Laura Combo/Tech Thread

MienaikageMienaikage Mitarashi Dango: Data DevourerJoined: Posts: 263
edited December 2016 in Laura
***Working On Season 2 Data***

Notation Guide:
Light/Medium/Heavy: L/M/H
Bolt Charge: Bolt
Split River/Rodeo Break: P or K following a Bolt
Thunder Clap: Clap (LV2 for 2 hits, LV3 for 3 hits. Assume no charging if not specified)
Volty Line: VSO (V-Skill Overhead)
Avante: VSF (V-Skill Forward)
Esquiva: VSB (V-Skill Backward)
Critical Art: CA
Crush Counter: CC

QlRAOV6.jpg

Special Frame Data:
Season 1:
Cancels:
Laura's V-Trigger has 10 frames of recovery after cancelling.

VSF is -2 when cancelled from 5MP/2MP on block, and the last active frame of 2HP on block. All other options are unsafe. 5MP/2MP will be +1 on CH. Meaty 2HP is up to +2, or +4 on CH.

Laura's moves do not always cancel on the 1st active frame, and different types of moves are cancelled into on different frames. Some moves also cancel into a version of VSF which is 1 frame faster.
5LK:
Does not cancel into anything until the 2nd active frame
5MP/5MK/2MP:
Cancels into faster version of VSF
2MK:
Specials/V-Skill: 2nd active frame, faster version of VSF
V-Trigger: 1st active frame
5HP:
Specials/V-Skill: 1st recovery frame
V-Trigger: 2nd active frame
2HP:
V-Skill: 4th active frame, faster version of VSF

Wakeups:
Numbers are the frame where the opponent first becomes active (e.g. After a command grab, if you do L Bolt and the opponent quickrises, you will connect on frame 14 of L Bolt)

Quickrise:
Bolt P: 10
Command Grab: 14
Forward, Bolt K, H Bolt: 18
Backthrow: 20
Sweep: 26
V-Reversal: 27
V-Reversal CH: 31

Backrise:
Sweep: 30
V-Reversal: 32
V-Reversal CH: 35

None:
Bolt P: 59
Command Grab: 63
Forward, Bolt K, H Bolt: 67
Backthrow: 69
Sweep: 75
V-Reversal: 76
V-Reversal CH: 79

Durations:
Dash: 17
VSF / 5MP / 2MP: 21
2MK: 22
5MK: 23
L Bolt: 33
6HP: 36

BnBs:
Season 2:
5LK, 5LP xx L Bolt
2LK > 2LP xx L Bolt
(Normals form a true blockstring)
5LP, 5LP xx L Bolt (3 frame startup)
5LK, 5LK xx (L / EX) Bolt
2LP, 5LK xx (L / EX) Bolt
2LK > 2LP, CA
As 6HP is +4 on hit, the above (and variations, depending on spacing) can be used as followups.
5HP, 5LK xx (L / EX) Bolt
5MK, 5LP xx L Bolt
5MK xx VSB xx CA
Season 1:
5LK, 5LP xx L Bolt (Normals form a true blockstring)
5LP, 5LP xx L Bolt (3 frame startup)
5LK, 5LK xx (L / EX) Bolt
2LP, 5LK xx (L / EX) Bolt
All of the above can combo after 6HP
5HP, 5LP xx L Bolt
2LK > 2LP, CA
5MK xx VSB xx CA

Counters:
Season 2:
5LP/5MP/5MK:
2MP xx (M Bolt / EX Clap to reset / H Clap xx CA)
5MK (xx VSB xx CA / 5LP xx L Bolt)
5LK/6HP:
5MP xx (M Bolt / EX Clap to reset / 5MK xx V-Trigger / H Clap xx CA)
L Bolt:
5LK xx (L / EX) Bolt
After L Bolt, you may be able to use an extra light button if you're close enough
CA
For all above combos with EX Clap, you can combo into H Bolt while in the corner or in V-Trigger
Season 1:
5LP/5MP:
2MP xx (M Bolt / EX Clap to reset / H Clap xx CA)
5LK/6HP:
5MP xx (M Bolt / EX Clap to reset / 5MK xx V-Trigger / H Clap xx CA)
5MK/L Bolt:
5LK xx (L / EX) Bolt
After L Bolt, you may be able to use an extra light button if you're close enough
CA
For all above combos with EX Clap, you can combo into H Bolt while in the corner or in V-Trigger

Crush Counters:
Season 1:
Confirmed Punish:
5HP xx VSF, 2HP xx (M Bolt / EX Clap to reset / H Clap xx CA) (Universal)
5HP xx M Clap, 2HP xx (M Bolt / EX Clap to reset / H Clap xx CA)
When punishing Chun-Li, Rashid, and Necalli you need to use H Clap from the front. Use M Clap as usual if you punish them from the back.
Reaction:
Close:
(5HP / 5HK), 2HP xx M Bolt
(5HP / 5HK), 5HP xx (EX Clap / H Clap xx CA)
Far:
(5HP / 5HK), M Bolt
5HP xx VSB xx M Bolt

Blockstrings/Frame Traps:
Season 1:
https://gfycat.com/JaggedYoungArmyworm
This section is under construction

Blockstrings with an asterisk (*) next to them do not work on Chun-Li

All moves will be on block, aside from L Bolt which will be non-meaty, non-counter hit (+2) unless otherwise stated

Some cancels into Clap may be affected by whether the opponent is standing or crouching

The numbers below each list of moves shows the amount of frames there are between each move (including cancels)

Moves in braces are optional cancels which can help either continue pressure or catch a button

