S2 Laura: Now with 50/50 more grappling fun

I now the frames on ex clap but what are the frames on normal clap on block? did they change at all?

Patch notes don’t mention anything about it.

so its - on block. 5 or o depending on how you charge it?

I’m thinking that once we get used to blocking/countering his demon flip options Akuma won’t present too much of a challenge. Just don’t get too comfortable playing a fireball war with him, the red one can throw you off guard.

Does anyone know the frames on his tatsus on block(point blank)? Kept trying to punish but it’s either safe or just the crappy online after the patch.

I am still so not used to the new v reversal. Keep instinctively dashing forward.

Something with akuma is pissing me off. Some move where he jumps like 2 feet in the air and holds for a second and comes crashing down with his palm. Is that move completely safe/invincible? And I tried to use her st.lp or st.mp to hit him but it goes right through him. Cant grab either.

I think learning that fireball pass through tech might be beneficial for the Akuma match up. I noticed he throw another red fireball immediately after destroying his with my ex thunder clap. It might be possible to time a single hitting fireball and dash to punish Akuma’s attempt without completely destroying his.

You can definitely anti air it. It’s probably best to v skill under it and punish that way though. I’ve had way more success doing that.

Yeah, that combo in the video worked before. It’s her best punish for whiffed DPs and such but you have to know which Clap to use after the CC HP because it depends on the character. Some flip further away so you need to use H. Clap while other stay closer meaning you have to use the Medium one.

The Demon Flip is slow AF in this game. By the time he decides which button to press I already tagged him with H Bolt.

P.S. the recovery is so ass on her V-Reversal that she doesn’t even dash when I input that. But I’m not TOO angry about that; you lose pressure shenanigans, but now you can REALLY reset everything when the opponent is on you after some bad decisions.
I also need to find some good new VT setups since it’s supposed to be more viable now. I hope we guys find something juicy.

It’s his forward + hp. It’s airborn so it goes over grabs and some lows, but you can jab him out of it

It’s fairly slow at 33f startup so you can probably stuff him with st.MP or even HP Bolt Charge if your reactions are on point. It’s +1 on block though, so don’t press buttons after it.

Laura’s buffs pretty much just make her better at what she was suppose to be doing in the first place. Thank god for the c.lk buff and low confirms. People actually have a reason to hold down back now rather than just walk backward. I think the s.MK buff is also pretty OD, but I’m not complaining. Linking into c.MP on CH feels good.

I’m starting to like the fireball invincibility on EX Sunset Wheel. Caught a few shotos already throwing out EX fireballs when they though I had no choice but to block them (or charged fireball set-ups from Ryu after knockdown) which I could simply counter with EX grab.

I’ve yet to play against a Ryu who does scrubby CA on wake-up but I suppose you could just use it to counter that as well for a stylish finish.

People still fall for that BS? :tongue:

That one was super fun near release:
https://www.youtube.com/watch?v=z_qKQBWcJDw

That button always went under the radar imho. I was always able to press it freely for pressure before. Now you get even more reward for that.
I guess people will realise at some point that it’s minus on block (even more now that it’s -2).

Huh I see. I guess Ill have to practice my reactions a bit more.

I think people are still thinking her overhead is nothing on hit. You can land grab after grab with that!

I was trying to do V reversal on wake up but Akuma did his f+HP air chop, so my cr. HP came out instead and smacked him in the face as he was landing lol.

Akuma is made of paper. Maybe its my general rank, but I haven’t had too much trouble with him. Only lost a set to a much higher ranked Lion King than my current. He goes down with the same mix-ups as everybody else, and his demon flip is laggy and easily seen coming.

But once he gets rolling he can bring the damage, and the stun.

It’s had always been a thing. More consistent on CC reversal. Might have to do HP FB on a few characters like Necalli

Hmm now that’s interesting. It looks like a meaty CH st. MK combos into overhead… and meaty cr. HP will combo into overhead even without CH. I managed to do that after a regular command grab with a microwalk before. st. MK is way more easy to time correctly and it rarely get stuffed. Of course this is interesting because now you’re +2/+3 after an overhead.
f+HP > HP also combos into overhead (probably it worked before too), even if of course is way more situational than the other one.

Also about tick throws, you can do them on wake-up only after M Bolt > P, back throw and command grab, in all other situations the throw will whiff if done after a normal (this also applies to L Bolt). So it looks like Split River is the way to go now.

edit: doing the cr. HP xx VS combo is actually easier after back throw or Split River. It requires

Another thing: it looks like resetting with st. HP xx VSF after CH st. LP, cr. MP xx EX fireball has more chances now to make you cross under. If you wanna be sure it stays on the same side you better reset with st. MP or cr. HP.