Laura General Thread: Who The Hell Is Sean?

s.MK is most def a good tool. I need to use it more in the neutral but I mainly use it in s.LP s.LK blocksting. High success of landing counterhit especially If I do another one after the first s.MK is blocked.

ST MK is - on block but it’s in that range were situationally jabs and other things would whiff
It’s a brilliant check move where after it on hit or block you can observe what the opponent is gonna do or how they will respond. The small movement toward means a lot

I use it to stuff Mika charged roundhouse and Zangief charged fierce. With the right spacing, it’s an amazing button. Just gotta incorporate more v skill cancels.

Shhhhh we want her to get buffed!

So question guys, the Kick follow up to her elbow always does more damage. Is there any reason to use the punch follow up other than for positioning? For example I find myself only using the punch follow up if I’m cornered and I geta hit in. Otherwise I tend to use the kick follow up.

But Z’s charged fierce has armor…?

Both followups do the same damage.

I usually default to K unless I’m doing it while cornered. Most of the time because of the bolt forward momentum you’re more likely to be pushing them into the corner every time you hit it, so might as well stay on the same side. Plus I prefer the distance you’re at with the K followup if they quickstand since they’re less likely to try and reversal.

I prefer the punch follow up because you can hit st hk/hp and crush counter them if they mash.
Kick follow up only if punch would corner me

Hmm, I can see your point. If they press stronger buttons to reach you can maybe use st.LP to stuff that or cancel st.MK into backdash and punish. For example, Ken doing cr.MP upon guard recovery gets legitimately punished by st.MK xx backdash followed by st.HP.

Everyone gonna hop on the Laura train because of Mr Crimson

Really? I was in training mode and it seemed that the kick follow up always did more damage.

Yea I’ve been preaching this button for a while. It gives you enough time to survey whatever situation you’re in.

Nope, it’s the same. Maybe your dummy’s lifebar went below 50% and started scaling damage.

When I feel that I should hit a button after teching a throw (a bad habit that I don’t condone) standing MK has been beating out or trading with most other normals

That’s why I said with the right spacing. You can hit his fist after he releases. I don’t even try to play the grappler game with Gief.

What is the hitbox of s.MK anyway? I know it has a decent amount of pushback which is why it won’t often lose to jabs afterwards, but it feels like her hurtbox is in a safe place due to how little I get hit out of that thing.

Just wondering as CA has a 4 frame startup, can I VT,CA after a blocked cr.MK and they can’t escape?

You can’t grab someone in blockstun.

Yep
Laura has a 3 frame standing jab
So heavier normals with more reach will get beat outta startup
eventually if you can dance them into that space again after seeing that move enough you can start dashing in for command grab.

The local I went to had a really good Laura
I think after resets I’m gonna start meaty hitting people
Everyone presses buttons after ex fireball mk reset

But surprisingly enough they would get blown up by command grab off of v cancelled normals on block with out any condidtioning

Much more inspiring words coming in after last week, when many Lauras (myself included) were getting real doubtful.
I’ve also been having gradually improving success since I implemented more st.MP>st.MK, or just st.MK into my game.

Yeah…I guess I have to say after watching tons of videos and such my Laura game has really improved. She still struggles alot in some key areas, but at least some things are much more bearable now.

These characters far reaching normals still piss me off. Cammy especially. I feel like stuff that is punishable I have to let them get away with because she has no reach. And anyone with a DP just makes me lose my fucking mind.

So how about f+HP,HP,VT,CA (+3 vs 4f startup)