Have you guys tried punishing Karins st.MK? Her hurt box is really far, I mean REALLY far. Like I’m crush countering her at like a bit behind match start distance.
Actually I think Birdie, Chun-Li, Karin, and Bison the characters with the long st.MK’s all have very far hurt boxes. I’ve been having a lot of success on footsies crush countering them with st.HP
Karin really pisses me off
Majority of my wins against her are just patient waiting for her to fuck up with her punishable specials
Her st.MK and c.MK is just too good against Laura
Haven’t really fought any good Vegas yet but you’ve gotta do a lotta work in the match up until you knock him down. If he’s just pushing mp buttons you can predict and crush counter him for it, st.mp for when he jumps at you, punish his slide. But like I said I’ve fought few Vegas and none were too good.
Laura vs The Strongest Woman in The World (Chun-Li)
Tips on fighting her pokes.
St.MK: If the Chun-Li player likes to press this buttons you can get a read on her and crush counter with St.HP for damage.
Cr.MK: So for this button in particular you’ll have to change which button Laura uses depending on the distance. If you are right outside the range of Chun-Li’s Cr.MK then St.HK is your friend.
-If you’ve just blocked her CR.MK from a closer range, let’s say right next to her, if you think she’ll hit it again then Laura’s Cr.HP will beat it, sweep is unreliable for it is too slow to beat 2 Cr.MK’s from Chun-Li.
I figured out Lauras weakness: Defensive characters with good gtfo me moves…
It’s ok… I didn’t become a strong Eryu in USF4 by needlessly rushing down… I did it with patience and that is how I handle these MU with Laura.
Simply put I find that Laura is not only the rush down Queen but also a character that is quite capable of zoning…
Just shoot hp fireballs outside of sweep range and dare them to jump… you can uppercut any nigga that tries to jump the fireballs on reactions…
Also I like to save meter for ex elbow… these are against characters with fireballs like shotos, sim or even chun… once Laura gets one ex elbow in she can dash in afterwards for either: a meaty st.mp which can combo into cr.mp, command throw or block… the usual 33% mixup.
Also Lauras st.mk has impressive range… use it to beat buttons on the floor and use sweep for whiff punishing.
I was vsing a friend yesterday who has a very strong Ken and I was trialling these things yesterday and it seemed to work…
Some notes for the people having issues with claw:
Rolling Crystal Flash is -6, so you can command throw him if you stand block the last hit.
His wall dives suck vs. Laura. you see him go in the air you do HP Bolt Charge. Nothing he can do about it on reaction.
Try to stay in close. your area of best effectiveness is just inside cr. mk range. that way you can keep pressure on him by buffering cr. mk xx LP Bolt Charge
if you block f+HP from max range, use LP Bolt charge to approach. You’ll whiff, but you recover before he can really do anything about it.
Use EX Thunder clap as a tool to approach. It forces claw to stay on the ground, walk away from and if you stay inside the hitbox, he can’t really press any buttons to challange it. If he does jump, he’ll get hit by the fireball and you can confirm into HP Bolt Charge or cr. HK. Since it stays on the screen so long, you can force claw to a corner very easily.
once you get the corner, do not let up pressure. Keep doing cr. mk xx lp Bolt Charge and delay that with cr. mp or s. mp to generate some counter hits if you recognize they are mashing jabs or are panic jumping.
If you get CC cr. HK, you can use lvl. 2 charged HP Thunder clap to mix him up. If claw has a bar of v-trigger, he can attempt to get out using backwards backflip. In this case, you should empty jump to bait the v-reversal and then smack him with another cr. HK and start again.
On Defense, be very aware of when he has and doesn’t have the claw. If he doesn’t have the claw he essentially becomes a grappler, looking to tick izuna drop you. If he jumps at you without the claw, deny his approach by either doing s. MP or just taking the j. LK hit. he can’t combo out of it really so the love tap you take is essentially negligible.
Don’t panic if you get CH by f+HP. He can’t combo out of it so just block and wait for your opportunity to poke out again.
Do not be afraid to use EX Bolt Charge as an escape tool. Worst case scenario against claw is that he gets his meaty timing and hits you before the armor starts which is ok in most cases because it doesn’t burn the meter.
