TheSpoiler
Member
Easiest way to beat Urien is to not fall for his memes.
Just a sec
Yall keep talking about Alex but I see all this tech on Twitter and I'm like hmmm
That's what we thought in season 1.
i would also recommend a charge character and a grappler maybe bison just to get use to charge characters that way you learn play styles.
Got this for Christmas what is a good character to start with?
Ryu?
It's getting more an more pathetic though, the complaints are nonsensical and from people who clearly were never or will never be interested.
Got this for Christmas what is a good character to start with?
Ryu?
Easier said than done. His memes got fantastic hitboxes and damage.Easiest way to beat Urien is to not fall for his memes.
Got this for Christmas what is a good character to start with?
Ryu?
Play through story mode or character stories to get a feel for each character. You will probably find a few that are to your liking and then we can help you to get better with said character.
If you play another fighting game, tell us your mains and we might be able to tell you who's similar to your play style.
And are plus on block.Easier said than done. His memes got fantastic hitboxes and damage.
Got room for one more?
CFN: GuileBootCamp
Sorry, missed this post until just now.
Anyone playing? Cfn Kashibaba
I've been getting my ass handed to me a lot as Akuma, still don't know what the heck his gameplan is. Chuck fireballs? RTSD? Mix-ups? He really can't play footsies with his stubby ass normals, so what?
Yall keep talking about Alex but I see all this tech on Twitter and I'm like hmmm
Does your laptop hate Christmas? Wtf lolChristmas Stage lags like hell on my laptop lol
Sorry i left already.Np, still down for some games? I made a lobby and I'll invite if so.
Sent an invite, if you're still on.
Christmas Stage lags like hell on my laptop lol
Anyone got some good juri optimal combos/tech for S2? I love playing Laura but shes top tier now so i also need someone low-mid tier to appeal to my low tier obsession.
I don't know man. He kinda has it all now. Movement speed, damage, good amount of health, pressure, zoning, range, more combos now and great comeback potential every single round.Urien got better but I don't think he's gonna be insane in S2. The S1 top tiers like Chun, Ryu, and Cammy might still be at the top lol
Yeah, Mika is pretty much dead. I think I see more Bisons, Dhalsims and Balrogs now. Akuma has already died down a bit.I don't think I've seen a single other Mika online since the patch dropped. Loooooooots of Akuma (of course), Ryu and Bison though.
I've run into surprisingly few Uriens as well. Figured I'd fight a few more considering he got buffs out the wazoo.
A lot of people are having trouble fighting Laura because they don't understand how her mixup routes work. I'll give some tips to help out:
Command grab: it was 6 frames in Season 1 and now it's 5F, deals more damage, and builds more meter. It's her riskiest option and ends mixup
It ends the mixup because she's +13 on the knockdown and if she follows up with a meaty, she loses her turn on block. She's -4 if she dashes
Your best options if you get command thrown are to block for up to 4 frames & walk away, backdash, or jumpaway. She can't go for throw again
If Laura throws or command throws you again after a command throw, you have to accept that you made the wrong decision of blocking too long.
They buffed her EX command throw/any command throw in VT (including EX) to be +15.
She's still -2 if she dashes but gains a +1 meaty elbow.
After EX command throw (or VT command grabs) it's still best to block for a few frames THEN jump or backdash. Take the +1 then jump+throw OS
After Ex command throw, she can also Ex command throw again because it beats wake up 3F jabs but she needs meter for that and it's high risk
So I would say for post-command throw defense, you should jump + throw OS 70% of the time and just hold up the other 30%. Make her afraid!
Tomorrow I'll resume explaining how to defend vs Laura. Right now I'm enjoying myself at a Christmas party
...
OK I'm resuming with the tips on how to defend vs Laura. Yesterday I covered command throws, today I will cover defense after normal throws.
Laura's forward throw knockdown frame advantage (+17) & knockdown distance didn't change but they lowered the damage, stun and meter build.
She has a 17F dash so if she dashes in to throw, she's 0 at best. Wake up light attacks from any character (including 4F) will beat throws.
