I actually never thought about that. Is it counter hit specific or just regular hit?
Works also on regular hit, changed the post to make it more clear.
I was made aware of that by a friend who discovered it by accident, I’m amazed I’ve seen nobody ever using that.
Didn’t know about that either, never thought there was enough time for it to connect so didn’t bother trying. Played around a bit in training mode; cancelling from a medium button seems really strict and hard to pull off in a match but I can see some potential when using st. or cr.HP. Gotta be careful with st.HP though because the CA will whiff if HP hits at max range and is a CC.
lk lets you tic throw right after the jump in, mk has hit stun where you’d have to take a slight pause after landing.
Hi, this is some really good stuff here.
Being able to confirm the CA with a safe move in neutral is useful. The st mk xx vsb xx CA is probably gonna be a game changer for me in some MU.
Now there is a bug with Laura CA. Indeed we cannot use the negative edge to activate the CA. Its really weird since all other chars can…
Anyway good stuff.
I’m actually sick of dealing with the online special: jab jab crossup rinse and repeat.
I went to the lab and recorded ryu to do the following:
- cr lp, cr lp, j mk
- cr lp, cr lp, cr mk xx fireball
If you vskill back after the jab the cr mk will whiff and you’re back to neutral. If they jump you can cancel the vskill into hp bolt.
Nothing game changing, but I might as well share it
https://www.youtube.com/watch?v=Hl96p-X8CsA
Seems really good. Don’t know how hard the timing is to get the level 2 clap out but I’ll give it a try later at home.
She’s in VT, all claps start automatically at lv. 2.
…really? Ok, please ignore me while I disappear into the closet of shame. Honestly never realised that.
Edit: No, they’re not?
Also, that combo is so hard it’s unpractical, especially when you take lag into the equation. Tried it like 30 times now without success.
Well a little correction: even if the Prima Guide says they’re automatically upgraded to lv. 2, you have indeed to wait a very small time before they come out. Basically as soon as she start saying “aaah” the lv. 2 clap comes out, which is almost instant in VT.
Another thing, why can’t you cancel VSB into EX grab but into other specials you can? That would make totally sense as a mixup tool since the EX grab is basically designed to cover that exact range. I didn’t follow the betas but I feel EX grab was originally intended to be cancelled into that way and they scrapped it for some reason. I hope they make this possible in the future anyway.
I made a video, about having too much meters.
In reality its about punishing and setting up resets and delayed wakeup resets.
Nice recap.
When you reset with st hp xx forward vskill you can do st lk, cr mp. It’s a combo because the st lk hits meaty and lets you understand on which side you are
Agreed… Chun and Cammy are rushdown freaks… Laura I think has to be played VERY patiently and once you get a mixup situation you make it count big time.
Hi Guys, is anyone else having troubles with some of her meaty setups? There are two in particular I’m struggling with. One is after I V-Reversal, where you do the command dash HP follow up to CC people who try to wakeup jab their way out of it. In practice mode I hit this 100% against the dummy set to reversal jab. Be it quickrise or backroll. But somehow when I do it online the HP seems to come out too early and I and up being whiff punished for a failed meaty setup. The other scenario is her LP elbow after f+HP>HP or EX-Fireball where you get an ambiguous jump-in if they quickrise…somehow I and up whiffing this one too. Is anyone else having troubles with these in real matches? Sometimes I delay them a bit and end up eating a jab which is very frustrating because I know I missed a lot of damage there.
Just accidentally found this very useful tech in a rank match last night.
In theory I believe this is a 100% guarantee raw CA confirm but will require some lab work to ensure.
Using the screen freeze from the VT activation and buffer into CA just before the opponent lands from a jump.
Why I think this works:
- Freeze frame easily helps confirm the trajectory of the opponent. More importantly the landing spot.
- Laura’s CA lunges forward
- Laura’s CA is a special throw which is unblockable
- Invincible start up frames
- Opponents will be in landing frames
I haven’t fully tested this but this should work extremely well on neutral jumpers as this was how I discovered the tech.
This is most definitely a resource heavy tech so best to use it for a round/game finisher.
Could possibly further develop this tech by including a dash under for cross ups but unsure of range
Her CA definitely works as an anti-air for the reasons you mentioned but I’m not sure if invincible moves might be able to negate it, i.e. Ryu throwing out a DP right after landing and so on. I think there’s some amount of recovery if they land after using a move in midair so that might be practical but punishing an empty jump seems really sensitive in terms of timing in that case.
I had a rather hilarious end-of-match moment doing this very early on in the game’s life. Just skip to 3:47 for the fun part:
https://www.youtube.com/watch?v=FXzdu6t36V8
I think Bison, in that situation, couldn’t do anything. He didn’t have CA and even though it was early days I’m pretty sure he knew it was a grab and was holding up. Shame I didn’t record with the button inputs.
Any good combo vids for someone just getting started with Laura? This vid from April still relevant for the most part?
All those combos still work. It only lacks the st. LP, st. MP xx EX clap which is both a frame trap, a mixup, a blockstring and an actual combo on CH.
Then of course Laura isn’t really about combos but rather setups and mixups.
Yes, that covers most of her combos. The crush counters with st hp are ok if you manage to get one in footsies, but if you punish a reversal it’s better to go with
st hp xx hp/mp fireball (depends on the character), cr hp etc
use hp fireball against
necalli
rashid only if mixer doesn’t cross you up
laura
zangief
chun-li
birdie
cammy is a bit space dependent. You can dash or walk after a blocked cannon spike and use mp fireball, but if you are not point blank you have to use hp fireball
https://www.youtube.com/watch?v=HZfY8NMAt6U
Look at the reset at 2:23
It’s something I was meddling with as well. It covers both quick rise because the fireball hits meaty, and no quick rise because of the side switch. Loses to invincible reversals though