Laura General Thread: Who The Hell Is Sean?

its +1

5MK is underutilized imo.

Am I imagining things or is cr.HP harder to confirm than in beta 3? nvm, still easy, just had to get used to the timing

After a cr.MK Avante, how - am I?

-6 on hit. -7 on block

After HP Bolt quickrise, you can mix up EX Vice with f+HP. If they try to jump, f+HP will connect fully, allowing you to do another HP Bolt and start the mixup over.

Thanks!!
Could you say as well how she is after canceling into avante this normals?
St.mk
Cr.mp
St.mp
cr.hp
st.hp

Thanks a lot!

PS: I don’t know if it worked on the betas, but now, you can link st.mp > cr.mp on wake up pressure (without a counter hit) if you do the st.mp meaty.

St. MP > Cr. MP links after any counter hit, not just meaty.

I might explain myself poorly, I was saying that you can link 5mp > 2mp **without a counter hit ** as a meaty on wake up. Of course, after a counter hit it always linked

st.mk(-1 on hit, -4 on block)
cr.mp(-1 on hit, -2 on block)
st.mp(-1 on hit, -2 on block)
cr.hp(-1 on hit, -5 on block)
st.hp(-1 on hit, -5 on block)

Thank you!!

I’m sure it’s been asked before, and sorry, but is there anything other than blocking after I do a blocked or hit c.mk x qcf lp? Everyone just mashes jabs n I eat the counter.

After a block if they’re mashing jab your options are probably either block or mash super. EX Elbow doesn’t get armor fast enough.

On hit, if the opponent is pressing buttons, any of your jabs will stuff almost anything. 2MP should also stuff any normal button.

On Hit: cr.MP and Jabs will blow up most responses, netting you a nice combo

On Block: Just block. Maybe Jab if they don’t have a DP.

vryu streaming

edit: now jibbo

laura is so cool after a knockdown

s.MP is active forever and already pretty plus, so you can get meaty s.MP and be like +6 or +7. easy confirm into c.MP if it hits, and a fine mixup command throw/crush counter fish with s.HP after. s.HP is -2 but you can vskill backwards, if it CCs you can cancel the vskill into MP shoulder and get your knockdown again. after this knockdown though you are pretty neutral against quickrise if you dash in, but eh neutral is better than negative

Think is relevant

http://i.imgur.com/AwciDWX.jpg

The cheapest cosplay in history :rofl:

More character impressions:

  • Her normals for footsies arent even that good
  • Blockstrings give good spacing
  • Framtraps arent that great because they usually end up confirming into light elbow, MP at best. if it whiffs/blocked you get punished
  • No reversal and very limited wakeup options (I pretty much quick stand and block, Meaty attacks beat throw and light wakeup)
  • Antiair is good if spaced
  • VSkill is good to bait out DP, and close distance
  • Fireball with XUP is strong

I have been playing her using:

st.LK st.LK cr.HP
st.LK, st.MP, cr.MP

MK pressure but seems to fail often

XUP: Fireball, j.MK, cr.MP xx M/EX Bolt
Punish: f.HP, f.HP xx H.Bolt
EX Bolt fireballs
light sunset on knockdowns

Eating a lot of pressure and using her V-Counter often, Punish on whiff and try to capitalise on knockdowns, definitely feel like I am playing from behind.
Let me know if any of this is wrong, any changes I should make to the play-style. I am just trying to figure out the character for now before I expand into more complicated combos.

looks like sako has started out in sf5 with laura.