Does Laura even have real anti airs? Besides her air grab?
Canceling a MP fireball from a far MK can be a good variation after a few MK -> LP Bolt Charge, the slight delay between the fireball release and the hit will make them think you whiffed and try to punish you just to take the fireball in the face right after. Messing their timing up is imho the main reason to use fb in combos.
After a v-reversal, if you dash up and immeditaely s.MP then it will hit meaty. Meaty enough to combo into c.HP like the ex fb reset does.
Edit: you can actually combo s.HP after it. Alowing you to do s.MP, s.HP ex fb into reset game.
Think im gonna spend my v gauge on vreversals from here on out (if i remember) and see how it goes.
Edit2: fuck i forgot you can back tech it. im so used to people not being able to back tech with laura stuff lol.
My meter pretty much goes on V-Reversal exclusively. Nothing else Laura has bar EX FB is really worth it imo
s.MP, cr.MK, into a either LP or MP fireball puts up a good mixup. LP won’t hit them, but you can command grab them if they’re scared to press a button due to it, and it’ll also catch jabs and whatnot. MP on the other hand, will hit them, but it’ll be delayed, so you can do a s.LK or something afterwards. The idea is that the proximity in which they start guarding keeps them from simply walking backwards, letting you do what you want.
Both of these setups lose to cr.LK. Also, the setup works only on crouchers. If they’re standing, you just do cr.MP instead of MK.
I set the dummy to c.mk>lp bolt into command throw and found so far that it will beat out reg throws, but gets stuffed by 3f normals, supers, and DP like moves, couldn’t beat it out with any non-super command moves. c.mk>lp bolt>s.lk stuffs everything except supers/DPs, c.mk>lp bolt>c.mp gets stuffed by alot of things, and c.mk>lp bolt>s.mp can get beat out by 3f normals if they time it just right. Also if c.mk>lp bolt>s.mp was a counter hit it’ll beat out everything but supers and good DP’s, and sometimes will trade.
- had the dummy so it would loop the s.mp into the c.mk…shit was pretty nasty, if I couldn’t jab out on the first loop, id usually get stuned trying to mash out dp so might be good for shoto abuse.
Not sure if this post will have information that’s common knowledge or not. If so, my bad for the repost.
Laura has some pretty solid mid-screen setups she can get on her normal back throw and Sunset Wheel if the opponent doesn’t quick rise, all involving EX Thunder Clap. These setups were tested on:
Ryu(invulnerable normal reversal),
Zangief/R.Mika/Laura(reversals with armor),
Chun-Li( arguably has the fastest light normals)
and Nash(unique V-Reversal).
As an addendum: Normal throw works as well, but Back Throw and Sunset Wheel don’t allow the opponent to jump back.
On Back Throw and Sunset Wheel, get an EX Thunder Clap on screen ASAP. Then walk forward and meaty st. MK:
Universal:
- If your opponent attempts to throw after your st.MK, they’ll get hit by the Thunder Clap. From here, you get st.MK or cr.HP xx V-Skill.
- Chun is a bit weird on this front, but all attempts to LP or LK out will get beat. Any buttons higher than those will lose.
Now to character specific stuff:
Ryu:
As with all shotos, you’ll want to be wary of wake-up Shoryukens and the amount of meter they have. I would suggest just walking in and blocking unless you’ve really got your opponent conditioned. Wake-up medium Shoryuken loses to Thunder Clap. EX Shoryuken is invulnerable to projectiles as well, but if they whiff or get it blocked, free CC for you.
Chun-Li:
For Chun, once you get the Thunder Clap out, you’ll want to normal dash before the st.MK. Once Chun gets meter, you absolutely want to try and bait a wake-up EX Spinning Bird Kick. If she does this, she avoids the Thunder Clap…But not the CC that pushes her back into the TC(try this out for yourself!). If she tries to EX SBK after she blocks the st. MK, she’ll get tagged on recovery by the TC.
Zangief:
EX Running Bear Grab loses to the setup. *All *versions of SPD do as well, so no worries about getting your MK grabbed.
R.Mika:
EX Shooting Peach loses. Brimstone and and Rainbow Typhoon also lose.
Laura:
EX Bolt Charge loses.
Nash:
V-Reversal gets Nash out, but it can be tricky if the opponent’s timing is off. But even better, he loses damage output from having to V-Reversal.
That’s all I’ve got so far. Also be careful about Supers.
For that setup, if you worry about DPs, just use Ex clap > jump over them.
DP won’t autocorrect, they will either hit the clap and you can use your sMK reset setups (or any other setup) / qcf+HP for instant damage; or they will block and you can go for a throw / command throw / pressure.
EX DP from Ryu will go through the clap, which is even worse for him : you get a free CC combo out of this.