Her EX command throw was changed from 19F startup to 18F. Due to this change, she can no longer forward throw & immediately ex command throw
In order to ex command throw successfully after a forward throw, she has to manually delay it by 1 frame. It is hard to do this consistently
Her step elbow (toward+HP) changed to 17F startup (was 18F) so now it hits on 2nd active frame making it -1 on block +5 on hit after f.throw
These changes mean her meaty attack after f. throw became better but her throw option became worse. I suggest you block more and take the -1
If she dashes up to stand LP after f. throw, nothing has changed about this. You can still trade with your own 3F or air reset with backdash
She only has 2 normal attacks that keep in her throw range.
stand LK: +3 on block/+4 on hit
&
crouch LK +1 on block (was -2)/+2 on hit
Her command throw is now 5F (was 6F). Some setups changed & important to note that if she hits you st.LK, her command throw will whiff now.
Now on to her backthrow:
Damage, stun, meter build, and frame advantage were all reduced. She was +19 and is now +16 (-1 if she dashes in).
With her backthrow, she lost the ability to dash up and be at +1 frame advantage but she gained ability to instant ex command throw or f+HP.
Ex command throw immediately after backthrow will beat wake up 3F jabs and f+HP also but it's -2 on block
Defend backthrow like S1 F. throw
Moving on to Bolt charges:
LP Bolt has 4 active frames (had 3)
MP Bolt follow ups are +18 (K ender was +17 & P ender +9)
HP Bolt = same
After HP Bolt, Laura is +17 so defend it exactly the way you would vs her forward throw. She doesn't get any special setups from HP Bolt.
LP Bolt's new active frame gave her the ability to be +1 on block/+5 on hit/+7 on counter hit after EX command throw or any VT command throw
The combination of extra active frame on LP Bolt and the +15 advantage on EX command throw/any VT command throw is one of her biggest buffs.
After EX / any VT command throw, I suggest block more often & occasionally invincible reversal since they're likely going for meaty LP bolt.
It's good to mixup quick rising with no recovery option so that you force the Laura player to adjust their mixups. Try to stay unpredictable
MP Bolt charge: Previously Laura players mostly used the K ender because it was +17 and did not switch sides while P ender was +9 & switched
Now Laura is +18 on both MP Bolt follow ups so treat it like Season 1 back throw. She will most likely dash up because she will be at +1
After MP Bolt follow ups, she cant instantly Ex command throw or meaty HP elbow anymore. She has to manually delay EX command throw 2 frames
I meant to say f+HP not HP elbow (Bolt Charge) in the previous tweet. She has to manually delay that also by 1 frame after MP Bolt Charge.
Having to manually delay auto pilot setups makes them much more inconsistent.
Post MP Bolt Charge mixups are much more difficult now.
After MP Bolt Charge, Laura is now most likely going to always attempt dash up stand LP because it beats backdash and wake up jab. Know this
When she dashes in after MP Bolt+K ender, she is not point blank range but still in throw range
If you block jab, you're out of throw range
MP Bolt +P follow up (the side switch one) leaves her closer so if she dashes in, she's also +1 but at point blank range. She CAN tick throw
Overall, her MP Bolt+P ender is better for setups now and the only downside is the side switch. She can do this now: https://twitter.com/jav1ts/status/811792846118420480
That's it for anti Laura tips today. I covered normal throws and Bolt Charges.
I'll end with a general rule that applies to all her mixups.
General rule vs ALL Laura mixups:
Jump + throw OS forces her to command grab more or leave gaps in her frame traps to catch prejump frames
If you feel you've conditioned her to start attempting command throws, you should risk raw neutral jumps & get a big combo. Make her scared!
If you feel you've conditioned her to open up the gaps in her blockstrings to catch your jump + throw OS, go for reversal light attacks.
In fighting games, conditioning opponents is not one sided.
As the defender, you can condition your opponent to go for certain options too.
wtf is this shit
The fact that they said they'd deal with AA jabs and then proceeded to just keep them in the game is starting to completely sour me on season 2. -_-
The only light normals that are still legitimately good AAs and not just situational are F.A.N.G's st.lp and Chun's st.lk. And even they can be stuffed easily.
All others aren't as good anymore. They were never going to remove them completely, just make it so that a jab doesn't always win out against a jump in and get you a mixup for practically nothing.
Check out this guys channel https://www.youtube.com/user/MarLonLonMilk/videos
He's uploaded two pretty good videos showing of her season 2 combos. And he has an oki video coming soon.
Nah, I'm not seeing it. Tons of characters still have AA jabs that are their most consistent AA option.
If that happened to me, I would honestly just be sitting there like this for about half an hour.
The DP to beat the flash kick makes the whols video lmao. Guile is like "I had enough of yhis shit" and Akuma is lik "Nah bruh, you don't"
Juri's combos are so fun, long too!
Lol dem throw ranges.