Loving Laura. Played 150+ games with her so far and think she’s really solid. Love cornering people and hanging around s.HK range fishing for Crush Counters and anti airing them back into the corner with Heavy Bolt charge when they try to jump out. Couple of other thoughts:
c.LP s.MP is really good. If the c.LP counters the s.MP links. If they jab out of your jab the s.MP will frame trap them for an easy counter hit combo. I need to use this more.
c.MK x Light Bolt Charge into command grab gets people all the time but I imagine will become risky as people learn the matchup.
sim matchup is interesting from the perspective of someone who never really played a SF game seriously before
laura doesn’t really have any guaranteed powerful whiff punishes off his moves, s.MP and s.MK are both too far to whiff punish with c.MP xx shoulder (even EX usually) so you kinda just have to c.MP xx vskill to get closer to his face. once you’re in the range where s.MK isn’t gonna whiff you need to just treat it like a fireball and jump it
against rashid you can get f+HP HP target combo off any blocked wall kick besides EX so that’s nice
Unless there’s some way to go to either side from the same button, the cross under gimmicks are nonsense. People will learn what button does what within a week, and then it will never work again. It’s not an actual mixup. The mixup is meaty normal or meaty command grab, so whatever variation that best sets that up is the most solid. The st.hp variation is IMO the best one, even though the mk variation gives you an opportunity to link cr.hp after st.mp, because it has the most guaranteed damage, and sets up the command grab perfectly. If you do a frame perfect command grab after mk it will whiff, so you’ll have to time it manually which leaves room for error.
If the side is decided by button, there is no mixup. Which was my point. It’s banking on your opponent not knowing which buttons does what. It’s a gimmick unless there’s some way to pick either side with the same button.
and my counterpoint to that is that if your opponent is focused on trying to see the normal to pick out the side, they’re going to get hit with the command grab more often because their focus is away
you are right in that it doesn’t add a whole lot to the mixup, but anything else somebody has to keep track of is a good thing
It’s ~45 frames to react. It’s not a factor. Also, why would they care what side you’re on if they’re guessing grab? They’re either gonna scout the normal or hold up to avoid the grab. They’re not going to decide that it’s a grab after seeing the normal. And even if they did, they would have a year and a half to do it.
that all depends on the situation. neutral jump may be the hard counter to command grab, but if I am low on life but I’m thinking command grab, I might backdash in case you normal grab cause I can’t eat the anti air. and that’s not even considering the overhead option.
what I’m saying is that you’re right on paper, but if you can consistently put that theory into practice in a tournament, you’re a far better player than me
And I’m saying that I’m right in reality. You have ~45 frames to react to a binary situation. That’s more time than you have to react to a jump in, which could happen at any time.
it’s not quite as binary as you think, you could do s.MK and not dash, and if you’re guessing based on that you have to switch your block again to deal with the potential c.MK xx light shoulder, or sweep, but wait you just got dash thrown. but I’ll agree to disagree on that, before I get too committed I’d have to record all the options and see if I can consistently get out on random playback
that said I did just discover that you can do s.HP and pick which side you end up on, which makes the fact that c.HP can confirm by itself pretty useful because the mixup afterward is not as meaty (still beats mashing though)
yep, you can cancel s.HP super late. you can actually do the same thing with c.HP, which lets you confirm it without linking anything into it. once I stop finding matches I’ll make sure the s.HP mixup still beats mashing (I think it does)
well it doesn’t work on laura. works on nash, and the c.HP beats out mashing. character specific combos is fine by me, but having character specific mixups kinda sucks
Hey it’s my video B) thanks for sharing
I do agree that because the setups involves different buttons, it is a little easy to react to. But that’ll only happen after the meta is more developed, and people really dig into the Laura matchup. And even then, since meatys beat out normals, throws, and even armored wake ups, it’s not like it’s extremely risky. So even if they start to block it perfectly, it’s not punishable, and there is always the threat of the command grab or just dashing up and blocking to bait out something like a DP.