I think I need advice on every match up. It feels like a solid 7:3 in everyone’s favor against Laura. :s
Earlier yesterday, I had a match against some silver Nash that played like Infiltration. Back dashing a lot, fireball at safe range, and if I jump he anti airs, if I dash forward I get a foot to face sending me into a knockdown.
I finally get in using one ex meter just to see him teleport out again and continue zoning.
I feel like… if my opponent decides to turtle it’s hell to try and open them up.
You just need to be patient and keep one meter in stock so that Nash doesn’t have the capability to lame you out. I think it is a fair MU but patience is the key here; you should be able to score some nice burst damage from time to time. In the beginning you will have to walk forward and block his projectiles or you can start rounds via building meter with claps when he throws full screen projectiles.
Maybe other people have more substantive advice. I usually just see what kind of player I’m fighting against. If he wants to use vreversals, I tend to do more often st.lp xx command grabs etc. But it is true that without resources it is a pain to get in, feels almost impossible at times.
I’m not that good, but my two cents on this match up is to stock pile as much ex bar as you can so that you can have an easy knock down on sonic boom spam and spend some time in training mode to anti air the hell out of jaguar kicks when possible. If they like to teleport, neutral jump attack them. Also, his strings look deceptively like they have openings- but they don’t. Block, block, block even if you occasionally miss a throw tech. After you’ve blocked it out they will usually either retreat and go back to booms (ex elbow it) or try another jaguar kick (anti air it).
Laura vs Nash doesn’t feel that bad. Dash-in less, walk more. Patience is key. Pick your moments for dashing in carefully. Don’t be reckless with it. And once you’re in it’s a wrap. Baiting v-reversals with jabs help when you have him cornered. You can throw him out of it, keeping him in the corner. I’m not going to doubt it might be in his favor, but it hardly feels lopsided.
How the f do I beat cammy? Her pressure destroys me. Jabs/pressure into damage and tick throws all day long. Then just when I try to start a mix up I eat a cannon spike to the face. Ugh.
I would say bait and jab.
The cannon spike you need to bait it and punish it hard. After a couple of times the player will respect you and then you can do the usual setup on wake up.
As for the pressure, you can punish a lot with a cr. jab. Don’t forget that her v-skill is safe on block but can be punish before it touches you. Oh and training anti-air is very important. To recap :
[list]
[] bait the wake up cannon spike
[] cr. jab what you can : st. HP, cr. mk, sweep, lift combination (unique attack), all(depending on the position) spiral arrow, all(depending on the position) cannon spike , hooligan mixup (not ex), CA, v-reversal
[] Stop her vskill !
[] Anti-air her
[] Don’t forget to tech, because if you are too passive she will walk to you and throw you
[] If under too much pressure, v-reversal is viable and you just need to dash and cmd grab her
[/list]
^Thanks. I’m gonna spend some time in training and I know I need to work on always getting a full punish for blocked cannon spikes and not freezing up. It’s weird, a normal shoto DP and I max punish on autopilot but cannon spike messes with my head lol.
Soo, here’s my reasoning for a general gameplan. I’m open to the idea that I might not know what the fuck I’m talking about and would absolutely appreciate being corrected.
The way I see it, there’s four typical ranges for normals in this game: 1. lights 2. cr.mk 3. st.mk (think karin, cammy etc.) 4. st.hk (karin again, laura etc. might even include stuff like chun st.hp)
At range 1 she’s above average. She has normals with a little bit better range than typical, a 3f jab, st.LK has amazing frame advantage on block etc.
At range 2 she’s at par, or slightly above. Her cr.MK is 7f which is average, but with more active frames than typical. st.MK is a good poke, st.HP is a pretty quick CC, cr.HP is good but very whiff punishable.
At range 3 she has literally nothing.
At range 4 she’s below average. Her st.HK is slow af, super whiff punishable, and moves her forward which unlike similar moves means you typically have to block a move in return. No sweep is particularly good in this game, but hers does have some interesting interactions.
The feeling that her neutral is garbage comes from her slow walkspeed coupled with her complete lack of presence in range 3. It’s very difficult to sneak through that range and get into range 2.
