Jackie Chan in Fists of Fire/Lau/Strategy
General Strategy
Lau is a jack-of-all-trades character who can run a safe and steady gameplan. His long range 2HK can be canceled into 236HP, which does safe chip damage on block and causes a knockdown on hit. In the corner, this leads to highly damaging juggles against most of the cast. He can harass with his fast, long range 2LK to score confirms even from max range. A player skilled at hitconfirming can reliably combo into 236HK on standing characters, which grants extremely high damage and leads to a round-deciding mixup. The threat of 2LK and 2HK opens up two other important offensive tools for Lau: a throw which grants juggles near the corner, and a safe, unreactable overhead that can frustrate opponents into running away to avoid giving up free damage.
Lau's Super is excellent as a chip damage tool, wakeup reversal, and random move to fish for trades in neutral. Backdashing full screen to charge meter is an effective strategy, as it forces the opponent to dash in to prevent Lau from getting multiple supers per round. While Super can be punished if blocked from close range, most characters can't do anything about it when well-spaced. And because it has 5 invincible startup frames before the Super freeze occurs, there is a high likelihood that the opponent will hit a button during that time even if they intended to bait Lau's reversal uppercut. This often leads to devastating trade combos that can kill the opponent in one go.
Boss Version legality -- unless otherwise specified, Dark Lau is not tournament legal. He has easily accessible juggles that do massive damage, usually resulting in a stun.
AA | Description |
---|---|
2HP / cl.5HP | Both are very solid normal AAs
|
623P (Uppercut) |
Good AA due to its range and invincibility
|
Reversal | Description |
---|---|
623P (Uppercut) |
Each version is invincible up to its 2nd active frame
|
Super | Invincible until fireball appears
|
Lau Matchup (Mirror)
Opponent's Move | Punish |
---|---|
2HK | - If not canceled into anything, punish with your own 2HK xx 236HP, except at absolute max range |
236LK (LK Dragon Kick) |
- Throw (if done at close range)
- Plink HP~HK for better chance at punishing |
236HK (HK Dragon Kick) |
- Full combo punish
- If you can survive the chip, stand block to make the spacing easier (otherwise he can fly over your head) |
623P (Rising Dragon) |
- Full combo punish
- Be aware that 623LP can whiff quickly and be hard to punish from farther ranges |
Super (close range) |
- Block, then dash up into full BnB combo |
Super (short-mid range) |
- Dash into 2HK starter
- If you're not sure that you will punish fast enough, cancel into 236HP for safety |
Super (beyond 2HK range) |
- Jump after the Super freeze and hit j.HP right as you start descending
- Can chain into j.HK if close enough |
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - Dash + 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Only 1st hit is overhead, so you can stand block for a short time then crouch
|
Getup HK (whiff) |
2 hits; bait with backdash, whiff punish
|
Getup HK (block) |
Both hits are mid (despite sweep animation)
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK > cl.5HP > 2HK xx 236LK, 2LK > 2HK xx 236LK, 2LK > 2HK xx 236HP (stun)
|
Strategy
The Lau mirror is a lot of back and forth poking with spaced 2LKs, building meter for Super, and trying to convert any hit into a safe 2HK xx 236HP. 6HK will go cleanly over Lau's strong low pokes, and its forward movement helps create some space to escape the corner. This is important because combos into 236HP are devastating when landed in the corner. Lau's average dash speed makes it hard to dash in for a throw mixup in this matchup; instead, the focus should be on outranging the opponent while keeping an eye out for a whiffed 2HK, which Lau can easily punish with a dash into a close range combo.
Many Lau players like to do blocked 236HP into immediate Super, so be aware of your opponent's meter and don't throw out your own buttons immediately after blocking when they are fully stocked. They could also use an invincible 623P in the same way, but this is much easier to punish with a strong combo. If you have the execution for it, it is recommended to learn the Double LK Tatsu loop for punishes, as it is a guaranteed stun no matter the screen position.
