What Tomo said. I do try to mix in command grabs after lp bolts, but usually my courage is rewarded with either a 3 frame light to the face, or a neutral jump punish. Not that that’s necessarily a bad thing, plenty I can do instead in anticipation of that response, just I wouldn’t always go for command throw because of players who more frequently respond to a grappler being at point blank range by mashing jab or jumping.
Yeah, its actually pretty nicely done, characters who can cancel moves with their VS or VT have extra boxes in their frame data for what the +/- is on hit or guard when cancelled in that fashion. Laura’s frame data is actually larger then most since she has both, can cancel with v skill or v trigger her normals. Obviously, as with all guide books, the physical book will eventually be out of date in the almost certain event that balance changes occur in the future (although they have committed to keeping the e-version updated), but I picked the book up anyway just for collectors reasons. Still, like I said, I would be shocked if some one doesn’t put this same information up online some where, or hasn’t already, I just haven’t had any reason to look it up online since I have the book.
Don’t get too hung up on frame advantage. You’re mostly banking on your opponent not being ready to challenge the v-skill, similar to how Bisons land a million dash up throws even though his dash is 22f.
If we get hit by a shoryu, eh 100ish damage, block one, we get over 300 + stun and they are back in the blender. Risk reward massively in our favour imo.
I’m finding the occasional V skill in to be pretty effective, I mostly only go for 5LK afterwards though. It’s harder to react to than some of you seem to think, I’m just doing it in place of frame traps I would normally do.
Hey, my first comment on srk lol. Messing with Laura I think I found a more optimal punish than any ive seen here for meterless crush counter combos. Off cc st. hp you can use mp. clap and it hits late
cc st. hp xx mp. clap -> cr. hp xx volt tackle around 310 damage if i remember
Would it be better to use st. mp over st. mk? I cant test right now, but meaty mp beats many, MANY things and combos easily into cr. mp (again when meaty).
After a certain point like super bronze people will just neutral jump after your first lp bolt, so far I haven’t landed s.lk after it but s.mp has worked like a champ. I like to start off with regular grab and if they jump hp bolt, they’ll usually try it again, but after you tag someone twice they chill the fuck out, just be prepared to block if they have a dp, and mix in some hp and EX fireballs. if they like to jab the reg throw and s.lk beat’em clean, and usually they get stunned before they learn. I just wish the s.lk was easier to confirm off of. Find myself doing it and them blocking and canceling into the lp. bolt and losing shortly after against most the cast.
Both work, but I’m finding bolt charge to be much, much easier on the execution.
Some damage noting for corner EX clap combos, and one that isn’t in the big list:
5MP xx EX clap xx HP Bolt Charge (261 damage)
5HP xx EX clap xx HP bolt charge (281 damage)
However note that the 5HP from the 6HP xx 5HP target combo won’t work with this setup because that last hit juggles, and for some reason I can’t figure out, the EX clap just comes out too slow versus how long the opponent has before they’re knocked down, so you better stick to just 6HP xx 5HP xx HP bolt charge for that hitconfirm (254 damage).
Generally if you do point-blank EX clap in the corner you should be able to follow it up with HP bolt charge, which could be useful as a combo extender moving forward.
I don’t know if this has been mentioned, but cc v skill into st mk cancelled into v skill forward dash can be made into an ambiguous set up. If you hold forward a little after inputting the last v skill forward dash you’ll end up on the other side of the opponent. Don’t hold forward and you’ll stay on the same side. I usually go for hk sunset wheel or a st lk hit confirm.
There’s literally a one frame gap between lp charge on hit and your opp responding with a 3 frame jab if you opt for the cmnd grab.
Yeah, but anyone even some what aware of the match-up is probably mashing that shit, and it will consistently hit it into random combo unless they opt to n.jump punish (at least from my experience). The s. mp, while not the safest option, is generally pretty solid if they mash because it leads to mp elbow and and it’s wake-up oki which is what will make your opponent fear you and do dumb shit, while also punishing n. jumps. Safest option from experience is reg grab and being prepared to hp elbow. With this not only can you get a read on what they do, but also its relatively safe unless they dp or super, which would negate anything else you would try except blocking.
I’ve been having a lot of success with s.lk lately after lp elbow and then doing c.mk>lp elbow>command grab. Not sure if it’s just because my friends know I will hp elbow if they n. jump, so they mash, but generally this tags them unless they block, which they know better because command grab. However if the the CG follow up works for you, thats even better cause it cuts down on your conditioning time, and will stuff any reg grabs if they’re trying to tech because that’s what they fear.
5MP is 6 frames, LP bolt is +2 on hit, so there’s a 4 frame gap there, just like command grab.
I prefer to use normal throw there until I know my opponent is standing and respecting it, 5LK is a better normal to use, but it can be jumped, 5LP is probably the best.
Most people jump rather than backdash to avoid cmd grabs which means you won’t get anything if you hit them out of their prejump frames/get an air reset. It’s better to establish the mixup as tech or block by going for a regular grab because then you get a CH combo if they guess tech. If they jump anyway, you can still punish that as well.