Laura Combo/Tech Thread

Youscared, you’re probably right about the hit confirming part since st.mk does have better range than St.MP and faster than CR.HP/St.HK. you can also do that with other normals. So it looks like when you have VT, you fish for one of those to hit and then convert, which makes sense. Cammy’s CR.HP is also similar, its a good button but it becomes crazy good when she has VT due to hit confirms.

I’ve been practicing this and it seems really hard to get s.LK to hit meaty enough to do link into s.MP. Do you think this setup is worth it? It also seems easier to do it off of s.MK xx f.VS than s.HP for me.

There is no timing to it, you just do it as fast as possible. I get it near 100% of the time.

I’ve found s.MK to be useful in those spots where people are trying to jab out of pressure beyond s. MP’s range. It’s far faster than s. HK, moves Laura forward, and only leaves you at -1 rather than the -4 s. HK leaves you at. Yes, it does not have any immediate reward, but if it hits, and it has a stronger chance of hitting than s. HK given it’s speed and hitbox, you are in the opponents face to do what you will and the have more than likely stopped hitting buttons.

If you are really feeling saucy you can cancel it into V-Trigger as well though I haven’t tried to see if you can cancel and combo off of it on sight rather than guess.

s. MP may be Laura’s best button, but I’ve found the best results when I am using all of her key buttons in the right spots, that’s where she starts to scare people.

Honestly I think a large portion of the cast is like this, it isn’t exclusive to Laura. cr.LK simply doesn’t lead into much with many characters, not much more than doing a cr.LK combo into LP Bolt does anyway.

I’d say Laura isn’t that bad off. cr.MK xx LP Bolt is a safe low block check, and if you KNOW they’re just holding back on you every time you get close just cr.MK xx CA.

Personally as an R Mika player I’d kill for cr.MK xx LP Bolt. R Mika can cr.LK confirm but it does almost no damage and can really only do it at point blank into a combo if someone’s just holding back.

https://www.youtube.com/watch?v=f3289v-VdFc

I only really used it so far to cancel into a V-Trigger combo. That’s also what I see from other Laura players most of the time.

My only use for 5MK now is after a command grab. I do 5HK to catch the quick rise. If they don’t quick rise I do one 5MK to move me closer and another right after. This will hit them as they get up for a meaty. You can combo into 2MP if it is a meaty and counter hit.

Or you can opt to grab them after one 5MK. Or even command grab again lol. The timing for the command grab is tough so I wouldn’t do it online.

Other that I don’t use it in nuetral. I should though

I thought 5MK was -2 on Block?

Cammy is really annoying. She can backdash out of all of the st.hk/f+hp meaties except for Split River knockdown. In some cases she even avoids lp bolt.

Can someone please explain what a meaty st.MP is?

st.MP > cr. MP doesn’t combo but it works on a counter hit / meaty.
What makes a meaty a meaty versus a counter hit?

I believe the last active frame of a move hits an opponent. Which leaves you at extra frame advantage. Don’t quote me in that though.
frame advantage is determined by the 1st active frame hitting you.
Example say if 5MP is active for 4 frames and leaves you at + 4 in hit. If you hit with the last active frame you will be +8 on hit because you have the same recovery but you hit it at a later frame.

You can try one out. Put the CPU on no recovery. After a forward throw immediately do 6HP>2MP and 5MP. If done right the 5MP will hit meaty and you can combo to 2HP which is awesome and it doesn’t need to be a counter hit either.

I think s.MK could be used after knockdowns when you want to VTrigger cancel. Get a knockdown, they get hit by s.MK xx VTX and that will allow more combos than say s.HK VTX

Thanks man, will check it.

The idea is good but I find difficult getting the good range to land the target combo properly. A safer option after fireball hits would be MP -> MP Bolt Charge -> Rodeo Break which still does decent damage.
Also if the stun occurs on backward throw you can do a fully charged MP fireball and mash st.HK immediately followed by the combo above. It’s about the same on forward throw but with HP fireball instead and a little delay before throwing HK.
Finally, from a command grab stun (any version) without moving you can simply link charged HP fireball -> st. HK -> st. MP and then cancel into Bolt Charge/Rodeo Break.

That’s how I’ve been using it. Fish for vt activation or counter hit into super.

So far I’ve noticed that whenever I use lk command grab after lp bolt correctly (triggers during op’s stumble animation) they can’t avoid it, where as if I try and go for the normal grab it usually gets teched. Most the time I pull this off I know that they are trying to tech-throw, or they claim they were trying to jump out. I’m just not sure if this works, or if my friends are just calling johns. Right now looking at options after I’ve conditioned them to tech after lp Bolt, and so far s.lk>lp Bolt>lk command grab seems the best if I don’t drop it, but I’ve gotten c.mp to work a few times and generally whenever I try s.mk I eat srk or a jab combo for my troubles.

Also how often is everyone mixing up their cancels to fireball, and which one? At times it seems to really work well off of c.mp/mk, and open up using f.hp TC or VSkill shenanigans, but more times then not they block and punish if i try and pressure, take the single hit and trade in their favor, or just sweep me out of it. Granted this is generally from me using the wrong fireball, or getting greedy and trying to charge.

LP Bolt is +2, command grab is 6F, so a 4F gap. Command grab has priority over normals and regular grab so they’d need to do a 3F “something” to stuff your command grab. cr.MP works consistently after a hit LP Bolt, st.MP does too but not if they actually use a 3F normal.

Everything I do with Laura gets stuffed. WTF guys?

Yeah. That’s the Laura life.

Her normals and approach options are very limited, but everyone needs a weakness, so~

cr.MP is pretty much my go to button with Laura.

Ok, still trying to get how command grabs work in 5’s system. If they have priority over normals and regular grabs, does that mean my timing is off then when they stuff my command grabs? Not talking about whifs, but situations like obvious cross-up so they block, buffer the command grab, and release as i would with a normal grab. In theory if they tech, though my CG is -1, it should stuff theirs, but doesn’t seem like this ever happens. Aside from me not hitting the j.mk/lk correctly, I’m most likely fucking up the timing but I wanna make sure that’s the case so I’m not just practicing useless stuff. I’ll mess around with this more when I get home, along with trying to use c.mp more. Overall I fell Laura’s ground options, really open up her cross-up game, usually after they eat a fireball on wake up a few times they start to hesitate to srk, or AA, and are either free to CG on wake up or cross-up/ neutral jump set-ups.

@“Red Rock Candy” Yeah, it seems like most of her stuff just needs one more frame of hit stun to work, and would help fix the bad match-ups a little. c.mk> into mp elbow would open up her lp elbow more. Generally tho if your playing most of the cast, don’t press buttons unless their on the ground, you blocked something you can punish, or they did some dumb shit like like full screen rassenha.