EX Clap is +3 (+7 in V-Trigger) on block and can lead to further frame traps
5LP, 5LP xx L Bolt *
1, 1
Both a true combo and a frame trap
5LK, Normal/Command Grab
2 frame gap for Normal, 3 frame for Command
5LK, 5LK, 2MP {xx EX Clap} *
1, 2{, 0}
+3 at the end and a combo/reset if you hit. 5LK combos into 2MP on CH
* You can use regular Clap vs Chun-Li
5LK, 5MP, 2MP {xx EX Clap} *
3, 2{, 0}
5MP combos into 2MP on CH, but might not always be in range
* You can use regular Clap vs Chun-Li
5LK, 5MP, 5MK
3, 3
5MK can combo into super, or 5LK on CH
5MK is +2 on hit and 5LK is in range
5LK, 5MP, 5HP {xx EX Clap}
3, 5{, 1}
Will CC the vast majority of medium moves which would typically be used at this range
Light moves are able to stuff the 5HP, but if you add a slight delay you will whiff punish them instead
With 5HP being negative on block, your opponent may want to push buttons at this point, which EX Clap will blow up on hit and leave you +3 on block
2LK, 2LP, 2MP {xx Clap}
3, 3{, varies}
Spaces so that Clap doesn't hit on the first active frame, but only if 2LK is blocked
Full combo if 2LP is CH
L Bolt, 5LK, 2MP {xx EX Clap}
2, 2{, 0}
Will combo on CH
L Bolt, 2MP, 2MP {xx Clap} *
3, 3{, varies}
The 2nd 2MP will only connect if the opponent is crouching during the 1st 2MP
Last frame 5MP, 5HP {xx EX Clap}
1{, 1}
Both a combo and a CC frametrap
Last frame 5LK, 5HP {xx EX Clap}
3{, 1}
6HP xx HP xx V-Trigger
True blockstring, +3 after V-Trigger
5LK, 5MP xx 5MK xx V-Trigger
3, 0
+6 after V-Trigger

EX Clap Resets:
Season 1:
http://gfycat.com/SparseFrenchFoxhound
There are 5 moves you'll want to use for the most part: 5MK, 2MP, 5HP, 2HP, 5MP
5MK xx VSF will *usually* cross under
2MP xx VSF will *usually* not cross under
2HP xx VSF will *usually* not cross under and will not connect after 2HP xx EX Clap
5HP xx VSF is character/spacing dependent and may affect directional inputs. In some cases you can also control which side you end up on by holding a medium button: https://gfycat.com/AccomplishedFakeHammerkop
5MP is useful for corner resets
Most buttons in the corner will cancel into a meaty Clap

Normal:
5MK / 2MP:
xx VSF, 5MP, 2HP xx M Bolt
xx VSF, 5MP, 5HP xx EX Clap to reset

Walk forward 5MK:
xx VSF, 5LK, 2MP xx (M Bolt / EX Clap to reset)
xx VSO, 5LP xx L Bolt
Surprisingly consistent in hitting the correct frame for the 5LP to connect
xx VSF, 2LK, 5LP xx L Bolt
Because you'll need something to stop them from blocking high, and meaty 2LK actually combos into something useful!
xx VSF, Command Grab
If your timing is correct (it's fairly lenient), the opponent becomes active on frame 5, and as your command grab is 6 frames you'll beat them out of anything that isn't grab invincible/evading

5HP:
xx VSF, 5LK, 5MP xx (M Bolt / EX Clap to reset)
xx VSF, 5LK, 5MP xx 5MK xx V-Trigger
Delayed 5HP:
(delayed cancel) xx VSO, 5LP xx L Bolt
2MK xx M Bolt
Corner:
5HP, 5LK (M / EX) Bolt
2MK xx M Bolt

2HP:
xx VSF, 5LK, 5MP xx (M Bolt / EX Clap to reset)
xx VSF, 5LK, 5MP xx 5MK xx V-Trigger
(delayed cancel) xx VSO, 5LP xx L Bolt

5MP (corner):
L Bolt, 5LK xx (M / EX) Bolt
xx VSB xx VSF (Cross under in corner, no meaty option)

V-Trigger:
Dash, (5MP / 5MK / 2MP):
xx VSF, 5LK, 2MP xx (M Bolt / EX Clap to reset)
xx VSF, Command Grab
xx VSO, 5LP xx L Bolt
xx VSF, 2LK, 5LP xx L Bolt
2MK xx M Bolt
Unique to 5MK. Relatively risky
5HP, 2MP xx (M Bolt / EX Clap to reset)
Unique to 5MP

6HP:
5MK, 2MP xx (M Bolt xx EX Clap to reset)
5MK is very useful here as it gives you both a great combo option and leaves you in range for a Command Grab

5MP:
L Bolt, 5LK xx (L / EX) Bolt

5HK:
5HP, 2MP xx (M Bolt / EX Clap to reset)

Okizeme/Wakeup:
Season 1:
http://gfycat.com/HealthyJollyBrahmanbull
Taking back throw over forward throw is recommended unless your opponent is in the corner

If your opponent does not quickrise and does not have a frame 1/invincible wakeup, throwing out a Clap is ideal, although there are also some setups which will work against reversals

Back Throw:
Quickrise:
Dash, 5LK (bnb, tick throw, or frametrap)
Dash, 5LP
Although 5LK gives better advantage on block, this has some utility (e.g. stopping Nash from using V-Trigger on wakeup)
Dash, Throw
Beats 3 frame normals
Dash, Command Throw
Beats 4 frame normals
6HP, 2MP xx (M Bolt / EX Clap to reset / H Clap xx CA)
Requires a 1 frame delay to hit meaty. On CH you can replace 2MP with 2HP