IIRC, Chun get stuffed too.
this was mentioned in part in the q and a thread but, after mp bolt, then punch follow up, you can input the following:
hp then if the opponent quick rises u get a meaty cr mp combo. if they dont quickrise input mp(whiff) then mp right after. u get a very deep meaty mp and u can connect cr hp! Laura is a bit odd but lets get that tech!
For anyone having issues against upbacks:
-Ex Elbow is the better punish since you can just react to it and it armors through any air normals. You can setup a meaty H-Fireball afterwards if they quick getup.
-Regular Dash -> Mk but it gets stuffed by some air normals at times but mostly consistant.
-Command Dash -> Mk Only really viable if you’re in V-trigger.
People normally upback when you have a fireball out or after extended blockstrings, here are some options to help you keep the pressure on.
I’m sure her Axe Kick was meant to be a tool for upbacks and neutral jumps but it always whiffs and I get blown up for it.
About st. MK, if you are good at confirming counter hits, I believe CH st. MK into V Skill dash forward leaves you at an advantage. It certainly did back when I tested it during one of the betas. Assuming that this is still the case, it can make it an interesting option during footsies when you’re trying to fight your way inside.
Also, according to the guide, it has 4 active frames, and canceling it into V skill forward on block is -4. Maybe setting this up as a meaty into a V Skill dash forward might be worthwhile if you want to give the opponent more things to think about on wake up. Might be an okay pocket sand strategy.
Speaking of meaty normals into V skill forward, once again according to the guide, st. MP into V skill forward is -2 on block, and st. MP has 5 active frames. If you have someone turtling up like crazy on wake up, but don’t want to always commit to trying to throw them, this can add another layer to the mind games. st. MP is already going to be your most used meaty button, so it doesn’t hurt to have another use for it.
I’ll try to test some of this stuff out tomorrow to be 100% sure, but assuming that this frame data is legit, it should all work out alright.
Hello i’m new to this forum,
I think i found a interesting thing on Laura but I need some confirmation.
It’s seem like her command backdash can be cancelled by bolt charge or fireball
Yep that’s a thing. Mentioned either here or the main thread. Although maybe it was only Thubder Clap that works…
Ok guys I figured out a mixup with Laura… true 50/50 shenanigans off an ex thunder clap…
St.hp xx ex thunder clap:
If you press st.mk xx dash for the air reset you will go behind and you can hit a meaty st.mp which can combo into cr.mp.
If you press st.hp xx dash for the air reset you will land infront of the opponent… however the st.mp wont be meaty I guess… can’t combo into cr.mp…
Also once you get them once and you have meter again you can just rinse and repeat…
Also don’t forget Laura has many other options… so mix it up guys!
What’s the max damage you can get with 1 bar s.HP/s.HK CC?
I’ve been doing
CC s.HP s.HP ex clap s.hp xx avante or CC s.HK M bolt but I’m sure there’s something better on both CCs.
Who ever said 5MK is a good normal wasn’t joking. The sections below will be options after a blocked 5MK with Laura at max range. Got to make people respect her buttons and know you opponents tendencies.
This is what I found( results varies per character)] I used chun as the dummy because I hate her buttons lol
From a max distance 5MK, most characters won’t be able to hit you with a light or meduim button because it is out of their range(also depends if you blocking standing or crouching. Your hurtbox is bigger if crouching). You can wiff punish with 5MP or 5MK which is awesome.
Jabs and shorts will be hard to punish on reaction, if you notice they like to jab after a blocked 5LK counter with 5MP if you have super reactions. If you don’t have super reactions like me lol just immediately do a 5MK and you will always beat there jabs and shorts. At max range.…remember this. This will not work on Mika because her 2LK has retarded range.
Next section. IF Medium and heavy button have a start up of 7 or more you can score a counter hit with 2MP. 6 frames will trade and anything under 6 you will get counter hit.
No good chun will do 2MP after Laura’s 5MK because it is to slow. But to cover yourself you can score a counter hit with 5LK. Necalli 2MP has monster range so options are limited. Block or v-skill dash backward and with punish.
5MP for chun has no range. Can wiff punish.
6MP for Chun, you can score counter hit with Laura’s 2MP.
5MK for Chun, all Laura’s hate this button lol. Well good news. If you notice Chun going for this after a blocked 5MK you can score counter hit with 2MP.
2MK for Chun, we also hate this button lol. More good news.If you notice Chun going for this after a blocked 5MK. You can get a counter hit with 5LK all the time.
For sweeps now it is slow so counter it. If you decide to block the sweep. I haven’t found a way to punish sweep from max distance.
If People stop hitting buttons you have won one battle or their are waiting to counter you.
In the process of making a video on the setups I’d posted a bit ago. It’ll help to have a visual aid, I figure.
Is there a way to calculate Lauras advantage after a cancelled normal into VS?
Unfortunately as far as I can tell there doesn’t seem to be a set rule, but rather the advantage is on a normal by normal basis. The data on what that advantage is per normal is in the prima guide book I have, so I’m sure its already all over the internet some where.