Laura General Thread: Who The Hell Is Sean?

nah.

Everybody knows normal -> vskill forward is indeed unsafe going forward, but you can test them… try doing like c.MK xx vskill backward and watch for something to whiff punish. If they don’t press anything then you prob could have gone forward and grabbed. If they did press something and you whiff punish, next time you can almost definitely go forward and grab.

I went into training mode with Laura and she said something new. I get to throw as much as I want? That is great!

That line sounded great lol

This works?

Yah four crush counters only, pretty beefy damage and stun.

What do you guys do vs. Nash in neutral? This feels like an uphill battle almost entirely. :confused:

“Still?” That was never possible. Only thing you can cancel it with is vtrigger, or is that what you meant?

Just thought I should share this

https://www.youtube.com/watch?v=oJblVUIV9OE

Ok, I don’t know how much of this is new. But since I don’t plan to play this game again until release, i’m gonna dump everything I’ve found and let you guys take whatever you want from it:

[details=Spoiler]
Favorite “blockstring”: st.LK,st.LK > cr.HP.
st.LK is +3 on block, has a 4f startup. cr.HP is 7f startup, has mad range.
That’s a 1f gap and a 4f gap.

st.MP/cr.MP/st.MK/cr.MK/cr.HK/ are all at the very least decent.
cr.MP Is good range, but I personally prefer cr.HP.
st.HK is fire and unpunishable from max range (-4) (except supers).

Anything on block xx Avante is usually unsafe, but it’s a Ken-type of situation, where, if your opponent respects you, you’ll get a few good ones in.
Max Range Wheel Kick is nice. Even close up, it’s pretty fast, but of course, it’s a hell of a gamble and it’s neutral on hit, which isn’t too good.

LP.Boltcharge is questionable as fuck. -2… I think I was only catching people with st.LK after it because they thought it was the MP version, try a harder punish and would get counterhit. You can loop st.LK>cr.MP/HP xx LP.Boltcharge, but know that you can get fucked for it at any point in time.

EX.Fireball > Sweep xx VTrigger + Mixups (No Quickrise)
st.HP xx EX.Fireball > cr.HK (knockdown) xx VT > Charge HP.Fireball > [Jump.MK (Hits in Front, falls behind), f,HP,HP xx HP.Boltcharge] or [Wheelkick > f.HP,HP xx HP.Boltcharge] or [Dash in grab]
Or
st.HP xx EX.Fireball > cr.HK (knockdown) xx VT > Charge LP.Fireball > [Crossup j.MK > cr.MK > f.HP,HP xx HP.Boltcharge] or [Crossup j.MK > CmdGrab]

Resets into Meaty st.MP, which lets you combo into cr.MP/cr.HP (both with trigger and without):

EX.FB > st.MK xx Avante > st.MP > cr.HP
EX.FB > cr.MP xx Avante > st.MP > cr.HP
CC Wheel Kick > st.HP xx Avante > st.MP > cr.HP[/details]

Now if any of you knows what the fuck is the point of LP.Boltcharge being -2, please tell me, because I have no idea. Also, why does EX.Boltcharge not have armor from frame 1? Why is Wheel Kick not a lowcrush move?
These questions and more, will never actually be answered. Thanks Obama.

I dont get your prob;em with LP bolt charge. Yeah its -2 on block, but that means it’s safe. What were you expecting? It’s +2 on hit and you get her offense started.

If it’s on hit wouldn’t I just be doing MP.Boltcharge? It’s also +2 and I can use the ender.

Or are you saying I should use it raw? And start from there? That does make sense, using it as a poke.

But if mp.boltcharge gets blocked then you’ll be punished. Lp.boltcharge leads to a mix up\frame trap situation on hit while being safe on block. Sure the mp has the follow up but it does less damage than a successful mix up you get after the lp one.

LP Bolt is the only move that will combo from s.LP and s.LK and maybe c.MP too? Maybe qcfMP works too there. It’s not horrible as a whiff punish - maybe a little slow but has the range for it to punish heavy attacks on recovery from far out.

Does it make more sense if you consider LP bolt as a safer Makoto hayate? Just the post command grab option isn’t as strong as Makky’s

Yeah, I know that. When I said “on hit” i meant as a Poke buffered into boltcharge. So the poke would be the thing “hitting”.

That does make a lot more sense.
So if I poke with LP.Bolt, I either do nothing if it’s blocked, or do like… st.LK,st.LK and if the first one was CH, it’ll combo into the second and I can confirm into LP.bolt again (or other shit.)

Seems interesting. Thanks.

s.LP s.LK combos on normal hit. Can do either s.LP x2 xx qcfLP or s.LP, s.LK xx qcfLP.

qcfLP into command grab will work about 90% of the time currently until people learn to deal with it. Once more people start jumping it might be more beneficial to start with normal grab. But thats more post release tactics. Not gonna change my shit until people learn.

st.LP doesn’t combo into st.LK.
cr.LP does though.
st.LK x2 works as well.

Fireball into command grab sorta works for now. It’ll work on medium players, but it won’t work on anyone who’s already figured Laura out, or anyone who REALLY likes to press buttons.

What I said still applies here. You were saying why use the lp that’s +2 on hit when the mp one is as well. It’s one of those situations where the set up is worth more than the guaranteed damage. Only time I tend to use the mp version is off of a successful jump in or cross up. I mean why not go for the offensive set up while being safe if it gets blocked?

@Foolinfection : Right, but if im using it in situations where the only way it’ll come out, is if the move hit (ie:counterpoke, outside max range), it would hit anyway. Anyways, this stemmed from a misunderstanding on my part, so doesn’t matter too much.

Back to post LP.Bolt hit:
LP.Bolt doesn’t leave you at a good enough range to do st.LK>st.LKxxLP.Bolt, nor cr.LP>st.LKxxLP.Bolt.
st.LK>cr.LP works, but doesn’t combo into LP.Bolt again, so the idea I had, doesn’t work. I guess tick grab it is… Unless anyone has a better idea.

Dirty set up boys. After a command grab do an ex right after only do this if you notice they like to quick rise. It acts like Birdie’s superman grab hard to react to
Can get out of it by jump, no tech, back dash or smashing jab.

Once your opponents starts to avoid it stick out a 5hk to beat jump and CC jabs or backdashes.

Only do this after throws or strike grabs because they can’t quick back get up.

If Sean were a limb, I’d be feeling some phantom pain right now.

I don’t think I’m ever going to get tired of seeing scrubs do random shit only to eventually land on top of Laura’s EX projectile and die