Matchup Video Examples
Sinistar vs. CoastJam 11-01-2021 - 0:00 to 35:50
BlAzEdD0NuTs vs. Sinistar 05-02-2021 - 0:00 to 7:04
BlAzEdD0NuTs vs. Sinistar 04-28-2021 - 10:49 to 30:05
Funkdoc vs. Sinistar 04-28-2021 - 19:53 to 37:45
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Yeung Matchup
Opponent's Move | Punish |
---|---|
2HK | - Punish with your own 2HK xx 236HP, except near max range where it's safe |
6HK | - Throw can punish on hit or block unless very well spaced
- On block, 2LP and 2LK can both punish (2LK from farther ranges) |
63214P (Crane Wings) |
- If well spaced, difficult or impossible to punish
- If LP Crane Wings is canceled into from max range 2LP, it can be punished by 2HK (but no special moves will connect) |
41236K (Swallow Kick) |
- Dash up and punish with anything that knocks down, then use the OTG infinite
- LK version has significantly less recovery time, so a quick 2HK into 236HP is a good option |
Super | - After the flip kick, punish with 236HK
- Because you are airborne, there is minimal risk even if it somehow trades |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Bait with a backdash, whiff punish
|
Getup LK (block) |
Hits overhead, 0 on block (no punish)
|
Getup HK (whiff) |
Bait with backdash, whiff punish
|
Getup HK (block) |
Must be blocked low
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Combo |
---|
2LK, dash 2HK > cl.5HP xx 623LP (mash), repeat
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP
- (Knockdown into OTG Infinite) |
HP Throw | - Dash + 2HK > 2HP xx mash 623LP (knockdown)
- (Knockdown into OTG Infinite) |
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
5LK > 5LP > 5HP > 2HK xx 236LK, 2LK > 2LP > 2HK xx 236HP, 2HK > 2HP (stun)
|
Strategy
Get one knockdown by any means necessary, then win the game with Lau's easy OTG infinite. This is one of the most lopsided matchups in the game because it's so easy for Lau to safely throw out pokes into 236HP and hope for a random knockdown. Lau's crouching buttons tend to beat Yeung's, so she has to be more careful than usual with her button placement.
If Lau gets close with frame advantage, a throw can also lead to guaranteed victory, so Yeung has to choose between frequent backdashes (cornering herself) and frequent defensive button presses (opening herself up to counterpokes). The threat of a DP from Lau also dissuades Yeung from applying her own pressure, and makes it risky to use some of her strongest tools. As long as you react to her 236LP (Crow Shot) overhead animation, Yeung has few options to maintain control of the match.
Shadow Yeung does present a slightly bigger challenge, as she can kill Lau in a single combo with a strong enough confirm. Still, she has to take a huge risk to get close enough for this to work, as she is just as vulnerable to the OTG infinite as her normal version.
Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 36:38 to 1:00:15
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Thorsten Matchup
Opponent's Move | Punish |
---|---|
46LK (LK Jackknife Storm) |
- 2LP, 2LK, and 2HP are all 4f and in range to punish
- By plinking 2-3 of these buttons consecutively and immediately chaining into 2HK xx 236HK, you should be able to punish consistently |
46HK (HK Jackknife Storm) |
- Punishable with a full BnB combo
- Might fly over your head if you are crouching |
28K (Gatling Kick) |
- Punishable with a full combo, but difficult because there are only 3 landing frames
- 2HK has a lot of active frames and won't hit Thorsten before he lands, so 2HK xx 236HK is a good safe option |
