wrong moment it can be a real pain in the ass lol. But still maybe someone can manage to turn it into something more controllable.
I have a question I’d like to discuss with you guys: how much do you use the EX fireball blockstrings? How effective are they really?
I’ve seen a lot of Lauras harassing people with things like st. LP/LK, cr. MP xx EX fireball and then continuing with cr. MP/st. HP xx EX fireball until you catch them backdashing or pressing a button (Will2pac is one that loves very much this kind of game), but each time I fought a Laura that relied on that strategy I won even if I was relying on stupid gimmicks like st. LK tick throws or unsafe stuff like a few normals into overhead. If you watch this match here for instance you’ll see that Will2pac lost two crucial rounds because he was relying too much on that.
I noticed that Wolfkrone hardly ever uses those blockstrings, he mostly likes command dashing back and forth while throwing H fireballs and he uses EX fireballs mostly for oki pressure or as a defensive shield. He got back 3-2 against LPN on Combo Breaker just by being 100% on anti-air and using the fireballs both to shut down offensive options and to force jumps. Therefore I’m asking myself if it’s really worth to invest the meter on blockstrings rather than on guaranteed resets.
Oh and another thing: does cr. LP have any purpose at all besides some resets? It’s not a 3 framer, it’s not a low and if you cancel any bolt from it it won’t connect. I only end up using it in yolo sequences like st. LP, cr. LP xx VSO up close because people tend to turtle after you used a crouching attack.
P.S. it’s really amazing how many different styles you can find among Laura players. This is definitely one of the few characters in SF5 you can really craft your own way of playing it.
I rarely use EX Clap like that either. Sometimes when I have a huge life lead and the opponent is close to dizzy I go for it just to get that last hit in but I usually save the meter for resets or EX Bolt Charges since they seem more important to me. Stupidly enough though, whenever I play the mirror match I lose hard to that kind of stuff because I’m afraid of command grabs for some reason and tend to jump away.
Cr. LP I only use for some setups. Like EX Clap -> normal dash -> cr. LP -> V-Skill forward or V-Skill Overhead. The latter hits meaty so you can combo off it and it works more often than not in my experiance.
A feature of her overhead is conditioning people to block high. After that, you can go into strings that are not possible if your opponent is crouching. Example:
after a command throw you go for an lp elbow (hit), st lp xx lp fireball (doesn’t connect), hk command throw; or lp elbow (hit), st lp xx mp fireball (block), st hp (CCs 3 framers)
What’s the difference compared to when you do it on a crouching opponent?
The hurtbox becomes wider and the lp fireball connects (gets blocked and you’re minus)
Can you really condition people to block a certain way though? I feel like better players just simply wait for it and then react with a standing block. It’s pretty slow after all.
Still good to know. Gotta be honest I never think about stuff like that at all to even take it into consideration.
You’re right. On a second thought it’s probably something too specific to be used in a match
Also using the overhead to condition people to block high is too risky, against the wrong character you can get killed if they block that one OH.
I need the replay of that entire match. For fap purposes.
[edit] The guy apparently found out the reset a while ago:
Also after testing it it isn’t a true combo like a previously thought, it was really a setup. Damage seems to be around 400 vs the 280/310 of the most standard Laura dizzy punishes.
We need to collect more video proofs about him, he’s potentially a Laura tech mine.
^Awesome find. Definitely going to be working that in.