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- Laura Stuff (Notes as of 7/16/2019):
- Normals:
- st. lp - 3f normal, really good as a reversal
- st. mp - Anti-air, can cancel into vskill to sideswitch. +3 on block, incredibly good as a stagger and frametrap into cr. mp
- st. hp - CC normal. I like to use this in neutral and vskill backwards. -11, but many characters can't natively punish it without meter, or at all.
- st. lk - decent whiff punish normal, 4f. I like to buffer it into lp elbow
- st. mk - actually pretty awful, drags you forward but it's -2 now. Seen Mahreen use it, fade back after the -2, and then EX Wheel
- st. hk - slow CC button, decent for button->button->CC
- cr. lp - 4f, goes into lp elbow
- cr. mp - decent range/recovery buffer normal.
- cr. hp - longer ranged buffer normal, combos into mp elbow, can be hitconfirmed, very difficult though
- cr. lk - 4f startup, decent interrupt and low attack can harass people trying to jump out of pressure
- cr. mk - long range poke, buffer into lk elbow in neutral
- cr. hk - it's a sweep (pretty decent)
- Command Normals:
- f+hp - -2 on block, but used to whiff punish at range to either combo into HP, or st. lk afterwards into lp/ex elbow
- mp->mk target combo - induces a float state, typically combo into vskill for additional damage
- Specials:
- qcf+lp - (+2/-2), used for her blender.
- qcf+mp - (+2/-6), used as part of her punishes/raw jump-ins, decent knockdown advantage.
- qcf+hp - (KD/AAAAAAAAA), anti-air, part of her f+hp combo, trades with a lot of jump-ins. I don't like this
- qcb+p - (+0/-5), can be charged, cancels into vt1, can cancel into vskill/dash
- qcb+pp - (+3/float), good for creating pressure, good to buffer into.
- hcb+k - 5f command grab. Part of her mixup game, poor oki options.
- Hitconfirm Combos:
- - Meterless
- - cr.lk, cr.lp xx lp elbow (or ex)
- - f+hp, st. lk xx lp elbow (or ex)
- - st. hp, st. lk xx lp elbow (or ex)
- - 1 bar
- - cr.mp xx ex clap, st. mk xx vskill dash (side switch)
- - cr.mp xx ex clap, hp elbow (corner)
- Punish Combos:
- - Crush Counter:
- - st. hk (react), mp elbow xx k finish (mid-long range)
- - st. hp xx vskill forward, st. hp xx ex clap, st. mk xx vskill forward (side switch)
- - st. hp xx vskill forward, st. hp xx ex clap, hp elbow (corner)
- - Neutral Jump:
- - j. hp, cr. hp xx mp elbow xx k finish
- - Counter Hit:
- - st. mp, cr.mp xx ex clap, st. mk xx vskill forward (side switch)
- - st. mp, cr.mp xx ex clap, hp elbow (side switch)
- Frame Traps:
- st. lp, st. mp
- st. lp, cr. mp
- st. lk, cr. mp
- buffer into lp elbow, gamble on mp elbow or mp clap if you're feeling lucky
- Okizeme (KDA versus QR/BR/NR and QR oki):
- - Sunset Wheel (regular)
- - (+13/--/+62)
- - immediate st. hk (+2, -3, CC normal)
- - immediate lp elbow (+3/-1)
- - Sunset Wheel (ex)
- - (+15/--/+64)
- - MP elbow knockdown
- - (+18/--/+67)
- - forward dash (+1)
- - HP elbow knockdown
- - (+17/--/+66)
- - forward dash (+0)
- - Target Combo -> Vskill knockdown
- - (+24/+39/+73)
- - forward dash (+8)
- - vskill forward (+6)
- - Forward Throw
- - (+15/--/+64)
- - Back Throw
- - (+16/--/+65)
- VT1 Mixups:
- - The basic clap cancel (blocked)
- -cr. mp xx mp clap xx vt1 is +12 on block. this allows for a lot of pressure.
- -st. hp xx ex clap xx vskill forward is +4 on block. Do whatever you want.
- - The basic clap cancel (not blocked)
- -cr. mp xx mp clap xx vt1 is +17 on hit. You can fit just about anything there.
- -the mixup I use from s4 (midscreen):
- - cr. mp xx mp clap xx vt1, f+hp xx hp xx ex clap xx vskill forward
- -st. mp xx vskill forward (side switch) cr. lk, cr. lp xx lp elbow (FIREBALL IMPACT)
- -st. mp xx vskill forward (side switch) cr. lk, cr. lp xx lp elbow
- -the mixup I use from s4 (corner):
- - cr. mp xx mp clap xx vt1, f+hp xx hp xx hp clap xx vskill forward
- -st. mp xx vskill forward (reset), cr.lk, cr. lp xx lp elbow
- VT2:
- I KNOW NOTHING ABOUT THIS.
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