16P (Slash Sword) |
- Both versions can be punished with a dash up combo on hit or block
- A quick dash up 2HK xx 236HK will work if you aren't sure of the timing |
Teleport | - If you predict which direction he will go with a forward/back dash, 2HK xx 236HP is a good option to try to punish
- There are only 6 punishable recovery frames, so it can be difficult to time |
Super | - Crouch block, then dash up and punish with a full combo when he lands
- Thorsten only has 13 landing recovery frames, so be ready to punish immediately |
Scenario | Punish |
---|---|
Getup LK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup LK (block) |
1st hit is an overhead; safe on block if both hits connect
|
Getup HK (whiff) |
2 hits; bait with a backdash, whiff punish
|
Getup HK (block) |
2 low hits, true blockstring, safe on block
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Starter | Ender |
---|---|
236LP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- 2HK > 2HP xx whiff 236LK (reset)
|
236HP (Dragon Flame) |
- 2LK > 2HP xx mash 623LP (knockdown)
- 2LK > cl.5HK > 2HP (reset) |
HP Throw | - Dash + 2LK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
Combo |
---|
2LK > 2LP x2 > 2HK xx Super, dash 2HK > 2HP xx mash 623LP (stun)
|
*2HK won't combo into Super at max range
|
Combo |
---|
2LK > 2LP x2 > cl.5HP > 2HK xx 236LK, 2LK > 2HK xx 236HP, 2LK > 2HP xx mash 623LP (stun)
|
2LK > 2LP x3 > 2HK xx 236LK, 2LK > 2HK xx 236HP, 2LK > 2HP xx mash 623LP (stun)
|
Strategy
Lau and Thorsten both have incredible 2LKs, but Lau has better movement and can assert his offense a bit more easily. This is one matchup where hanging back to build meter might be detrimental for Lau, as Thorsten can do the same thing but with much higher reward for landing his Super. If Thorsten builds a large life lead, he will probably start backdashing and teleporting away randomly. The only way to punish this is to predict a HP Teleport with your own backdash, then force him close to the corner so he has nowhere else to run. This often takes a long time to accomplish, and it can be difficult to regain the lead before time runs out.
Thorsten's 2HK on block tends to push him out to a range where your own 2HK will whiff, and he can use this opportunity to dash in for a big combo. Try to avoid using 2HK without chaining into it to avoid this scenario.
In the corner, Lau can get more damage by ending combos with 236LP, then juggling into 2HK like he normally would (this juggle has a lenient 12f window). 236HP into 2LK also works, but for less damage. It is technically possible to use 236HP into 2HK, but this requires frame perfect timing.
Midscreen after HK Tatsu, Lau cannot juggle cl.5LK > cl.5HK > 2HP, which normally gives higher damage and better mixups. You must stick with 2HK > 2HP xx whiff 236LK if you want to reset. Because of Thorsten's heavy weight, midscreen resets are fairly weak anyway, so Lau's best options here are usually overhead or throw instead of a left/right mixup.
It is important to be ready to punish Thorsten's 28LK properly, as many players like to use this move randomly. Your own 2LK will catch his landing frames if timed as a meaty upon Thorsten's landing, which can then chain into a full punish. Many players attempt a punish too early or too late, which often leads to eating another 28LK immediately afterward. If you suspect your opponent is mashing this move in blockstrings, try chaining your 2LPs into 2LK > 2HK to catch him not blocking low.