Though it’s still way too early to tell, I feel like the claw matchup is 5-5 or slightly in Laura’s favor. Claw has a difficult time getting real offense started and if you play good enough footsies and neutral with him, you’ll get to a point where you can go completely ham beast and break him.
Abuse st.mk is good… just note that its -1 on block and if they jab after they get a counter hit… so sometimes I just do sporadic ex bolt charges to make them think twice of pressing buttons. Also don’t forget you can cancel into V trigger and V skill
Sometimes a little craziness goes a long way in conditioning those kinds of people who think SF is best player like a piano… fml
Been playing for a few days and feel like I have no answer to Cammy/Bison/Nash’s rush down.
Pressing buttons get’s me Counter-Hit. When I don’t I usually get thrown. Pretty frustrating.
Cammy & Nash’s normal and special seem to recover so fast.
Only V-Reversal(counters) got me out but they quickly get back in… sigh.
Figured I’d provide some stuff that could help the Karin matchup:
Neutral:
As many others have noticed, Karin’s st.MK is pretty troublesome at range. I’ve noticed that st.MK can tag her leg with decent consistency, but you’ll have to do it pre-emptively. cr.MK can also be used as well, but isn’t as easy to place. But it is cancellable, unlike st.MK. You’ll want to try and keep yourself just outside her st. MK range.
Ressenha:
I don’t think Karin really NEEDS to use Ressenha all that much against Laura, but if your reactions are good and she does decide to try getting in with it, a cr.MP will stop her.
Mujin-Kyaku:
LK Mujin is punishable on block with cr.MP.
MK Mujin is also punishable with cr.MP before the overhead comes out. Karin gets air reset though, so be careful not to buffer too hard and get a Bolt Charge.
HK Mujin and its two kick auto-follow ups are true blockstrings, and punishable at the finish.
EX Mujin isn’t punishable on block, but I don’t believe she’s at advantage.
Haven’t got into V-Trigger stuff yet, other than the first two Rekka punches being -9 on block, so I’ll try and get to that later.
You can punish vega f.HP with EX bolt from max range.
Edit: found another punish:
s.LP xx LP Bolt.
It sounds weird, but what happens is that you are hitting vega as he retracts, while the hurtbox is still there. It’s not fully max range, but it’s pretty close.
Yah fought against my friend to 3 sets to five. Only won about 4 matches. I got wreck in nuetral So hard lol. I tried to counter poke with 2MP, 5MK, 2HP and 2MK. Man it’s gonna tough you guys. He is tournament player to so he isn’t a scrub.
Ryu seems like a bad match up for her since she doesn’t have a fireball negating v skill like most of the cast, so its one of the few match ups where he can almost throw them at will and your largely helpless to do anything about it. With meter you have some options since ex bolt has a hit of armor, and I believe you can punish fireballs with her critical art if your close enough since I believe its invincible during the dash in, but of course to get to that point you’d have to have not been using your meter on ex bolts.
In the footsie wars, his normals are pretty much across the board all faster on start up then Lauras, and less punishable on guard as well for some reason (most only by a single frame or two but still, the advantage is in his court). Also, it could be in my head, but the range on his normals feels a little better as well, but I can’t confirm on that since I don’t have hard numbers.
Obviously in a “fire ball war” ryu’s got a major upper hand in all respects, but you could say that about most of the cast vs ryu. Ryu’s anti-air options also seem overal better then Laura’s, as well as his wake up “Get The Heck Off Me” move, not really sure what if any move Laura has to punish overally aggressive wake up pressure. His standing over head also has a couple frames less start up and is considerably less punishable on block (-4 to -7 for lauras). His back throw also does more damage then laura’s back throw, as well as has faster start up, much better recovery, and fairly comparable damage to her sunset wheel command throw.
Oh and raw stats, they have the same health and stun, but ryu has better forward and backwards walk speed. His forward dash also goes farther and takes less frames to complete.
So what does Laura have over RYU? Well… her back dash goes slightly further… so there’s that…
Just to demonstrate what i meant. Laura isn’t shown here but the idea is the same. For the s.LP to hit you have to be half a step within round start range.
It just me or she doesn’t seem to have any positive match ups? I feel it’s everything even or negative. There is no a single match up that makes me say: “oh, this gonna be good.”. I feel like I’m playing all the time in disadvantage.