Slowrise:
Dash, 5LK, 2HP, 5MP, 5HP
Whiff normals to get last frame of 5MP which combos/frametraps into 5HP
Dash, 2LP, EX Clap
Leaves you with enough time to block a 3 frame invincible move
Dash, Clap
If you can react fast enough to your opponent not quickrising, you can throw out a Clap and recover before the opponent has woken up


Forward Throw/H Bolt/Bolt xx K:
Quickrise:
6HP, 5LK xx (M / EX) Bolt
Some characters are able to backdash to escape when midscreen, however it is possible to punish some characters that do this with a CA
EX Command Grab
Will beat anything that isn't backdash/jump/grab invincible
Dash
The timing leaves you at 0 frame advantage

Slowrise:
6HP, VSF, 5MP, 5HP
5MP hits on the last frame. 5MP and 2MP work in place of VSF
Dash, 5LP, 2HP, 5MP, 5HP
Whiff normals to get last frame of 5MP which combos/frametraps into 5HP
Dash, Clap
If you can react fast enough to your opponent not quickrising, you can throw out a Clap and recover before the opponent has woken up

Bolt xx P:
5HP, 2MP xx (M Bolt / EX Clap to reset / H Clap xx CA)
CC 5HP, 6HP xx HP xx H Bolt
5HP is universal in corner. Whiffs midscreen if the following characters block: Alex, Chun-Li, Laura, Necalli, Rashid, Zangief. Some other characters may be able to backdash out of the meaty.
short walk, 5MK xx VSB xx CA
There's a 1 frame timing which will let you link into 2MP without a counter hit after a meaty 5MK, but I can't seem to get it to connect consistently.
5HK
This will connect on the 3rd frame after the opponent gets up. It'll stuff lots of things but you'll need to watch out for armored wakeups.
short walk, 2MK
This will low profile Necalli's H DP and Karin's invincible EX

Command Grab:
Quickrise:
L Bolt, 5LP xx L Bolt
5HK (Combos into 6HP on CC)
short walk, 5MK xx VSB xx CA

Slowrise:
L Bolt, VSF, (5MP / 5MK)
5HK, VSF, (5MP / 5MK)
Both the above options will hit on frame 9, 5MP comboing into 2HP and 5MK comboing into 2MP

Sweep:
Quickrise:
Dash, 5MP, 2HP xx (M Bolt / EX Clap)
Dash, 5MK, 2MP xx (M Bolt / EX Clap)
While in V-Trigger, 5MK will leave you in range to do a Command Grab

Back Recovery:
Dash, L Bolt, 5LP xx L Bolt

Crush Counter/non-recovered:
Dash, Clap
Recovers before opponent has woken up
Dash, (5MP / 5MK), Clap
Only use this if the opponent doesn't have an invincible reversal
Dash, 5MP, 2HP, 5MP, 5HP
Whiff normals to get last frame of 5MP which combos/frametraps into 5HP
Dash, L Bolt, 5LK, 5MP, 5HP
Whiff normals to get last frame of 5MP which combos/frametraps into 5HP

V-Reversal:
As you can't limit your opponent's choice of recovery here, you're going to have to guess which recovery your opponent is going to do. The reward for guessing correctly is fairly strong, however.

Normal Recovery (Quickrise):
Dash, 5MP
Connects on the last active frame. +7 on block, +8 on hit
Dash, 5HP
For when 5MP would be out of range. 0 on block, +5 on hit

Back Recovery:
Dash, L Bolt
Connects on the last active frame. 0 on block, +4 on hit

Getting a Counter Hit with the V-Reversal will affect the timing of these. You will need to use V-Skill Forward instead of Dash, and subtract 1 from all numbers.

Post-Stun Combos:
Season 1:
http://gfycat.com/BountifulLivelyHusky
The most basic is LV3 Clap, 6HP xx HP xx H Bolt, however this is not the best option. There are a handful of different combos you can do depending on where you are on the screen, what move you used to stun the opponent, and which character you're fighting.

Midscreen:
Command Grab or Back Throw:
LV3 H Clap, 6HP, (5LP), 6HP xx HP xx H Bolt http://gfycat.com/CreepyDefiantDiscus
Only include the 5LP vs Nash, or Zangief after Back Throw
If you have meter to spend, use the below combo instead of this one for the following:
Alex, Birdie (Back Throw only), Chun-Li, Laura (Back Throw only), Necalli (Back Throw only), Rashid, Zangief (Command Throw only)
LV3 H Clap, 6HP, 8HP, ( 2HP xx M Bolt / 5HP xx [EX Clap / H Clap xx CA] / 5HK xx V-Trigger ) http://gfycat.com/IdealisticUntriedAzurewingedmagpie
This combo is consistent against the following:
Alex, Birdie (Back Throw only), Chun-Li, Laura (Back Throw only), Necalli (Back Throw only), Rashid, Zangief (Command Throw only)
It can work against other characters if you alter your timing, but there is more of a risk in dropping the combo

Most other moves:
Some normals may leave you too close for these to work. If you are too close it may be worth trying 2HP or 2MP instead of 6HP to continue your combo.
LV3 H Clap, 6HP, 6HP xx HP xx H Bolt
If you're going to stun with M Bolt, it is recommended to take the K followup rather than P as for some characters you may be a bit too close for this to work.
LV3 H Clap, 6HP, 8HP, ( 2HP xx M Bolt / 5HP xx [EX Clap / H Clap xx CA] / 5HK xx V-Trigger )
This will work with some normals at max range (e.g. 2MK/2HK) but is not reliable

Corner:
Command Grab or Bolt xx K:
LV3 M Clap, 2HP xx L Bolt, 8HP, (5HK xx V-Trigger / 2HP) (continue into appropriate regular combo) http://gfycat.com/BountifulLivelyHusky
You may need to wait a couple of frames after the Clap, before 2HP if doing this after Bolt xx K.
After Command Grab vs Zangief, use 5MP xx 5MK xx V-Trigger instead of 5HK xx V-Trigger
Post edited by Mienaikage on
«13456716