Matchup Video Examples
Funkdoc vs. Sinistar - Friends of Fire 4 - 58:11 to 1:02:47
Sinistar vs. Funkdoc 07-08-2021 - 0:00 to 16:20
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:58
Sinistar vs. Funkdoc 07-01-2021 - 0:00 to 10:13
Funkdoc vs. Sinistar 05-29-2021 - 0:00 to 12:10
Funkdoc vs. Sinistar 04-28-2021 - 12:25 to 19:47
BlAzEdD0NuTs vs. Sinistar 04-28-2021 - 10:00 to 10:43
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Drunk Jackie Matchup
Opponent's Move | Punish |
---|---|
far.5HK | - Throw, or 2LK if very poorly spaced
- 2LP is a good button to stuff it before it connects, followed by Dash + juggle |
Light Normal > 6HK chain | - Can 623LP through the gap on hit or block
|
236P (Jug Throw) |
- 6HK and 236HK done preemptively can move past the jug
- Super can also work from around midscreen (destroying the jug + continuing forward) |
Blockstring into 236P Jug Throw |
- 236HK goes airborne and avoids the blast
|
621P (Drunk Dragon) |
- Reversal 236HK punishes both versions on hit/block |
236K (Tricky Kick) |
- Full combo punish on block
|
28P (JackieCopter) |
- Full combo punish
|
Super | - Full combo punish
- Only has 10 landing frames, so be ready with proper punish timing |
Dropped Butt Infinite (whiffs far.5HP) |
- Hold down back, 2HK xx 236HP while his far.5HP whiffs
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - Dash + 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
Scenario | Punish |
---|---|
Neutral Getup LK (whiff) |
If you backdash, Drunk will recover near you for an easy punish
|
Neutral Getup LK (block) |
-10 on block, simple 2LK confirm to punish
|
Roll + Getup LK (whiff) |
Preemptive backdash can allow a Dash + whiff punish, but recovery is fast
|
Roll + Getup LK (block) |
-2 on block, completely safe |
Getup HK (whiff) |
Can backdash to make it whiff, but remember there are 2 hits
|
Getup HK (block) |
+1 on block, but -10 if 2nd hit whiffs at longer range
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK > 2LP > 2HP > (slight delay) 2HK xx 236LK, 2LP > 2HK xx 236HP, 2HK > 2HP xx 623LP (stun)
|
Strategy
Lau's 2LK can compete with Drunk's pokes, but this matchup becomes disastrous once Drunk gets the momentum at close range. His infinite has variations that work against both standing and crouching Lau, so you can't afford to let him get a good confirm. Something as simple as having your 6HK backdashes in the corner will result in a lost round, so your goal should be to play as safely as possible while building meter, and using Super in an unpredictable way that is unlikely to be punished.
236HK can work as a prediction or reaction against Jug Throw, but the last hit is liable to drop if used from too far. Super is another good option if you can survive the trade damage, as Lau can dash in for a powerful juggle afterward. If you get caught using 2HK while he throws a jug, canceling into a quick special move or Super can often save you, or at least prevent Drunk from getting a trade combo out of the exchange.
Drunk Jackie's defense is generally his weakest area, so rapidly chaining 2LPs and mixing between 2LK > 2HK (to catch backdash) or dash up throw is a good option if you can safely work your way to close range. When you are on the defensive, always keep the threat of Drunk's overhead in mind, especially after blocking a dash up light normal or defending against an air reset. It is hard to react to, so you will likely have to build the muscle memory to block it through experience.
Matchup Video Examples
Spabobin vs. Sinistar - Friends of Fire 6 - 51:35 to 57:42
Spabobin vs. Sinistar - Kuma's Kumite - 1:21:57 to 1:28:30
Funkdoc vs. Sinistar - Vortex Gallery Practice Tournament - 1:33:29 to 1:39:35
Spabobin vs. Sinistar - Friends of Fire 5 - 37:24 to 42:19
Spabobin vs. Sinistar - Friends of Fire 5 Grand Finals Part 1 Part 2 - 1:42:10 to 1:45:36, 1:52:23 to 1:57:05
Sinistar vs. Spabobin 09-01-2021 - 0:00 to 15:23
Sinistar vs. Funkdoc 08-31-2021 - 0:00 to 24:07
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 32:48
Sinistar vs. Spabobin 07-15-2021 - 0:00 to 18:42
Sinistar vs. Spabobin 07-14-2021 - 0:00 to 23:37
Sinistar vs. Spabobin 07-08-2021 - 1:50 to 20:31
Spabobin vs. Sinistar 07-03-2021 - 0:00 to 21:10
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:28
Sinistar vs. Funkdoc 06-30-2021 - 0:00 to 10:59
Spabobin vs. Sinistar 05-08-2021 - 0:00 to 59:32
Spabobin vs. Funkdoc 05-04-2021 - 38:04 to 48:40
Spabobin vs. Sinistar 05-02-2021 - 21:11 to 1:17:44
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Dragonball Jackie Matchup
Opponent's Move | Punish |
---|---|
6HP | - 2HK xx 236HK (after ducking the 2nd hit) |
236HK (HK Crush Kick) |
- 2LK or 2LP can punish only if used at close range; chain into 2HK xx 236HP
- Difficult to distinguish between 236LK and 236HK (HK moves farther) |
41236P (Tiger Fist) |
- Reversal 236HK is the easiest and most consistent punish
- 2HK xx 236HK can add a little damage, but the timing is more strict |
Super | - Reversal 236HK (same as Tiger Fist) |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
2 hits, easy to dash in and punish after the 2nd one
|
Getup HK (block) |
-2 on block, both hits are low and a true blockstring
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - 2HK > 2HP xx mash 623LP (knockdown)
- 2LK > cl.5HK > 2HP (reset) |
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK, link 2LK > 2HK xx 236LK, 2LK > 2HK xx 236HP, 2HK > 2HP xx 623LP (stun)
|
Strategy
Your 2LK and 2HK are much better than Dragonball's pokes, but you will have to use them more sparingly or else Crush Kick will hop over your lows. 2LP is a good, safe neutral button that stuffs this move and allows for a dash up juggle afterwards. Dragonball has slightly better movement overall, but his buttons are generally not good enough to give him the overall advantage.
