I decided to try this against all the cast and I found something cool.
If you do it against cammy you can start a full combo with st/cr hp because her recovery is huge.
It works against karin, but only in vtrigger and you have to be fast.
Against kolin and rashid you can use your vskill overhead instead of vskill back.
Against nash you can react to the flash with ex command grab (this was known already).
Against vega you can vskill forward and sweep to punish his punch vreversal (the long one). You can punish the close one in different ways but at that point you have to guess which one he’s going to use and I don’t like it. I think you’re still at plus frames if you vskill forward and he does the close one though
I noticed a setup that most Laura players started using after Wolfkrone first showcased it. It very basically consists in doing EX command grab after ending a blockstring with st. MP. For some reason it catches opponents walking back pretty often.
Found a neat tech that I don’t think anyone is using.
We all know that cancelling anything from st.mp moves Laura forward.
For example: just spam st.mp and you’ll know what I mean.
The tech I found is that st.mp xx h.bolt will ALWAYS cross up with the exception of Gief due to his wider figure. (Haven’t fully tested against the whole cast)
So on block, on hit AND on counter hit (even with the counter hit pushback) it will cross up.
This should open up a whole new level of mix ups in conjunction with level of 1/2 charged thunderclaps.
I’ll probably make a video of 2 useful setups I’ve found later on.
I still haven’t figured out how to choose a side when doing something like st.mp>exFireball>st.hp>vskill.
I mean it doesn’t matter how slow or fast I do vskill I end up on either side with me not knowing. Is there a sure trick to actually choose the side you’ll end up on?
It should depend on how close you are to the opponent when you hit the st hp xx vskill. Very close -> cross under, tiny bit away -> same side. You never cross under against bigger characters (like gief, rog, or birdie).
You can also delay the st hp so you know for sure you’ll end up on the same side, which is useful for baiting dps. The number of times I wanted to bait one and ended up blocking the wrong way is kinda shameful
Sequence 1: b.dash, whiff st.mk , overhead
Must let the st.mk animation COMPLETELY.
DO NOT cancel the recovery frames of st.mk into overhead
Sequence 2: b.dash xx overhead
DON’T WAIT for the b.dash to animate completely.
DO CANCEL the recovery frames of b.dash or else you will whiff completely as shown at 0:15
Sequence 3: b.jump, whiff st.mk, overhead
Must let the st.mk animation COMPLETELY.
DO NOT cancel the recovery frames of st.mk into overhead
Sequence 1 can be applied for: f.throw (midscreen),
Sequence 2 can applies for: (all) cmd grabs
Sequence 3 can be applied for f.throw (corner)
Overhead hits on the 4th active frame which leads to -4/+5. The only thing which you can link into is CA which is shown at the end.