Comments

  • JoyceGracieJoyceGracie Joined: Posts: 16
    Everything still works from the beta

    cr.LP, st.LK xx L/EX Bolt Charge

    Very first combo on the list doesn't work. Maybe it was a typo? I don't remember anything being able to link from lp or lk unless it was a counter hit. I'll check out the others.
  • the Skoutthe Skout STUN CITY Joined: Posts: 175
    Everything still works from the beta

    cr.LP, st.LK xx L/EX Bolt Charge

    Very first combo on the list doesn't work. Maybe it was a typo? I don't remember anything being able to link from lp or lk unless it was a counter hit. I'll check out the others.

    It's a tough link but it definitely works I'm grinding it out in training mode as we speak. Both L/EX bolt
    I didn't know she was so hard to pick up. I just wanted to use her as a secondary, but if it takes that much practice i'm thinking about just picking up ryu - ColinInTheNameOf
  • JoyceGracieJoyceGracie Joined: Posts: 16
    the Skout wrote: »
    Everything still works from the beta

    cr.LP, st.LK xx L/EX Bolt Charge

    Very first combo on the list doesn't work. Maybe it was a typo? I don't remember anything being able to link from lp or lk unless it was a counter hit. I'll check out the others.

    It's a tough link but it definitely works I'm grinding it out in training mode as we speak. Both L/EX bolt

    My bad. I had bolt charge confused with thunderlcap.
  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    edited February 2016
    As Laura players most of our knockdowns will be grabs or hit grabs, which means our opponent will be only able to nuetral tech.

    Back Throw -
    Think someone mentioned this but she is +2 on forward dash. She will be able to blow any non strike invulnerable buttons/Specials. I've been able to get counter hit with 2MP with the dummy doing a reversal 3 frame normal. I think 2MP is 5 frames. She will definitely be good on opponents wake up if they don't have a 3 frame normal because we will be able to do 5MP for a good hit confirm to 2MP.

    Forward throw-
    On forward dash you have no frame advantage (0) Traded with 3 frame normals. You can continue safe pressure if the opponent fastest normal is 4 frames. Also you can do ex Sunset Wheel to beat 3 frame normals if you notice you opponents like to wake up jab. They can jump out if it though.

    Sunset Wheel - Command Grab
    Not sure how negative it is but you don't recover fast enough from forward dash. Laura's 5LP and 5LK hit me before I can recover. I recovered fast enough when i set the dummy to do 2MP.

    Bolt Charge Rodeo Break (Same Side) -

    The sane information from forward throw applies here. I personally found it difficult to be consistent with the timing because of the recovery animation.

    Bolt Charge Split River (Opposite Side) -
    Forward dash is very negative in this situation lol. I was only able to bkock 5HK lol.

    Bolt Charge Anti Air -
    The same information from forward throw applies.
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
    PSN= melflomil
  • RagnogRagnog Joined: Posts: 7
    Thanks for the awesome thread guys, can't wait to put these into practice...just waiting for my game to arrive later today, was expecting it yesterday but that's Royal Mail for you (uk mail service sucks)
  • noosetesternoosetester Joined: Posts: 856
    edited February 2016
    I haven't tried if any of it works still but here's some stuff from the beta.



    a note about this setup:



    1. It's frame perfect iirc. You'll have to delay the st.MP a frame or otherwise it'll whiff against the backroll.
    2. st.MP isn't meaty against quickrise, but it will CH 3f jabs. Ryu wakes up with LP dp in the video to illustrate this.
  • MannyBiggzMannyBiggz Joined: Posts: 6
    QCF+LP both on counter hit and as a meaty link into st. LK XX QCF+LP/EX. Landing this as a meaty has pretty strict timing though.
  • KyuzoKyuzo Joined: Posts: 4
    Off CC st.HP at max range you have time to dash forward and land another st.HP. Useful since some of the other combo options off HP seem to whiff if used from max range.

    Has anyone found any good setups off her command throw yet? Seems to leave her at a pretty poor position to me.
  • SarchasmSarchasm Joined: Posts: 60
    Kyuzo wrote: »
    Off CC st.HP at max range you have time to dash forward and land another st.HP. Useful since some of the other combo options off HP seem to whiff if used from max range.

    Has anyone found any good setups off her command throw yet? Seems to leave her at a pretty poor position to me.

    I haven't managed to figure much out, it's almost at the range to setup a crossup mk, but it's like a step too far. She can get some decent combos off of the j.mk.
  • MienaikageMienaikage Mitarashi Dango: Data Devourer Joined: Posts: 263
    Kyuzo wrote: »
    Has anyone found any good setups off her command throw yet? Seems to leave her at a pretty poor position to me.

    5HK will beat anything that isn't invincible, plus you get a CC. Unfortunately you don't really get anything if it's blocked, aside from conditioning them to block.

    Meaty LP elbow is an option. It's not amazing at -1 on block, but it's there. If you do land a hit you get a free 5LP into another elbow (likely a heavier button on CH). It will also stuff any attempt to backdash.

    A slight walk forward with 5MK will stuff anything that isn't invincible or a backdash, but it won't really net you anything unless you have full bar to combo into super on CH. Might catch someone by surprise if you switch to this after using 5HK, and cancel into a dash.

    EX grab also works well at surprising the opponent if they have a habit of quickrising but anything that comes out within 5 frames will stuff it. This option works better after the kick followup of a medium elbow.