Always be ready to punish Tiger Fist with a 236HK juggle to dissuade the opponent from spamming this move. It is much easier to play neutral against him without the constant threat of this attack countering your pokes. On the defensive end, be aware that Dragonball has a TOD combo against Lau. This TOD is only practical as a punish (since it requires a point blank 5LP and standing), so avoid doing anything too unsafe like a DP or point blank Super.
Dragonball Jackie has a command throw, which when done as a reversal has the potential to punish your 6HK or 236LK (depending on range). It is a good idea to backdash after 6HK even on hit, since you can get thrown out of your next move's startup.
Matchup Video Examples
[ Video Links]
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Admiral Jackie Matchup
Opponent's Move | Punish |
---|---|
2HK | - Punish with 2HK xx 236HP if poorly spaced
- If Admiral spaces it well, 2HK may reach but the 236HP will whiff |
41236P (Dragon Palm) |
- Dash + 2LK > 2HP > 2HK xx 236HK (stronger)
- 2HK xx 236HP (safer) |
623K (Double Dutch) |
- Full combo punish
- LK DP whiffs quickly in neutral, so be careful if trying to punish at mid range |
Super | - Block, dash 4-6f, 2HK xx 236HP (difficult but safe)
- If Super was done raw, Lau can 623LP through it |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Long 30f recovery, so you can backdash to bait and punish
|
Getup LK (block) |
-7 on block; 2 hits, only 1st is overhead
|
Getup HK (whiff) |
Long 34f recovery, so you can backdash to bait and punish
|
Getup HK (block) |
-11, must be blocked low
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - Dash + 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
Combo |
---|
2LP x4 > 2LK > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK > 2LP, link 2HK xx 236LK, 2LK > 2HK xx 236HP, 2HK > 2HP xx mash 623LP (stun)
|
Strategy
Lau's 2LK contests Admiral's light normals fairly well, but all it takes is one opening for Admiral to start his near-infinite pressure. If you can frustrate the Admiral player by beating his 2LP consistently, he may try poking with 2HK instead; this is very whiff punishable on reaction due to Lau's own long sweep range. Unfortunately, Lau won't be able to get a strong juggle unless Admiral was cornered since he recovers crouching.
Using an occasional 623LP or reversal Super can cause the Admiral player to occasionally stop their offense, but the risk outweighs the reward each time you attempt this.
When confirming 236HK on standing Admiral, be sure not to use 3 chained light normals (2LP x3 or 2LK > 2LP x2). This will cause the final hit of HK Tatsu to drop. Use 2-4 chained lights, or start with 2LK > 2LK for a more consistent hitconfirm that doesn't drop.
One trick that commonly works for Admiral is to purposely have his sweep blocked at max range, then wait for Lau to attempt 2HK xx 236HP as a punish. If spaced properly, the 236HP will whiff its final hits, opening Lau up to a punish. At this range, stop the punish immediately after 2HK and you should be safe due to pushback.