In other words, you can’t realistically take initiative and play an aggressive poking game.
The benefit to this is that it’s the opponents job to keep you at a farther range than you want to play at, which means that they have to walk backwards. This opens up the possibility of pushing them to the corner.
Not all opponents are willing to give up space and will contest it more aggressively. You still can’t realistically take initiative, and her walkspeed makes it difficult to play around whiff punishes. However, many of her buttons have a lot of active frames which makes them great for catching pokes as they extend. You only need to land one special cancellable normal to get in. If the opponent starts looking to whiff punish your attempts at counterhitting it opens up the opportunity for dash in pressure.
So in summary, your primary goal should be one of three things: Push them to the corner, find an opportunity to counterhit their pokes or find an opportunity for dash in pressure. If you’re allowed to aggressively poke or play an effective whiff punish game your opponent is fucking up.
I agree with a lot of that.
But a neutral game is not that horrible. For example, I whiff voluntarily some move punish then when they want to counter it.
I also dash-in-and-out a lot (shimmy). Yes her normals are not ideal but the mixup between grab, dash out or dash in is really good. So If I use the HK I dash out if there it is blocked but after a couple of tries I dash back in and grab him.
That’s just me
Ok guys… my new problem is Karin… her normals are amazing at keeping me out and her ex DP is too hard to bait out… it seems to scoop you up no matter what…
Once I’m in though it is a different story… but what the hell do I do midrange? It’s like Karin can do whatever mixup she wants because of no reversals and its bs.
You block. As accurately expressed above you have 0 options at that range against Karin. She will win every time. Bait out her unsafe stuff (which most Karin’s will do) and punish. Best I can suggest really other than the obvious get in on her and bait out an ex reversal.
Only other thing you can do is EX Bolt when shes just sticking out limbs
Basically what the person above me said. Its basically block and punish with her, Laura cant compete with her normals far and mid. Dont even do Laura’s fireballs. Maining her as a side actually helped me with the matchup more because she really relies on shenanigans to get damage, and cr.mk is her godsend, block low the majority of the time and just watchout for her dash -> throw setups, it catches so many off guard. Once she tries a Ressenha, go in on her. Alot of her extended combos can be interupted by Laura’s cr. and st. Lp.
As I think a person her posted before…Laura’s st.mk will piss Karin mainers off. Its really useful against her when you get in close and she really seems to have nothing to do about it other than her EX DP.
Are all her special advances unsafe? Can I punish anything Karin does from mid range? Lauras normals are so ass I’m thinking of an alternate character just for this slut… she rekts me from mid range it drives me crazy…
I don’t think that’s necessary because this match up isn’t even close to bad enough to warrant that. Karin can’t mindlessly press buttons on you. Learn to punish sweep with LP Bolt Charge and make use of your s.LK and s.HK on top of your s.MK.
How are you guys dealing with Necalli in neutral? I find this matchup so frustrating in the nuetral because
a) If I try to close the distance from long range Necalli’s ground pound really stops Laura in her tracks. I can walk, dash or V-skill dash and even with the dash I find the ground pound hitbox is so big that it can hit even when Laura appears to be slightly in front of it. Any attempt to v-skill dash comes with massive risk as his st.hk poke crush counters it.
b) Thunder clap is a no go because necalli can just ground pound on reaction. Its in his favour even if the projectile hits because he gets the knockdown. Lets not forget his horizontal special move (forget what its called) and his critical art go right through the projectile.
c) If you try to play it safe and stand outside of his long range poke range (st.hk and cr.hk range) he can just dash up in your face and being one of the faster dashes in the game its more difficult to react to especially if you are focusing on dodging normals and watching for a jump in
I really feel this is one of Laura’s worst matchups as he has the tools to deal with her in neutral, at distance (ground pounds for free) and on knockdown its a mssive guessing game (any character with a command grab can bully laura after a knockdown). Oh yeah and don’t get me started on his 3f anti air jab. Minimum risk, its so fast he has all the time in the world to react to the jump and laura lands in front of Necalli allowing free pressure