    ---

    I've been working on post-stun combos. So far pretty much any special move which causes the stun can net you the following combo (you'll be too close for the crossup if you stun with the punch followup to Bolt though):
    LV3 LP Thunder, crossup MK, 2LP (Thunder hits), 6HP TC xx HP Bolt.

    In the corner you can do the following:

    After Command Grab/HP Bolt/Bolt Kick followup:
    LV3 MP Thunder, 2HP xx LP Bolt (Thunder hits), 6HP TC xx HP Bolt.
    You need to make a slight modification for HP Bolt. V-Skill backdash before the Thunder Clap, then walk forward for the 2HP.

    Anything else:
    Double backdash, LV3 HP Thunder, V-Skill Overhead, 6HP TC xx HP Bolt.
  • MannyBiggzMannyBiggz Joined: Posts: 6
    edited February 2016
    Sarchasm wrote: »
    Kyuzo wrote: »
    Off CC st.HP at max range you have time to dash forward and land another st.HP. Useful since some of the other combo options off HP seem to whiff if used from max range.

    Has anyone found any good setups off her command throw yet? Seems to leave her at a pretty poor position to me.

    I haven't managed to figure much out, it's almost at the range to setup a crossup mk, but it's like a step too far. She can get some decent combos off of the j.mk.

    The video that I linked earlier in the thread explains some pretty straight forward follow ups off of command grab and all variations of her hit throws.

    st. HK trains them to block on quick rise.

    If they stay down, whiff st. HK over their body and you can st. MK to fill up time and move you forward in the perfect position for st. MP meaty or command grab mix up. You can also just dash after the whiffed st. HK, but the timing feels a little more awkward for me, and I end up doing st. MP too late more often than not.

    FYI Cammy gets away from all of this for free by using wake up backdash. I think she currently has the best backdash in the game. Ryu also has a very good backdash, but you can move forward a tiny bit to still use the st. HK to stuff anything that isn't completely invincible on quick rise.
  • HiyaMayaHiyaMaya Joined: Posts: 588
    I know there has been a few EX fireball resets floating around, like ex fireball s.MK xx f.VS, meaty s.MP, c.HP and some s.MK meaty setups. But i think the best setup is EX fireball s.HP xx f.VS, meaty s.LK. Combos and hit confirms into s.MP xx qcfMP, if it's blocked the confirm into s.MP turns into a frametrap that will combo to c.MP on CH, leaves you in range for both command grab and regular grab if you want to backthrow for more pressure and you also stay on the same side so you dont lose any of your corner carry that you've built up.
  • LosLos Joined: Posts: 873
    For a same side reset i like to use f hp. You can land a meaty st mp after, and you are in their face for a command grab
  • Shin EinShin Ein The One Hit Dizzy Joined: Posts: 42
    edited February 2016
    Went ahead and ran through all the moves listed by here and added Damage and Stun values for my own personal use and figured I'd share them with you guys. You can always math this stuff out, but it's nice to see what your damage options are at a glance. I tested all these on Chun-Li and even added a few alternates with some cr.FP (in the CC sections) to squeeze out a bit more dmg in the combos. Everything here is confirmed as still working. The only issue i ran into was with:

    VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx M Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx EX Thunder Clap, cr.HK
    VT CH V-Skill, cr.HP xx EX Thunder Clap, L Bolt Charge
    VT CH V-Skill, cr.HP xx EX Thunder Clap, H Bolt Charge *corner only*
    VT CH V-Skill, cr.HP xx Thunder Clap xx Super

    I couldnt get these to work. I tried with/wthout V-trigger activated and the CPU set to Counter (sends them airborne for a reset or FP Bolt Charge) and with it set to normal (no knockdown, cant combo after it). Unless i'm doing something wrong. Let me know if anyone can shed some light on these for me. Also, the CC st.HP xx Thunder Clap combos only worked with FP Thunder Clap for me on Chun-Li. Didnt test it on anyone else. Might look into it on my next day off.
    Everything still works from the beta

    cr.LP, st.LK xx L/EX Bolt Charge (105/213) EX (176/278)

    st.MP/cr.MP xx M/EX Bolt Charge>P/K (186/265) EX (195/265)
    cr.MK xx L/EX Bolt Charge>P/K (104/190) EX (185/265)
    cr.MK xx Super (365/100)

    st.HP/cr.HP xx M/EX Bolt Charge>P/K ~ (st.206/315) (cr.216/315) EX (st.215/315) (cr.225/315)
    st.HP/cr.HP xx EX Thunder Clap, cr.HK ~ (st.241/351) (cr.251/351)
    st.HP/cr.HP xx EX Thunder Clap, L Bolt Charge ~ (st.209/311) (cr.219/311)
    st.HP/cr.HP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (st.281/391) (cr.291/391)
    st.HP/cr.HP xx Super ~ (st.395/150) (cr.405/150)
    st.HP/cr.HP xx Thunder Clap xx Super ~ (st.414/204) (cr.424/204)

    f+HP>HP xx H Bolt Charge (254/370)
    f+HP>HP xx V-Skill (134/210)
    f+HP, cr.LP, st.LK xx L/EX Bolt Charge>P/K ~ (173/309) EX(234/364)

    H Thunder Clap(charge), f+HP>HP xx H Bolt Charge ~ (345/448)
    H Thunder Clap(charge), f+HP>HP xx V-Skill ~ (240/308)
    H Thunder Clap(charge), f+HP, cr.LP, st.LK xx L/EX Bolt Charge>P/K ~ (213/309) EX (274/364)
    H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K ~ (389/562)
    H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK ~ (409/573)
    H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge ~ (400/573)
    H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (433/603)
    H Thunder Clap(charge), j.HK, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super ~ (537/504)

