Focus Timing/Testing of 'Eyeballed' Meaty Attacks
For many beginning players who do not study frame data, the concept of 'meaty' attacks, those which hit an opponent as they get up before the opponent can do a move, can be difficult. Rather than calculating these, we often gauge by 'eyeballing' and learn our sequences that way. This can be good for reasons explained elsewhere. LauraBot is used for this because Laura's own pressure often results in the opponent having the ability to knock her down, but she also has limited ability to do reversal attacks when rising, having only an Armored move rather than any invincible ones.
Defeating this bot is not really about the Laura Matchup, though we have put some aspects of that into it. It is mostly about getting meaty attacks correct against a character which can, at least sometimes, punish fairly heavily for mistakes or mistimed meaty attacks. Players will also learn to refine their timings as a result.
As with all bots, 1P Health should be set to "Normal". 1P CA Gauge should be set to "Normal", and 1P V-Gauge set to "Normal".
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Auto-Recover", CA Gauge - "Normal".
Completing each action gives 1 point. Try to get to 10 points without dying. The player loses if Laura gets to 10 points first.
- A - Punish HP Bolt correctly, i.e. not using the standard Crush Counter punish used against Shoryukens, etc.
- B - Land a damaging meaty attack or throw on Laura after a knockdown not resulting from 2HK (except if the 2HK is a Crush Counter in which case take the point as usual)
- C - Land a damaging meaty attack or throw on Laura after an antiair/Air-to-Air knockdown
- D - Laura gets 1 Point if the player blocks Clap or EX Clap
- Easy - Points given for ABC (no points for Laura for D)
- Medium - Points given for BCD
- Hard - Points given for BCD, no points for a meaty throw that follows a throw knockdown
- Extreme - Points given for either B and D only, or C and D only, no points for any knockdowns from crouching HK or regular Throws
From close enough to hit, 236LP, hidden [MK+LK (direction not relevant, standing slightly better), 2LP] 2LP, 6, LP+LK (make sure this throw connects), end recording as soon as she starts the throw, basically 'whenever you can comfortably do so after hitting the throw button and knowing it did not whiff'.
From close enough to hit, 236LP, hidden [2LP] 2LP, 6, LP+LK (make sure this throw connects), end recording as soon as she starts the throw, basically 'whenever you can comfortably do so after hitting the throw button and knowing it did not whiff'.
The goal is to hide the first 2LP in the ending of the hit animation for LP Elbow, and have the second come out right after. This setup allows for more wakeup jabs, as well as making it possible to chain the two if the LP Elbow whiffs in neutral or is blocked sometimes. The MK+LK is only there to make more Back Roll recovery possible, and therefore the timing is lenient. For those that find this too hard, use the Acceptable version at first. This recording can sometimes be easier to do with Laura's opponent in the corner.
From far away: 5MP+MK, hidden [236MP 5/6MP+MK 4MP+MK] 5LK 5LK 2LP 2LP (some may end up hidden).
From far away: 5MP+MK, hidden [236MP 5/6MP+MK 4MP+MK] 5LK.
Hit LK (or KKK or MK+LK) at the start of the entire input, to change Laura's focus in neutral from VSkill-Overhead to random kick of your choice, Sunset Wheel, or EX Sunset Wheel. Direction held while pressing this kick does not matter, but pressing with no direction is easier to edge-shift.
The final four inputs of the Perfect version should be done quickly and therefore not all will actually appear, but other than the first 5LK, it does not matter which do and which do not.
5PPP hidden [6PPP 2PPP] end recording.
As long as these are pressed quickly enough to hide the second two inputs in the animation of the first, there is no need to worry about it being wrong, it is lenient. Try to end the recording quickly though, so that Laura does not spend too much time in neutral. This input sometimes allows her to do V-Reversal if done right, but this is rare and not necessary for the bot.
Press 9 to jump forward, from the range of a regular jump-in attack, hold 1 or 4 as soon as you can comfortably do so, use MP+MK to do a jumping MK attack that hits deep, then 63214 and end recording immediately.
Press 9 to jump forward, from the range of a regular jump-in attack, use MP+MK to do a jumping MK attack that hits, then 63214 and end recording immediately.
The goal with this input is to have Laura jump more, so players who use throw/command throw meaties should consider holding 9 for longer rather than holding 1 or 4 in the Perfect version. Ending the recording in time is necessary for edge-shifting and getting Clap and Sunset Wheel when moving into other inputs. Holding 9 for longer may sometimes allow Laura to jump in with different attacks rather than just MK.
1MK+LK, hidden [66 236] end recording immediately.
1MK+LK, hidden  end recording immediately.
1MK+LK can be entered as 1KKK instead if the player is interested more in the dangers of Laura's sweep than her 2MK. It can also be entered as just 1MK to allow for non-EX Sunset Wheel at the cost of one opportunity for Back Recovery.
If this is not input with the first input of 1 and the Kick(s) on the same frame, Laura will do more low attacks and less EX Sunset Wheel. The perfect version allows for more dashes but these are not vital, however they are not lenient. If you cannot do the entire dash 236 in basically the timing for the animation of the kick, remove the dash input.
Still in progress.