Laura Combo/Tech Thread

@v-ryu I’m terrible at making videos so try this set up on my behalf. Freaking GOLD I tell you.

Spoiler

MENTION ME IN THE CREDITS <3

After forward throw do 6HP asap. If they don’t quick rise immediately do any version fireball accept ex. Really Reactable.

PROS
They can’t jump, jab, or back dash away. It has to be taken lol.
On counter hit I’ll assume it is +14 because I was able to get ex elbow
On hit it I’ll assume it is +10 because you can connect sweep after hit
On block I’ll assume it +7 becuase 2HP is a true block string

NOW EX VERSION!!!
Able to do HP elbow mid screen.
Reset Shenanigans for the people who like doing it.
On block I’ll assume it is +15 because MP elbow is a true block string

CONS
v-reversal lol. You can grab em though so kinda a PRO too.

It can be be reversal by strike or projectile reversals.
I tried to find a reversal it can beat but no Cigar. For now I know it is -5 because Karin’s DP can hit the recovery.

HAVE FUN EVERYONE.

crouching fierce is slowly becoming my go to wiff punish, it just seems to be working some magic for me

why use crouching fierce if st hp has one frame extra start up, but it’s a cc and moves you forward? I mostly use st hp, cr mk, st hk and lp charge as my footsie/whiff punish moves. Cancelling into volty line as well occasionally.

edit; forward hp is good as well. The first hit of the target combo is safe. If you do the whole target combo on block, going into v trigger makes you safe and gives you a free 50/50 mix up between grab or meaty. I actually use f hp as a meaty sometimes on wake up sometimes as well. However I think st mp is her best meaty. If opp presses buttons you can get a ch cr mp into whatever option you choose.

Because crouching fierce hits further than even her crouching mk, so it can really sneak its way in. Also standing fierce trades far too often, so the wiff punish timing has to be perfect

Probably obvious but this setup works from HP bolt and rodeo break. As far as I can tell they all have the same advantage after a knockdown.
Edit: Also works from the command grab when you whiff st.hk but it leaves you with a little less advantage. I can still get a sweep on hit but I can’t get anything slower on a counter hit. On block st.mp is a true blockstring.

https://www.youtube.com/watch?v=f7M3KxTWdng

I’ll have to figure out why the embed link wasn’t working for me. In any case, here’s the link to the video.

https://youtu.be/y4zNWvzeZbs

…So don’t use the embed link. Got it. :o

Look at tool assisted’s hitbox viewer and you will instantly see why. 2HP is our best counterpoke for low/mid hitboxes by far and it has 4 active frames. 5HP is only ok, it’s better in pressure situations than as a counterpoke.

^^ omg I didnt know you could use ex elbow for back jumpers???

Genius I tell you!

Oh this CC combo: CC st.hp xx mp fb > cr.hp xx mp bolt charge DOES NOT work on Necalli when you block a DP… thought ya’ll should know.

Btw thanks for whiff punishing tips… working like a charm.

use hp fb against necalli

Nah hp doesnt hit meaty…

Yes, it does.

[quote=“v-ryu, post:156, topic:178696”]

I made a quick Laura week1 video with stuff (already known I guess ;))

[/quote]

Not at all this is great stuff. I’m a SF noob but played a lot of other fighters. I got the EX clap reset stuff done now need to work on covering recovery options so this video is great.

For you people talking about post QCF + LP options before.

cr. MP is 5 frames, so at +2, it’ll beat out 3 frame jabs due to button priority, and it’ll stop neutral jumps. Just be prepared to confirm if it hits. If it’s blocked, you’re still at +2 (according to the guide), so it’s a great situation all around. If you’re generally bad at reacting and want to go for something that can possibly be a little more rewarding, but won’t get you punished on block, you can cr. MP into EX fireball. Small advantage on block into a similar mind game that QCF + LP gives you on hit. If it hits, you go for the typical st. MK into dash under or st. HP into fake dash under set ups.

Another thing you should consider after QCF + LP on it is just a st. lp or a st. lk for more throw pressure.

Lastly, just going for a regular throw at + 2 will also beat out 3 frame jabs since throw is at the top of the priority list over all normals. The cool thing about this is if they neutral jump, the throw whiff recovers quick enough for either a st. MP or a QCF + HP, though this might vary a bit depending on the match up and the jumping button pressed by the opponent.

You need to vary your options more instead of always going all in on st. MP or command grab.

I think a lot of stuff is getting repeated now. We should think about putting together a post that we can put as the first post of the topic.

I think it should at least include:

  • basic confirms (normal hit, counter hit, crush counter, useful VTX confirms, resets)
  • frame traps & tic throw setups
  • post qcf+LP options
  • meaty options after her knockdowns

Anything else that should be necessary?

Agreed. I’m play Blazblue/Persona mainly and this is my first Street Fighter (enjoying it a lot BTW). The first post of the combo threads on dustloop tend to be pretty comprehensive, list combos by starter (possibly highlight the optimal combo for a given starter, and then add all the stuff you listed above underneath.

[quote=“v-ryu, post:156, topic:178696”]

I made a quick Laura week1 video with stuff (already known I guess ;))

[/quote]

How do you perform the st.HP crush OS or clap or vskill? How do you input that?

Also where did you find the art you used for the beginning of the video? It’s godlike.

Idk if anyone’s done this vs a player but in training mode i tried:

j.mk, TC2xxVT, s.HPxxEX Thunder Clap, s.HP, EX Sunset Wheel.

The EX Sunset Wheel doesnt combo but it catches them when they land, I thought it was a cool setup

VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
what is the “VT CH V-skill” part in this combo?

counter hit overhead while in v-trigger