Ibuki’s command dashes are more negative than Laura’s btw. Much more negative.
My bad, thanks for the correction!
Gamerbee (Necalli) vs. Huan Jin (Laura): https://www.youtube.com/watch?v=RIV5_5CzTq4
I was hoping to find something new here as I consider Necalli to be pretty though for Laura but except for the obvious stuff he does better than me (reactions, execution) I couldn’t see some game-changing tech. Can’t believe he was getting away with so many standing jabs after knockdown, those are really risky against Necalli’s CC buttons.
Gamerbee was dashing a lot, the standing jabs were probably a read on that.
Huan Jin uses one of my favorite tricks aka st. MK xx VSF > H command grab. It’s impressive how many people don’t know what to do in that situation, especially when they’ve been meatied.
The thing that stood out to me most was Huan Jin’s use of neutral jump MK. With how far and late he was doing it, it looked like he was using it as a safe jump-in to try and bait out Necalli’s DP.
Srk sux on the phone
what are you guys doing against balrog in the corner. My buddy plays him really well and in the corner i feel like i can only v reversal out. when i try and press buttons, they either whiff or I get frame trapped.
If he meaties you perfectly you have no choice but to VRev. If he doesn’t you can always go for EX bolt.
That being said, Rog isn’t a bad MU for Laura. I had no issues against online Rogs yet and even PR Rog admitted that Laura, Mika or Gief are not good MUs for him.
From mid range I’d say he has the upper hand and it can be very frustrating for Laura - He also he a very decent good anti air so you can’t escape by jumping, and you’ll need to be patient. However a lot of Balrogs I’ve played have issues dealing with Laura 2mk. If it does connect, don’t cancel into lp elbow, go for ex elbow instead and you’ll be out of the corner.
Make sure to punish all Dash Straights (don’t try to punish the EX version as I think it is positive on block). If performed from the right distance, he’ll be too far and you won’t be able to punish, but at least it’s your turn to attack.
From up close, lots of Balrog are abusing target combos, even cancelling into vskill overhead, but none of that is safe. Once he has hit you with a couple of counter hits, you’ll become more hesitant to press buttons and he’ll start doing dash up > grab or high/low mixups. Keep your focus a be ready to react to that.
If you see him jumping /neutral jumping just dash under and command grab. It’ll beat all his option except jump/backdash.
It’s also interesting to note that Balrog is the only character in the game you can pretty much zone out with her Claps. Different speeds and trajectories mean he can’t always rely on the same counter, plus going through it with TAP is pretty hard as they all stay really close to you.
This.
It wasn’t until Balrog was released that I was like, “Oh, this is how her claps are supposed to work.”
good points guys. I’ll try some of this stuff out next time I play.
I definitely need add more fwd HP to my play. I basically use it occasionally on wake up and obviously during stun punish, but occasionally when I get sloppy it’ll come out accidentally and I’m embarrassed to say in those instances it usually connects! You’re only -2 on block right? So essentially it’s the same safe(ish) situation as a blocked lp bolt.
It’s -2 point blank but when spaced properly I’m convinced you can make it neutral. Think Mika cr.hp: point blank it’s very negative but when spaced properly it can give frame advantage. Same thing with Laura’s fwrd hp although I don’t think it’s ever positive. I might be wrong. I guess I could test in in training mode but I’m lazy.
It has 2 active frames, so it’s -1 at best
So played a few Juris today. My take:
Well, this seems pretty hard. Juri can outpoke Laura (i mean who cant right?). We got another case of jabs beating all jumping air attacks, so we’re screwed there unless you can try to get them on wake up. Juri has a meter-required DP, so of course you gotta watch yourself when you get into your mixups or when you try to pull a meaty on wake up. She has three vreversal bars so it can be annoying with her gettig out of alot of your attempts. Her specials, even in exmode, seem very unsafe, cr.mp that hoe and go to town!
From what ive seen, FIREBALLS ARE A NO NO!! Juri just has to see Laura start the animation and she can blast right through her and cause you to really mess it all up and take advantage, I would stick to only EX FB in mixups. Laura’s is too slow to use mid and far range. Even trying to jump in on Juri will be too much even of you see her charging since she can just backdash out and leave Laura there. However it seems to have a bit of weird spacing on block, from what Ive used cr.mk should do just fine. So you can start your offense there.
As for Juri’s fireballs…eh, i havent really seen anyone really utilize them. Ive easily exed through all of them. Make sure your spacing is correct. But she can get you nervous because her dashing is really good Amd she will run behind it, so be prepared.
All and all I treat this matchup like Rashid and Karin, go to town on them before they get meter. When they do, you gotta pull back and figure another way around it and bait them. I would say its in Juris favor due to the DP and her being able to shut all of Laura’s fireball attempts down. No matter the distance.
^Haven’t played any good ones yet, but I have a feeling this will be a hard matchup once people start owning her moveset for the reasons you mentioned. I think it’s a lot like Necalli, no fireballs and hope you can bait specials. Thank goodness her only invincible reversal needs meter. She only has one real overhead from what I can see, despite what the animations suggest. Watch for her teleport side switch/crossup (v-skill?). That’s all I can say for now.
I didn’t play online yet but I’m a little worried she could be a new Chun in how she can annoy you and negate your pressure. She has a lot of anti-fireball tools, fast normals, an anti-air jab with a long reaching hitbox, DPs, a hit confirm from a low, throws that put you to a safe distance… I better start taking points off new players before people figure out lol.
Other random notes:
- EX qcb+K is projectile invincible, not the regular versions
- only EX DP is fully invincible, the other ones can be stuffed with almost everything and you can still punish them with CC combos
- M DP is throw invincible, H DP has no form of invincibility at all but it’s still CH-able
- VS is projectile invincible only if charged. Regular version will run into your fireballs.
- Juri’s fireball goes exactly under Laura’s and goes faster and further than H version, meaning you can’t throw fireballs at her if she has it stored
- Juri’s storing qcf+K cancels projectiles - another reason not to throw the fireball from up close
- You can jab or dash forward on reaction to the uncharged V-Skill
Played some more high rank Juri players today.
Unfortunately, OceanSalt may be right about Juri being another Chun Li for Laura. It seems like people are figuring out already how to utilize Juri. Juri’s normals are too long, Laura cant reach to punish really unless it’s something blatantly obvious. Her DP can be crossed up at least, but Juri can just use her HK to anti-air everything (seriously why is it fair that characters get a DP AND good AAs???). A good Juri player wont abuse her VS, so of course like we stated we don’t really want to use them unless you in close.
Is it me or can Juri just shit all over Laura’s air-to-air game? Seriously neither her j.lp or j.mk worked at all.
I just hope we can discover some kind of tech to help this one out.
You mean her HP? st. HK is her jump forward poke.
Also her sweep is friggin fast and short, it’s almost impossible to whiff punish.