    CH st.MP, cr.MP xx M Bolt Charge>P/K ~ (237/355)
    CH st.MP, cr.MP xx Thunder Clap xx Super ~ (419/258)
    CH st.MP, cr.MP xx EX Thunder Clap, cr.HK ~ (268/387)
    CH st.MP, cr.MP xx EX Thunder Clap, L Bolt Charge ~ (240/352)
    CH st.MP, cr.MP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (303/422)
    CH st.MP, cr.MP xx Super ~ (406/210)
    CH st.MP, cr.MP xx VT, cr.MK xx L/EX Bolt Charge>P/K ~ (203/370) EX (264/415)
    CH st.MP, cr.MP xx VT, cr.MK xx Super ~(383/280)

    CH f+HP, cr.MP xx M Bolt Charge>P/K ~ (261/379)
    CH f+HP, cr.MP xx Thunder Clap xx Super ~ (443/282)
    CH f+HP, cr.MP xx EX Thunder Clap, cr.HK ~ (292/411)
    CH f+HP, cr.MP xx EX Thunder Clap, L Bolt Charge ~ (264/376)
    CH f+HP, cr.MP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (327/446)
    CH f+HP, cr.MP xx Super ~ (430/234)
    CH f+HP, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K ~ (325/514)
    CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK ~ (346/524)
    CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge ~ (334/524)
    CH f+HP, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (378/564)
    CH f+HP, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super ~ (461/434)

    CC st.HK, st.HP, M Bolt Charge>P/K ~ (291/460)
    CC st.HK, st.MP>MK xx VT, st.HP xx M Bolt Charge>P/K ~ (337/550)
    CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, cr.HK ~ (358/560)
    CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge ~ (346/560)
    CC st.HK, st.MP>MK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (390/600)
    CC st.HK, st.MP>MK xx VT, st.HP xx Thunder Clap xx Super ~ (473/470)

    CC st.HP xx EX Thunder Clap, H Bolt Charge *corner only?* ~ (297/421)
    CC st.HP, cr. MK xx L/EX Bolt Charge>P/K ~ (189/350) EX (260/415)
    CC st.HP xx (FP.)?Thunder Clap, st.MP/st.FP/cr.FP xx M Bolt Charge ~ (294/439) or (310/479) or (316/479)
    CC st.HP xx Thunder Clap, st.MP/st.FP/cr.FP xx EX Thunder Clap, cr.HK ~ (321/467) or (337/507) or (345/507)
    CC st.HP xx Thunder Clap, st.MP/st.FP/cr.FP xx EX Thunder Clap, L Bolt Charge ~ (297/337) or (313/447) or (321/477)
    CC st.HP xx Thunder Clap, st.MP/st.FP/cr.FP xx EX Thunder Clap, H Bolt Charge *corner only*~ (351/497) or (367/537) or (375/537)
    CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP/cr.FP xx M Bolt Charge>P/K ~ (341/544) or (346/544)
    CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP/cr.FP xx EX Thunder Clap, cr.HK ~ (358/552) or (363/552)
    CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP/cr.FP xx EX Thunder Clap, L Bolt Charge ~ (349/552) or (358/552)
    CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP/cr.FP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (382/582) or (387/582)
    CC st.HP xx Thunder Clap, st.MP>MK xx VT, st.HP/cr.FP xx Thunder Clap xx Super ~ (489/483) or (494/483)
    CC st.HP, st. HK xx VT, st.HP/cr.FP xx M Bolt Charge>P/K ~ (330/555) or (337/555)
    CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, cr.HK ~ (355/567)
    CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, L Bolt Charge ~ (340/567)
    CC st.HP, st. HK xx VT, st.HP xx EX Thunder Clap, H Bolt Charge *corner only* ~ (395/617)
    CC st.HP, st. HK xx VT, st.HP xx Thunder Clap xx Super ~ (454/456)

    VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx M Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx EX Thunder Clap, cr.HK
    VT CH V-Skill, cr.HP xx EX Thunder Clap, L Bolt Charge
    VT CH V-Skill, cr.HP xx EX Thunder Clap, H Bolt Charge *corner only*
    VT CH V-Skill, cr.HP xx Thunder Clap xx Super
    ~Noblesse Oblige~
  • MienaikageMienaikage Mitarashi Dango: Data Devourer Joined: Posts: 263
    Shin Ein wrote: »
    The only issue i ran into was with:

    VT CH V-Skill, cr.MK xx L/EX Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx M Bolt Charge>P/K
    VT CH V-Skill, cr.HP xx EX Thunder Clap, cr.HK
    VT CH V-Skill, cr.HP xx EX Thunder Clap, L Bolt Charge
    VT CH V-Skill, cr.HP xx EX Thunder Clap, H Bolt Charge *corner only*
    VT CH V-Skill, cr.HP xx Thunder Clap xx Super

    I couldnt get these to work.

    VT CH V-Skill was extra hitstun back in beta 3, it changed to a launch in beta 4 so none of these will work.
  • FcknDrrnFcknDrrn Joined: Posts: 107
    edited February 2016


    Some really good stuff in here for Laura's mixup game but I had a question about the first setup which starts with: f-fierce target combo xx V trigger > low fierce xx Thunder Clap > RESET > st. fierce xx EX Thunderclap

    How does the first Thunderclap, that Ryu gets hit with as he lands, combo into st. Fierce? Does that always work in VT or is it because of the frames and timing since Ryu wakes up into it and Laura has already recovered from the TC animation?
  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    edited February 2016
    some of those above combos work. Here's my simplified list
    note:
    -bolt = qcf p, clap = qcb p
    -in parantheses (damage/stun)
    -most normals that end in MP bolt can be ended w/ EX clap instead for better damage/mixup

    light confirms
    meterless: st.lp/st.lk, st.lp LP bolt (105/230)
    meter: cr.lp, st.lk EX bolt (176/278)

