You can use it to close the distance with V-Skill. Basically as soon as the fireballs clash they can’t hurt you anymore so you can kinda dash through, but the timing is rather strict.

A dude in a mirror did EX elbow to me right when our fireballs clashed, I was not expecting that at all lol.
As for setups, I think they are highly situational because of the different projectile speeds and positions when the projectiles are thrown. Your best guess is to throw fireballs out and see where you end up after doing f+HP (or any other move btw) to see if you can hit the opponent through the fireballs before he recovers.

lol, I totally forgot the cool part about this earlier. Ok, so due to the fireball clash happening this also works against EX fireballs because there’s no hitbox during the clash. It’s very situational but pretty cool if you somehow manage to pull it off.

Don’t you need to cancel both hits of the EX fireball to be totally safe though? I guess that if your hurtbox is still there while the 2nd hit of an EX projectile passes through you get tagged?
(Of course this wouldn’t be much of an issue with EX elbow since it’s armored)

You don’t need to cancel them all to go through. Very situational though.

Wolfkrone often throws a fireball and then he follows it up with mp elbow if they try to fireball in response. This way both fireballs nullify and he punishes the recovery

Interesting… I agree this seems very situational and very hard to pull off in a match but would look damn clutch when/if it does.

Never tried it but what about multiple clashes? That should make it easier because it doubles the amount of time during which the fireball has no hitbox. Level 2 clap clashing with a Super projectile or Guile’s EX V-Skill.

But then again that’s even more situational than the single clash.

Yeah I tried to do it before when I saw this, it just seems a bit wonky and you have to be on extremely on point. Unless you’ve got it down pact frame by frame, eh, just stick with the move in slowly approach. But it does look badass though!

https://youtu.be/6UIoU_wkVps?t=15m53s

15:53

I think he would have won that round if he had canceled Twist Barrage into HP Bolt.

Love that it starts with a Mika.
Mika quitting on Laura is like a zangief player saying “throws are cheap”.

Did this just start happening in Season 2? I don’t remember it being a problem before.

https://www.youtube.com/watch?v=9FGNmbpoBB4

Cross under shenanigans. That definitely happened in season 1.

That feeling when everything from the lab works…
#JustLauraThings

https://www.youtube.com/watch?v=OR0e_8h6pg8

Don’t like the YOLO EX Bolt at the beginning but everything after that was great. Didn’t even know you could reset with st.MP in the corner, I always use the followup when I hit with EX Bolt.

Being the 3rd round, that ex elbow looked like some yomi rather than yolo to me. He accurately predicted when the akuma wanted to fireball. I’m thinking the ex elbow into reset was unnecessary at the end, f.hp hp qcf hp probably would have killed just fine. Pretty cool!

He was a fireball happy player so it definitely was a read on my part.
You can even see he was doing a QCF motion just when he gets hit by the ex.Bolt.
I was also trying to bait it at the start of the round by back-dashing and throwing a thunderclap.

I think you’re right that the ex.Bolt was unnecessary at the end but I wasn’t sure if hp.Bolt would’ve finished him or not.
I also used ex.Bolt after Twist Barrage to get a lot of corner carry and to reset again into a 50/50.

Few things I can optimize…

  1. The first reset after CC st.HP could’ve been done with cr.MP instead of cr.LP for more damage/stun.
  2. I was meant to hit cr.MP at the very end after the ex.Bolt reset since its 5f to give me that extra 1f safety net if I mistimed it.

The thing I’m most happy about was the CC st.HP setup at the start. It was a huge read (on my part that he would backdash) since I conditioned him to command throw on his wakeup.

https://www.youtube.com/watch?v=_LrquM6XcWk

I missed this video. Some pretty interesting tech inside + some other classic things for the new players who don’t know them.

yo fellow laura players!

we had a local tournament here in vienna where i made it to the grand final in winners but then lost after having a 2 games lead - so in fact i lost 6 games straight.

I’ve done some analysing, abvious stuff like habbits, drops, bad reads and confirms. but i think it’s always something different when somebody else tells you where you fuck up and what you need to change.

So if anyone is interessted here you go: Grand Finals

Thanks!

Just some observations:

  1. You are too jump happy, especially when the match is going south for you. All Laura mainers are so its not just you. lol His AA knocks out all of her jumpin attempts, even late. Unless you got either a FB on screen or catching him on wake up, stay on the ground and control the ground with her FB. Thats what Balrog players hate the most. Plus his jump attacks take priority over all of yours or trade, cool it in the air. I saw you tried to use j.mp when he came for you or even a j.hp. He made alot of silly jump ins that her QCF+HP or st.mp could have easily stopped and put him right back into your favor and out of the corner and even into a win.

  2. Where are your tick throws??? st.lk to Command Grab and st.lp into command grab, cr.lk into command grab, EX after dash, Ex on wake up??? Just doing that one or two times causes people to completely mess up all of their options because they know you are willing enough to pull that on them.

  3. VReversal is your best friend in the matchup. I know we Laura mainers love to save it for a burst, but if a Balrog has cornered you, you got to sacrifice it, especially if they are in VTrigger mode and are pummeling you.

  4. Other than that you made some excellent reads and thats what Laura is about. Reading and guessing. Sometimes youve got to YOLO. And yeah there were some dropped attempts, but eh, such is life, but ywith Laura you dont want to miss those attempts that you earned.