Matchup Video Examples
Sinistar vs. Spabobin - Friends of Fire 6 - 32:30 to 39:43
Spabobin vs. Sinistar - Quarantined Rapport 4 - 1:42:50 to 1:50:40
Funkdoc vs. Sinistar - Friends of Fire 5 - 1:03:47 to 1:12:15
Funkdoc vs. Sinistar 11-09-2021 - 0:00 to 8:00, 9:54 to 15:14
Sinistar vs. Spabobin 09-11-2021 - 0:00 to 16:11
Sinistar vs. Funkdoc 08-26-2021 - 8:54 to 50:12
Sinistar vs. Spabobin 07-01-2021 - 0:00 to 12:04
Sinistar vs. VickiViperZabel 05-21-2021 - 0:00 to 56:46
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Sam Matchup
Opponent's Move | Punish |
---|---|
236P blocked (Thousand Spears) |
- As soon as you block, hold up forward and use the following stun combo:
- j.HP > j.HK, dash 2LK > 2HP > 2HK xx 236HK, dash 2HK > cl.5HP xx mash 623HP |
236P whiffed (Thousand Spears) |
- Wait for hands to stop, then immediate 2HK xx 236HP
- Much less recovery time due to no followup attack, so it's harder to dash in for an optimal combo |
214K (Divekick) |
- 2HK xx 236HK will work at most ranges, unless divekick hits very low (knees or below)
- Can also reaction 623LP after you see him go airborne |
Super | - Punish with a full BnB combo when he lands
- The 5th and 6th hits are overheads, so block these high |
Scenario | Punish |
---|---|
Getup LK (whiff) |
Whiffs on crouch block, so full combo punish on reaction
|
Getup LK (block) |
-5 on stand block
|
Getup HK (whiff) |
Range is very short, so you can bait this without moving
|
Getup HK (block) |
-12 on block, hits low
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - 2HK > 2HP xx mash 623LP (knockdown)
- 2LK > cl.5HK > 2HP (reset) |
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LP > delay 2LP > 2HK xx 236LK, 2LK > 2HK xx 236HP, 2HK > 2HP xx mash 623LP (stun)
|
Strategy
Lau's 2LK and 2LP completely dunk on Sam, who has no real answer to these in neutral. Just harass him with low pokes and chip damage and he will be forced to take massive risks to even land a single hit. Watch out for random divekicks and punish accordingly, and be wary of sticking a poke into a whiffed midscreen Thousand Spear, as it will suck you in for the full animation.
Midscreen after HK Tatsu, Lau cannot juggle cl.5LK > cl.5HK > 2HP, which normally gives higher damage and better mixups. You must stick with 2HK > 2HP xx whiff 236LK if you want to reset. Due to Sam's light weight, Lau can still easily cross under after this, so it's not much of a problem.
If Sam manages to make you block his Rekkas, just remember the 3rd hit is an overhead. He may also stop after 2 and try to dash up and throw, but Sam's throws are fairly mediocre unless he has you cornered. When he has Super stocked, never attempt anything that leaves you standing, like a throw, since he can punish heavily with his invincibility. If his Super hits you crouching or airborne, you can punish him after taking a small amount of damage at worst.
Sam's best pressure option is to continuously dash into 5LP, and occasionally mix up with throw. These are almost never a true blockstring, and can easily be beaten with a 623LP or Super. However, because Sam has TOD combos, it is probably not worthwhile to attempt this on defense.
Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 13:39 to 36:28
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Kim-Maree Matchup
Opponent's Move | Punish |
---|---|
2HK | - 2HK xx 236HP if badly spaced
- Never cancel into 236HK since Kim will recover crouching |
6HK | - Throw punish on hit or block if done from close range
- Plink HP~HK Throw for easier timing |
236P (Running Lariat) |
- Stay crouched, then punish with 2LK combo starter as she gets close
- If she runs past you with the HP version, you may be able to chase her down and punish with 2HK depending on screen position |
28P (I Want You!) |
- Dash up into a full BnB punish |
Scenario | Punish |
---|---|
Getup LK (whiff) |
You will get thrown if you stand (unless too far out of throw range)
|
Getup LK (block) |
Standing at farther ranges will put you in hitstun/blockstun while Kim knocks herself down
|
Getup HK (whiff) |
The long animation and active frame window makes it hard to backdash this
|
Getup HK (block) |
+6 on block overhead, completely safe
|
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Starter | Ender |
---|---|
236HP (Dragon Flame) |
- 2HK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
HP Throw | - Dash + 2LK > 2HP xx mash 623LP (knockdown)
- Dash + 2LK > cl.5HK > 2HP (reset) |
Combo |
---|
2LK > 2LP x4 > 2HK xx 236HP, 2LK > cl.5HP xx mash 623LP (stun)
|
2HK xx Super, dash 2LK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK > 2LP > 2HP > delay 2HK xx 236LK, 2LK > 2HK xx 236HP, 2LK > 2HP xx 623LP (stun)
|
Strategy
There is no reason to take any risk in this matchup -- simply poke with 2LK > 2HK xx 236HP to push Kim backwards on hit or block, and be ready to 623P against any jump attacks. She realistically has no way to get close to Lau unless you do something like 6HK or 236LK that puts you within her throw range. Kim's 2LK and 2HK are decent pokes, but not very effective when compared to Lau's same buttons. It is usually not worth attempting to punish her 2HK, as whiffing your own 2HK can give her the opportunity to dash in for a throw. A desperate Kim may attempt a Running Lariat, so be sure not to stand in neutral very often.
If Kim lands an overhead, there is a strong chance she will try to use I Want You! immediately afterwards. Simply backdash, and quickly dash forward on reaction if she does this. If the overhead is blocked she will likely be able to command throw or Super if you stay in range and miss the punish. Backdashing is usually the safer option on block as well, although you can punish with 2LK, 2LP, or 2HP if you are confident.
Matchup Video Examples
BlAzEdD0NuTs vs. Spabobin 07-09-2022 - 0:00 to 13:28
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion
Lau vs. Mysterious Lion Matchup
Opponent's Move | Punish |
---|---|
6HP | - Generally safe if blocked, unless very poorly spaced
- If you duck under it, a 2HK whiff punish is possible at many ranges |
2HK | - 2HK xx 236HP will punish if the slide is not well spaced |
646LP (LP Lion Crusher) |
- Punishable with a full 2LK BnB combo if it recovers near you |
646HP (HP Lion Crusher) |
- Only punishable if Lion corners himself, or he uses it from long range and recovers near you
- Punish with a full combo if he recovers right next to you |
Normal xx 236LP (Lion Bomb) |
- Dash up throw can punish reliably, but takes good reactions or a prediction
- If Lion's light normal was well spaced, it can be a tight window to land the throw before bomb explodes |
Teleport | - 2HK is good for reaching Lion; cancel into 236HP at range, or 236HK if close
- May need to dash in the direction he teleports first, depending on which version is used |
Super | - 623LP can hit Chibi-Lion, and will knock down to end the transformation |
Starter | Ender |
---|---|
236LP (Dragon Flame) |
- 2LK > 2HP xx mash 623LP (knockdown) |
236HP (Dragon Flame) |
- None |
HP Throw | - 2LK > 2HP xx mash 623LP (knockdown)
- 2LK > cl.5HK > 2HP (reset)
|
Scenario | Punish |
---|---|
Getup LK (whiff) |
Backdash to bait and punish
|
Getup LK (block) |
-6 on block, hits overhead
|
Getup HK (whiff) |
Can backdash to bait, then Dash + 2HK punish starter
|
Getup HK (block) |
-3 on block, hits low (completely safe) |
Misc Note | A meaty Super can be a good (but semi-risky) option against Getup Attacks
|
Combo |
---|
2LK > 2LP x4 > 2HK xx Super, dash 2HK > 2HP xx mash 623LP (stun)
|
Combo |
---|
2LK x2 > 2HP > delay 2HK xx 236LK, 2LP > 5LK > 6HK, [dash 1f, 5LK > 6HK] x5 (stun)
|
Strategy
Lau has a slight edge in neutral due to his longer range cancelable normals, but this is far from an easy matchup. Lion has the advantage at longer distances due to his Lion Bomb, which does good chip damage and allows Lion to dash up for more pressure. While Lau is dashing forward, it is possible to react to a bomb through with 236HK Tatsu. However, at many ranges it is possible for the final hit to drop, leaving Lau open to a full combo punish. Only attempt this if you can get close to Lion, or in a guaranteed punish scenario (such as after a light normal canceled into Lion Bomb). It is also possible for the final hits of Lau's fireballs to whiff at longer range, which can make it punishable on hit or block if the opponent is ready for it.
