Rashid thread got posts by the minute and the Laura thread is ded? Definitely entered an alternate universe. Nobody gave a shit about Rashid like 2 hours ago LOL
Hoping to get more footage. Played against some really solid Laura players while my phone was dead. Haunts showed some stuff, too (also while my phone was dead).
Well I played Laura, some differences from NYCC build
EX command grab seems better (either faster or the yellow flash occurs a bit later making it harder to react to)
V-Skill no longer Crush counters. Standing HP does now though.
QCFHP hitgrab is nerfed. In NYCC it beat EVERYTHING in its path. Now it can trade or worse, lose. Other normals I believe are not buffed as far as AA goes.
I will probably not main Laura if that sticks, as I personally like more solid AA options in a character. Do not mistake this though, she is still very good, and is very much offense based. Getting in and sticking in, she has plenty of options with dash cancels, fireball, and command grabs to pressure and mix up her offense, and confirming into V-Trigger can mean big damage and stun!
Wonder why the v-skill CC was removed. It was one of the unique things about her, plus I doubt it was seen as too strong especially with the v-skill axe kick being unsafe as shit.
Hmm that’s one way to look at it, but it wasn’t mainly about having an overhead but the v-skill axekick seems like it’s meant as a whiff punisher and probably had good uses (granted risky) to counter-hit stuff, like c.mp (or whatever normal that’s + enough) xx backstep v-skill > axekick or whatever to beat their button… At least that’s how I assumed it was supposed to be used, hence why it had the CC on it, to make the reward worth the risk of throwing it out.
I’m going to use crush to mean “beats a certain type of move” and CCH to mean crush counter hit, just to be clear.
The problem is that having crush or overhead properties are there to make the move useful for either hitting other moves during their active/recovery frames or as a mixup. They’re not useful at all for getting a CCH because you don’t get counterhits during active frames in SF.
Basically the two types of useful counterhit normals are those that either make tight frametraps or those that massively increase your reach. The former is obvious, because you’re frametrapping so if they guess throw you get a counterhit. The latter is so that when your opponent is trying to move into a space to press a button you’re intercepting them, hopefully catching their startup (this works both in footsies or against jumpins using moves with solid reach such as Claw’s cr.hp). Putting CCH properties on an overhead or low crush move is just throwing on more properties without much point; you can only use one part of the move at a time after all. Make all your moves useful outside of being combo filler.
Honestly, unless backstep after a normal is massively plus at best you’d lowcrush a normal, not CCH it.