    Meterless:
    st.mp/cr.mp MP bolt (186/285) (st.mp is hitconfirmable)
    cr.mk LP bolt (104/190)
    st.hp MP bolt (206/315) (semi-hitconfirmable)
    for.hp TC HP bolt is hitconfirmable, no need to link cr.lp/st.lp

    meter:
    st.mp/cr.mp/st.hp/cr.hp EX clap, cr.fierce/st.mk forward vskill (cr.fierce stays on same side, st.mk goes under)
    st.mp/cr.mp/st.hp EX clap HP bolt (corner only, far more damage)

    In VT:
    st.mp/cr.mp/st.hp EX clap HP bolt works midscreen, does a ton of damage/stun. Always go for this if possible. cr.fierce version does (342/458)

    Counterhits:
    st.hk CT (max range), MP bolt
    st.fierce CT, st.fierce MP bolt
    st.mp CH, cr.mp MP bolt
    cr.lp/st.lp/st.lk CH st.mp
    for.hp CH, st.mp MP bolt/st.mk (into VT)
    Vskill CT cr.fierce/st.fierce/st.mk forward v skill (cr.fierce/st.fierce land in front, st.mk lands behind)
    Vskill CT sweep/LP bolt (only use LP bolt to get kill and gain meter for next round, sweep does slightly more damage but gives up mixup)
    Vskill CT HP bolt (corner only)

    landing super:
    cr.lk cr.lk super (only way she combos two cr.lk's)
    st.mp/cr.mp/st.hp/cr.hp any bolt, super
    cr.mk/st.hk super (not really useful)

    cancelling into VT:
    st.mp hitconfirm st.mk TC xx VT, cr.fierce MP bolt (most combos work this way)

    max damage
    non CH: for.HP TC HP bolt (254/370)
    cancelling into VT: cr.fierce VT, cr.fierce MP bolt
    CH:st.hp CC HP bolt, cr.hp MP bolt (313/479) (use for DP punishes; if cancelling into VT just do above combo)

    stun combo: (ie. use when someone is stunned)
    stand distance away, charge LP fireball, crossup j.mk cr.mk (fireball hits), for.HP target combo HP bolt (368/530)

    antiair:
    HP bolt, but only if right under player
    st.mk forward vskill for crossunder
    you can also just reaction forward vskill under if you haven't buffered in time

    shinanigan:
    corner: cr.fierce EX clap, st.jab forward vskill. If you walk a bit you get a crossup, if you don't you land on front.

    tldr; in summary, combos are very simple, usually end w/ MP bolt for meterless, EX clap for slightly more damage/better mixup. Her EX clap in VT mode gains 3 hits allowing HP bolt to land midscreen, which makes her mixup game 10X scarier.

    EDIT: made some small changes, thanks Mienakage on the tip for CC combo.
    Post edited by otakugamer223 on
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  • v-ryuv-ryu Joined: Posts: 1,052
    Jump HK hitbox particularity

  • ssjbrydonssjbrydon Jim Mora is my role model Joined: Posts: 4,344
    ^

    Interesting my only concern is keeping people still to hit them with the cross up. I wonder if we could set anything up like that off a CC sweep mid screen with the hard knockdown.
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  • NukleuZNukleuZ Norwegian Scrub Joined: Posts: 50
    max damage
    CH:st.hk, cr.hp MP bolt (300/460) (use for DP punishes; if cancelling into VT just do above combo)

    For DP punish I usually go;
    CH: st.hp, MP clap, cr.hp MP bolt
    Think it was MP clap...
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    Tekken: Leo&Feng
  • MienaikageMienaikage Mitarashi Dango: Data Devourer Joined: Posts: 263
    NukleuZ wrote: »
    For DP punish I usually go;
    CH: st.hp, MP clap, cr.hp MP bolt
    Think it was MP clap...

    That is correct. I *think* in V-Trigger if your timing is on point you can charge LV2 HP Clap.
  • Vongo1aVongo1a Dr Expendable Joined: Posts: 200
    Is her Dash in V-trigger safer when canceled?
    If you want to see how smart you are Click Here
  • AriesnoAriesno Seimitsu's warrior Joined: Posts: 407
    Prima game SF5 book seen to be on beta 3 , what's all differences between beta 3 and day launch?
    i think more damage for stHK and crHK...
  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    edited February 2016
    NukleuZ wrote: »
    max damage
    CH:st.hk, cr.hp MP bolt (300/460) (use for DP punishes; if cancelling into VT just do above combo)

    For DP punish I usually go;
    CH: st.hp, MP clap, cr.hp MP bolt
    Think it was MP clap...

    That looks much better, sorry for that.

    EDIT: I think you mean st.hp, hp clap cr.hp mp bolt, but basically the same idea.
    Post edited by otakugamer223 on
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  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    edited February 2016
    Sorry for double post, have a stun combo in the corner that's better than the one you posted Mienakage.

    Stand distance of two V Skill backward dashes back, charge MP clap lvl3, jump forward j.RH (gets hit by fireball), neutral jump j.RH cr.fierce MP bolt (414/588)

    Adding EX clap into HP bolt as the enter does (462/637), adding super does 540 but if they're already stunned then they probably won't have much life anyway, making this unnecessary.

    EDIT: Found an even better one, but I need to figure out the spacing properly.

    Backdash, slightwalkback LP charge lvl3, cr.fierce LP bolt (fireball hits) neutral jump j.fierce cr.fierce MP bolt(423/618)
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  • felirxfelirx ?_? Joined: Posts: 18
    Proof of concept type of Round stealing sequences that she has in her possession.
    All the combos are known already here and might not be optimal, just something I tested in lab to see what could happen in the worst scenario.