HK Tatsu can even whiff during combos. Any combo with 5 light normals before 2HK is practically guaranteed to cause a whiff, and a string like 2LK, 2LK, 2HK will only work if starting at point blank. Try to use fewer light normals during confirms to avoid this problem.
Because Lion has a wide hurtbox, you can get extended pressure sequences against him in the corner. It is recommended to end corner combos in 236LP, as this allows a juggle afterward; Lion is too heavy to juggle after 236HP. It is difficult (sometimes impossible) to cross under Lion after a corner juggle, so going for a high/low/throw mixup is generally preferable. Be careful when Lion is backed near the corner, as he can attack with HP Lion Crusher to safely escape. He may also try to escape with HK Teleport (which switches sides), but if you are attentive you can punish this with a backdash into 2HK starter.
One of the most dangerous situations against Lion is to be thrown in the corner. None of Lau's reversal specials or Super will beat a meaty 2LK after the corner reset, although it is possible for a reversal Throw to work if Lion is close enough (rarely worth the risk). If he goes for repeated throw loops, however, your best option to punish this is HK Tatsu, since it's airborne on the first frame and leads to a strong juggle. If you establish that you are willing to use this move defensively, the opponent will likely stop trying to throw loop, making their offense much more predictable. It's not recommended to try reversal Super in this scenario, since it will whiff the final hits against a close range opponent, leaving Lau punishable.
vs. Chibi Lion:
From around half screen, Lau can react to the Super transformation with Dash + 2HK xx 236HK to juggle Chibi-Lion as he falls to the ground. It will usually connect in a way where the 3rd hit of HK Tatsu causes a knockdown state, ending the transformation; if it fails to connect, Chibi-Lion can't usually do much to punish it so it's worth the risk. From longer range or when hiding behind a Lion Bomb, there is nothing Lau can do to prevent the Super activation.
Lau has no real way to force a mixup or chip damage on Chibi-Lion, as 6HK, Fireball, and Tatsu all whiff on his crouching hurtbox. If the clock is low enough, this is a guaranteed timer scam scenario. Lau's only last-ditch option is to use LP Uppercut for one hit of chip damage right as time expires; this will also trade favorably if the opponent self-destructs. If time is not a factor, Lau can simply sit near max 2LP range so he can react to any aerial movement with 2LP followed by a dash + knockdown juggle. By staying at this range, he also doesn't have to worry about being instantly thrown by M. Lion if the transformation suddenly ends.
Matchup Video Examples
RCF vs. Spabobin 04-08-2022 - 0:00 to 10:49
Sinistar vs. RCF - Kuma's Kumite - 1:16:27 to 1:20:55
GriffyBones vs. RCF - Vortex Gallery - 2:32:24 to 2:39:25
Spabobin vs. RCF 02-13-2022 - 56:30 to 1:02:02
Spabobin vs. RCF 12-16-2021 - 48:38 to 1:22:47
Spabobin vs. RCF 12-05-2021 - 0:00 to 1:06:22
Sinistar vs. Funkdoc - 08-31-2021 - 24:14 to 27:42
Overview || Lau || Yeung || Thorsten || Drunk Jackie || Dragonball Jackie || Admiral Jackie || Sam || Kim-Maree || Mysterious Lion