Not match related but do anybody know how to unlock titles for Laura? I know it’s some by character level. I only got 3 so far and I seen someone with the Ms. Throw Down one. He was lower level than me with Laura. Curious as to how he got it. I don’t have that one.
Thanks for the reply. Hmm…I did all that plus her hard survival and still lvl 27. I guess it’s because I don’t play rank. I’m only silver but I can’t deal with rank and the bs that goes on in that realm.
Hm I generally dont like stopping mid combo to go for command grab resets. If you already connected f.HP > LP, you should always follow through with LP bolt imo. It leaves you with +2 frames in close range, an ideal mixup opportunity. On a side note, I would recommend to go for LK after f.HP, since you can combo into EX bolt on hit.
So I’ve been messing around with Laura and for me, she’s the most fun character to play.
But I’m having a problem. Post Sunset Wheel I cannot find anything good to do. It feels like using it is actually more damaging to me because we’re back in the neutral game. It just feels like the 13 frame advantage she has just aren’t enough. I’m out of range for most normals to reach and if I dash, I’m at a disadvantage.
At the moment I tend to go for …Ex-Clap, cr.HP, f.V-Skill, meaty st.LK, st.MP xx Stuff and being able to add Sunset Wheel and a follow up into the mix would be nice.
So, does anyone have anything?
Right now I like St.hk to try to fish a counter hit crush counter wake up button, then if I think they’re trained to block, either dash in sunset wheel, or ex sunset wheel. I like the follow ups from a counter hit st.hk better then a counter hit lp.bolt, and on block lp.bolt being at -2 at point blank range rarely ends any better then my being at -3 (do to 1 frame meaty) from a blocked st.hk since I’m usually still outside their lp range if they have a 3 frame normal.
The problem with ex clap is characters can often wake up button you out of the clap do to the forward motion of the clap. I just tested in the lab with chun, had her crouch jab on wake up, always knocks me out of any clap including ex after a sunsetwheel.
While walk forward cr.hp can work, the timing is strict and the effort doesn’t seem worth it compared to just st.hk. All you’re really gaining is that you can make it safer on block then st.hk, but even chuns cr.lp can’t reach you after a blocked st.hk after a SSW, so short of maybe Giefs CA (could it reach?) I don’t think anything can actually punish st.hk anyway.
I’m certainly not an expert on okizeme or whatever its called though, and its vital enough to Laura’s game that I kind of wish some one who knew the optimal options after all of her knock downs would create a single thread detailing just those, I think the info is probably already in this forum some where, but good luck finding it all.
You are actually only -1 after the LP.Bolt because it hits meaty. The positioning after blocked LP Bolt is better and your frame (dis)advantage is better. On top of that, if they dont get CH (try to jump) you get nothing off stand HK, while you still get a combo with LP.Bolt. I think the St.HK should only be used after convincing them to press buttons after SSW, which requires you to do unclean setups like dash in throw or similar stuff first. Without conditioning, a good player will never press buttons against Laura after SSW.
I got a question guys. How are you shimmying with Laura. What buttons are you using? I’m trying to understand this concept in general and how to use it properly. I don’t use it but I need to because it seems very affective.
Well for me its very special/button dependent what I use to try to punish wiffs with, but I do rather like lp.bolt as a shimmy wiff punish for anything with around 15 or more recovery do to the range and 13 frame start up, part of which can be used while the wiffed attack is still active since she doesn’t really start to move significantly far forward until about frame 4. If I’m late on reaction I’m still relatively safe, and if I hit I did some damage and I’m +2 ready for a nice mix up. Outside of that I’ll some times try cr.hp or cr.mp with buffered mp.bolt against anything with short range (like a throw) or that moves them forward such that I should only hit them if they go for it (so the buffered mp.bolt doesn’t come out unless they hit their button). Cr.mp has the fastest start up and is thus the tool I find best for catching stuff before it retracts, and if I can get 8 frames or more of recovery to punish, cr.hp extends farther then every button but cr.hk, st.hk, and st.mk, all three of which can’t be cancelled into something else besides v trigger and st.hk in particular is usually too slow to actually get there before they recover.
Unfortunately, I find its generally pretty hard for Laura to use shimmy effectively because of the poor range of her normals and, equally importantly, because of her mediocre walk speed. I find the technique is most useful when you’ve got a character with really good walk speed as a means of leveraging said walk speed to drawing out wiffs. With laura, she seems intended more to be about dashing, she’s even got the built int “shimmy dash” thing, but I don’t find dash’s are a very good shimmy tool, both because of how slow they are, and how much they commit you to doing the dash, sealing your ability to do other things, unlike simple walk forward and back.