    2 Meters, (VT optional).

    st.HP counterhit with V-Skill OS:
    st.HP xx V-Dash, st.HP (xx VT, st.HP) xx EX Clap.
    Pick left or right.
    st.MP > cr.MP xx Ex clap.
    pick left, right or (command) throw.

    Enemy is now stunned if they failed to block twice.
    Pick optimal stun combo. If you had VT in the beginning of this, it will outright kill Ryu from full health. Without VT, it'll do about 90% or so.
    I'm not sure right now if you can pick left/right with VT active though.

    Footsie whiff punish to lp Bolt.
    st.LK > cr.MP frame trap. Buffer to Ex clap on counterhit. Same sequence and it will deal about 80-90% with the same conditions.

    j.HK > st.MP>MK (TC) xx VT, cr.HP xx Ex clap gives a kill sequence as well with the same conditions.

    st.MK xx VT whiff punish / counterhit -> cr.HP xx Ex clap and so on.
    counterhit st.LP, cr.MP xx Ex clap blockstring disrespect, command throw is not enough to stun.


    She seems to have decent potential to steal rounds really fast when the right opportunity comes.
  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    Testing safejumps... this is if they don't quick techroll.

    7f safejump from normal throw, punch bolt ender:
    dash cr.lp neutral jump (do on cammy/non-DP characters)

    backthrow:
    5f safejump: dash cr.lp neutral jump (same thing)

    sweep:
    4f safejump: vskill forward, cr.lk neutral jump (use for CCs)

    For normal throw/punch bolt ender: technically speaking, you can do dash forward, wait 4frames, neutral jump j.mk for 4f safejump, but that's definitely not easy at all. But it's better since you can react to the tech roll w/ st.jab meaty (for non 3f light characters). Not really useful at all, but 4f safejump from normal throw, vskill backwards, j.mk. I would only do this if you KNOW they never do wakeup roll. I'm almost 100% positive capcom literally crafted these throw timings/DP timings ahead of time and created these safejumps.
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  • HiyaMayaHiyaMaya Joined: Posts: 588
    I like that sweep one since vskill forward s.LK is a meaty on normal quick rise as well, so you can cover both options. Only trouble is back roll.
  • OyamooOyamoo Joined: Posts: 34
    edited February 2016
    I'm having troubles with punishing just about anything. After getting stuck in a block string for a while I get pushed so far back that nothing can actually hit and out of poking range.
  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    HiyaMaya wrote: »
    I like that sweep one since vskill forward s.LK is a meaty on normal quick rise as well, so you can cover both options. Only trouble is back roll.

    That's an unintentional side effect haha, but I don't think that's effective at all. Her cr.lk is -1 on block, and she will always lose to 3f normals if she chains to any other light or cancels to specials.
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  • HiyaMayaHiyaMaya Joined: Posts: 588
    Ohhh you said c.LK. Nvm then lol
  • FuLLBLeeDFuLLBLeeD KC SRK Supreme Godking Joined: Posts: 2,160
    Are there any normals that you can use in EX thunderclap resets that make the reset ambiguous on either side?
  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    Just gonna list some facts people know, but aren't obvious

    -every single normal cancelled into forward vskill is punishable
    -back vskill can be cancelled to any bolt (usually LP bolt is best)
    _Vskill done at the tip is not only safe on block, but is + on hit.
    -st.lk throw/command throw is is uninterruptible by 3f normals. st.mp command throw is uninterruptible by 3f normals.
    -If you cancel a heavy into back vskill, you travel the least, while if you cancel a light you travel the farthest. Mediums are somewhere in the middle.
    _If the you cancel her vskill (the overhead), the speed of it depends on which button you're cancelling it from. If you cancel if from lights they're the fastest, if you cancel from her heavies they're slowest, mediums are in the middle.
    -Cancelling her vskill from lights and heavies causes you to get counterhit from a 3f normal, but if you cancel from cr.mp/st.mp you get hit out of the air, no counterhit.
    -Vskill can antiair from pretty far, but you're reactions have to be on point.
    -St.mp has a lot of cancellable frames, which enables you to reaction cancel it to MP bolt. This is super important to learn, otherwise you will never convert off her (arguably) best normal.
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  • otakugamer223otakugamer223 GGPO scrub Joined: Posts: 286
    FuLLBLeeD wrote: »
    Are there any normals that you can use in EX thunderclap resets that make the reset ambiguous on either side?

    yeah the rule of thumb is, st.mk to go under and st.fierce/cr.fierce to stay on same side.
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  • HiyaMayaHiyaMaya Joined: Posts: 588
    s.MP and c.MP to forward vskill is safe, but -2.

    I honestly dont think s.MP is hit confirmable, but if you can show it then good luck to ya.

    Found a setup off backthrow:

    back throw, dash s.LK, s.HP, s.MP

    If they quick rise then dash s.LK will CH them in they try anything and you can go into s.MP. If they dont quick rise then that sequence will allow you to hit a meaty s.MP and combo into c.MP
  • L1FTERL1FTER Joined: Posts: 2
    Is s.mp > c.mp a tough link? I can't seem to get it to combo for the life of me.
  • FcknDrrnFcknDrrn Joined: Posts: 107
    L1FTER wrote: »
    Is s.mp > c.mp a tough link? I can't seem to get it to combo for the life of me.

    Only works on counterhit
  • L1FTERL1FTER Joined: Posts: 2
    FcknDrrn wrote: »
    L1FTER wrote: »
    Is s.mp > c.mp a tough link? I can't seem to get it to combo for the life of me.

    Only works on counterhit

    I figured, thanks for the confirmation.
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