Her s.HP is -2 on block, +3 on hit, and +16 on counter hit. It is safe on block, but you will be at frame disadvantage.
I didnt know that meaty fireball on wake up was a thing. Played a mirror match today and the other guy handle me with what seem to be plus on block fireball non ex on wake up. Its -5 on block with no charge but on wake up its seem to be plus. anyone know what the set ups are for this and the actual frames on block it is after the wake up? Also i know you can OS nj after a throw with AA elbow. What do i do if they jump backwards?
What is Laura’s best punish (with no v-trigger) if she block’s a dp?
st hp xx mp fireball (or hp against necalli, rashid, laura, zangief, chun-li), cr hp xx mp elbow > K/P
If I have meter I usually go for the classic EX fireball reset after HP CC (HP xx EX fb, MK or HP xx VSF and then either MP xx MP Bolt or H command grab)
That ex meter u spend after a CC hp is a good waist of meter and lost damage.
Is there some reason to not just always do HP clap?
You can’t continue the combo against certain characters
The meterless punish told by Los does 318 dmg, mine does 452 (cmd grab)/468 (MP Bolt) if the mixup works and 282 if it doesn’t work. Mine can also work if you were too late to cancel the CC HP into the fireball. I guess it’s up to you to decide if you wanna take the risk in each situation.
You can’t continue the combo against certain characters
Look at me tryna be a smart ass. I forgot about that note.
I didnt know that meaty fireball on wake up was a thing. Played a mirror match today and the other guy handle me with what seem to be plus on block fireball non ex on wake up. Its -5 on block with no charge but on wake up its seem to be plus. anyone know what the set ups are for this and the actual frames on block it is after the wake up? Also i know you can OS nj after a throw with AA elbow. What do i do if they jump backwards?
I don’t know the frame data or any sure fire set ups, but I definitely will manually time a meaty fireball once in a while. I know the data is around somewhere and I also know it’s good. You can also get a meaty fireball after anti-airing with st.mp which is really good in some situations. Just cancel the anti air into MP fireball. Since the fireball stays out after you finish recovering you get pure frame advantage when they block it, or something like that.
Another thing having to with fireballs that I enjoy lately is spacing block strings so that when you cancel into a normal fireball it doesn’t actually touch the opponent. Doing cr.lp, st.mp, cr.hp cancel into LP fireball, for example. Should put you far enough away that the fireball lingers in front of their face but doesn’t actually put them in block stun. No one likes to press a button in that situation hehe.
cr. HP is definitely one of her buttons who deserves more love. It’s surprising how many people actually don’t think it can reach so far in such a short time. Helps a lot in neutral and is an excellent meaty you can cancel into any special.
It is her 3 longest rangedo normal.
cr. HP is definitely one of her buttons who deserves more love. It’s surprising how many people actually don’t think it can reach so far in such a short time. Helps a lot in neutral and is an excellent meaty you can cancel into any special.
I use this to whiff punish Zangief St.HP and to catch Nash players trying to dash in on me
It is her 3 longest rangedo normal.
But its visual cue it’s the most deceptive one. When you do st. HP or HK people actually see you moving forward and block, but with cr. HP you look like you’re standing until the very last moment. Therefore people often stick out normals just because they think they’re in a safe range… but they’re not.
the only problem with cr.hp is how far forward her hurtbox extends during it. super succeptable to spd from zangief when whiffing it, for example.
Eh, almost all of her normals are susceptible of SPD on whiff anyway.
Well yeah lol just pointing out some things to be careful about… cr.hp has huge recovery and moves her hurtbox foward… although ive been jumped in on when whiffing cr.hp and it’s made stuff whiff before… must lower her hurtbox a bit as well… kind of interesting
I noticed some flaws in my neutral game with Laura. What do you guys use to whiff punish in general? My bet is on cr. HP and st. MK/HK depending on the range… any tips are welcome.
I find it easier with cr mp and st lk. St hp and st mk move laura forward and sometimes i get tagged because of it