Consequently I feel like shimmy is really more of a technique used AGAINST characters like laura, with limited range on their attacks. For an example of why its hard to use, consider Karin’s beloved st.mk. This button has 15 recovery frames, which seems pretty punishable if you if you draw out the wiff, but she retracts within 6 frames after the last active frame, and the range of her st.mk is greater then every single button Laura has but st.hk, meaning that generally outside of frame perfect inhuman reactions with cr.mp, the only button laura has that can reach karin after a wiff is the 12 frame st.hk, and while its technically feasible that you could punish (12 frame start up to 15 recover), once again I find that the reality is for humans, even if the player using her is sitting next to you telling you exactly when she’s going to do it… your probably not going to be able to punish it in time. Seriously, go into training right now, stand just outside her st.mk range, and try to punish her with st.hk. Odds are most of the time you’re either moving yourself into a counter hit of your own, or she’s blocking. Even knowing the exact timing its coming out, I can only actually punish it every now and then with st.hk. And there in lies the rub, making them wiff loses its value if you can’t actually punish the wiff because your fast buttons don’t reach (or in some match ups NONE of your buttons reach, such as chun’s st.hp which out ranges even Laura’s st.hk). Throw in the fact that Karin has a faster walk speed then Laura, and if anything she’s more likely to make you wiff something and punish you then the reverse.
Still, that doesn’t meant she can’t, nor shouldn’t, shimmy. Try that same test again, but this time try to punish with lp.bolt and try to do it a little earlier. Probably found it easier, didn’t you? The reason is likely because, as mentioned earlier, you can input the move a few frames early on reaction to her st.mk (if your not truly just on the outside edge of the st.mk), allowing you to cut off some of that start up while the st.mk is still active, giving you more leeway to catch the recovery. That doesn’t necessarily make it easy, you still need good reactions, maybe even need to try for a read, but if they are just throwing out buttons, being predictable, its a great way to punish that, and I find its an important tool to make them respect you to some degree at neutral, because if you can make them fear hitting random buttons, you have the potential to dash in.
I’m definitely no shimmy expert though, so perhaps others can give some better tips, but for me I’m usually either trying to shimmy my way to a bolt punish, or I’m more focused on predicting and punishing their shimmy, with my ultimate goal being to get close enough to them that they can’t shimmy away no matter how fast they are.
I find that shimmying with Laura is less effective for a character like her because she actually excels at being in the opponent’s face. After all, you have multiple options to deal with potential buttons, the most prominent being just a meaty st MP which will stuff anything that’s not invincible and that can lead into cr MP combo and/or frame trap. You also have the option of doing a meaty command grab which will beat techs which is usually what shimmying is designed to do any way. As said by @DanTheTimid , her walk speed is pretty mediocre and worse yet, her range and damage potential at range is pretty bad. Her best option at the farther ranges is cr MP, cr HP or cr MK and the most you’ll be able to get from it is into MP bolt (LP bolt for cr MK) and the only thing it will really do is condition your opponent not to tech but that’s generally not something that players should be doing against Laura anyway because she has better alternatives.
I personally don’t bother shimmying because I feel like that it’s not to my advantage because if the shimmy fails, she has to work again to get in. So the risk vs. reward isn’t really there for her, in my opinion.
I’ve honestly had pretty good luck with st.mk vtrigger as a shimmy tool. Obviously you’ll only get it once, maybe twice a round but its great because its super easy to confirm, and if it’s blocked you’re still at something like +6 so you can basically do whatever you want. If it hits you get cr.hp ex clap into either mixup or damage with hp bolt. Since you usually don’t get your vtrigger until around half life, you should already have your throw game established pretty well at that point which is probably why it seems to land a lot rather than going for 5 shimmys a round… any thoughts or inputs on this anyone?
Midscreen, after a forward throw, you can dash up -> walk backwards a bit -> whiff punish the grab. It doesn’t work for anti air elbow or M Elbow kick followup as you’re too close to them after dashing up.
Laura has a built in “shimmy” off of her LP bolt on hit. After LP Bolt on hit, Laura can immediately normal throw an opponent but the opponent’s normal throw will whiff (works against everyone except Bison/Birdie/Vega as they have longer throw ranges).
This works as long as you’re not holding a direction on the stick during the ending animation of LP Bolt. If you hold a direction during LP Bolt, you end up closer to the opponent than if you just leave the stick in neutral.
Can confirm, this has kept working for me and I had no idea why until now lol. This is prime stuff against Chun, if you get 2MK -> LP Elbow you can normal throw after and they will not be able to tech.
Also note that Zangief has the same throw range as Bison and Birdie, so you get shutdown by him too. If you do it against another Laura, you can in fact tech the throw, which means that anyone with the same throw range as Laura or close to it (Mika, Karin, Rashid, Nash, Sim, FANG) can tech you out of it. Fair game for Ken/Cammy/Ryu/Necalli/Chun.
You can use Sunset Wheel (both LK and MK variants) and avoid the tech, but note that the 6f startup means that any 3f jab will stuff your beautiful throw. Any 4f or higher attempts will get blown up by the throw though, so this may be good FANG tech?
What if your opponent knows that you’re going to try a throw after and jump? Can you punish someone who jumps after an LP elbow hit (assuming you read the jump and didn’t throw)?
If you go for a normal throw and they neutral jump, you actually should still have enough time to Hp.Bolt them (only 18 frames of recovery on wiff). If you went for a Sunset Wheel though prepare to eat big damage 52 frames of recovery no matter the version)
Also… are you sure this info is accurate? Is there special spacing I’m missing? I’m in training mode right now cr.mk-> LP Elbowing chun, I’m not holding any direction after the initial 236 input, and she’s teching my throw every time…