Against theMochaLatte (Great gold player in the top 300!) so this match should be educational for everyone as far as what Ken’s pressure can do to Laura.
Are there any solid Laura players to look out for?
Take notice of a few things and let’s discuss them, everyone:
42s <----after the shoryuken knockdown Ken crLK and walks forward, probably to attempt to frame trap or throw. I press f+HP and punish his walk forward. Question and labwork. Would this OS against light attacks into throws?
Things to discuss and test in the lab:
Did you guys know that jabs beat throws in this game? (Probably)
Did you guys also know that THROW beats Medium attacks? Meaning if someone tries to frame trap you with two standing mediums in a row, you can throw them out of the second standing medium attempt.
Everyone here should test that and confirm, or at least be aware of it.
1m27s <----when I get taken into the corner, check out how he shimmies in and out of Laura’s ranges. We need to discuss counter buttons to this while in the corner. As you all saw my crMK could potentially poke back, but if he blocks would a lp elbow be a good follow up to the crMK?
5m26s <----here, when he’s in the corner a thunder clap into a f HP caught Ken’s reaction to Laura’s fireball. Notice also crHP and how it does a decent job of keeping him in that corner. I’d imagine from that distance if the crHP whiffed she’d have enough time to react with a st MP Anti air if Ken jumped.
Her cr HP might be one of her best slept on moves. We should look more into it guys
7m11s <—her standing MP to medium MK into V trigger is a god send when it comes to close up scrambles where you can get a counter hit. I could have KO’d him here, but my muscle memory would not let me do an elbow to finish him off. lol
8m11s <—study my options on corner pressure. Would it have been wise throwing out a thunder clap? A LP elbow? Thunder clap seems like a horrible idea in the corner.
Damn I want to post some more but I gtg for now. Please let me get your thoughts, guys!
If online counts, I’d like to consider myself somewhat competent at the character >.> I’m at gold rank at least. Hit me up if you wanna talk Laura tech
2HP is definitely the whiff punish against any low pokes and even some higher pokes. You have to use 5MP in some situations though, particularly against some higher punches/kicks.
I already had the feeling Laura has a positive matchup against Nash and it is confirming over time. HP Bolt Charge basically destroys every attempt at jumping in, even through Moonsault which you can catch in the air before it becomes active (worst case you’ll trade). Whiffing his Moonsault very often makes him land next to her and available for a grab, and if he doesn’t you can always command dash to position yourself. Once he has no meter left for his reversal EX Sonic Scythe he’s done.
I still firmly believe that Bison is the biggest problem for laura. I’ve been trying to find good videos from this matchup to see what I can do to survive his onslaught of pressure.
Yeah, he’s practically invincible with his scissor kicks, even worse when he throws some grabs in because his incredible grab range. You can command grab him if he ends up close to you but I didn’t test if it can really work in an actual match (my guess is, not too often). Every move he does seems to outspeed Laura.
Until someone comes up with a better idea, V-Reversal or cr. LK on block seem to be the only ways to create a little space to breathe.
The answer to a lot of bison pressure is 3f normals; which is laura’s s.LP.
If he does df.HP he is +1 and he only has 4f normals, so you can always force a trade with s.LP and if he goes for a slower normal, you get a CH.
s.MP into c.MP leaves a 4f gap, allowing you to s.LP through it.
Have a look at his frame data and see what strings will actually beat your s.LP. Usually this is strings where it leaves him +3 on block and goes for his 6f c.MP, which with priority will beat a LP. So certain strings like c.LP, c.MP and s.HK, c.MP will beat your s.LP. But these will eventually push him out and usually tried to get back in using df.HP, which you should always be forcing the trade with.
He is minus on all of his scissor kicks, so make sure you press your advantage after it.
Adding to the pile of anti-Nash strats, I discovered that Nash can’t really V-trigger you while you’re recovering from EX clap. If he tries to hit you out of recovery he’ll just stick a limb into the projectile. And of course once it’s out there you can just follow it in, Nash just can’t do a lot about it.
with the right timing you can use qcf. HP, but unless you are either daigo or looking for this at all times, you can go for a crouching fierce to hit her out of it. Timing takes a tad of practice though
Why the hell Mika’s cr mp is considered airborne? Every time she tries to anti air, and fails, she just flips out of the air and punishes me because my next attack whiffs…
So far the characters that are giving me the hardest time are Ryu, Bison, Necalli, and Chun. Ryu, Bison, and Chun I am figuring out, but I am at a loss when it comes to Necalli. Everything that typically gets me through in terms of dealing with Laura’s struggles in neutral against others goes out the window against Necalli. Does anyone have any insight on how to crack Necalli? the neutral is obviously the biggest problem, but even after getting a knockdown, I can never seem to get the upperhand on this character.
I have been able to use HP bolt a few times but that’s against people who were over-using it and making it obvious. It’s tough to do it reliably against mid-higher level players though. I’ll take it to training mode and see if I have better luck with cr.hp. I’ve been trying to use it more in the neutral like you were saying earlier in the thread but its tough. It does beat a lot of low buttons and some mids but I feel like it loses to a lot of things to, tough to pick your spots with.