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Lau: Final Tuned

Discussion in 'Lau' started by Myke, Aug 28, 2004.

  1. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    Lau
    Text - Chakki

    To show your power like before, you'll have to get used to the new changes.
    Although it could be said to have been weakened, the [2_][3][P] still posesses enough attacking qualities. Add the new attacks and ignore the "weakening".

    There are changes to the use of the [2_][3][P]

    The [2_][3][P] has large changes attached to it, like not floating on small counter, and the [2_][3][P][3][P]+[K] not comboing on minor counter. There is a pressing need to adapt to these changes.

    As a punisher after avoiding, or used as reverse ni-taku in disadvantagd siutions, where you would have previously used the [2_][3][P][3][P]+[K] you should change to using [2_][3][P][6][P]. On minor counter it's a guaranteed hit, and you can go for the same combos that follow from [4][6][P] to apply damage.

    When you are aiming for CH in an advantaged situation, use the [2_][3][P][P] as per before. If it connects on mid-counter or higher then go for an air combo. On minor counter, try to verify the hit as much as possible and then lead into [2_][3][P][P][K]. This is a new way into the Tiger stance, where you can continue to attack with advantage.

    Further, the [P][K][P]+[K]+[G] has less recovery on guard than the normal string, and after normal hit the Tiger [K] will beat out the opponents low punch. If you mix this with the delayed Tiger [6][P][P]+[G] for sidesteppers, and the standing guard crumpling [6][P]+[K] you can affect the opponent. Also, the Tiger [6][P]+[K] will now stagger on hit. Normally, if you carry through to the [4][6][P] it won't be a problem.

    About the change moves

    Lau's change moves are fairly unapplicable in fights. But, if you use them as a hobby it won't really cause problems. Of them, the [4][P][K] is relatively useable. The first hit will avoid short ranged moves like [2][P], so using it after having something like an elbow blocked is useful. Also, despite being a mid mid attack, it's only counterable by throws if the second hit is guarded, which is tempting.

    Captions

    - The [4][P][K] can be used to hit while avoiding low punches, and if you can judge the hit follow throug hto the second hit, it will knock down and leave you in a strong okizemi position.

    Footnotes

    The tiger stance moves have been enhanced. The tiger stance [P]+[K] avoids high attacks, while the tiger stance [9][P] avoids low attacks, so even when slightly disadvantaged you can adapt to the opponents attacks. Also, using the extremely long ranged tiger [6][P][P]+[G] as a delayed attack will be the key to determining how well you deal with evaders. Incidentally, the tiger stance [6][P] cannot be countered on guard, and will leave you BT.

    Source: Arcadia Issue 52
    Translated by: noodalls
     
  2. Pai_Garu

    Pai_Garu Well-Known Member

    <font color="white"> Lau Chan </font>

    -----------------------------------------------------------------------------------------------------

    <font color="white">Overview</font>

    Generally, Lau is the most affected character in FT by the counter hit system change. His [2_][3][P] and [3][3][P] now do not float as much as before. He now does not have as many chance for big damage with those moves anymore. However, Lau has gained some new combo opportunites without having to float the opponent. He has gain a new follow up from [2_][3][P] and his TIger stance has been strengthened.

    -----------------------------------------------------------------------------------------------------

    <font color="white">Change moves</font>

    A1 Kosouken

    [4][P]
    This is Lau's [4][P] from Evo. The advantage of this move is that it enters tiger stance. It is two hits, half circular, and leaves Lau at +2 advantage on block. It is relatively slow, however, and in general is not something you would use very often for practical reasons.

    The key here is that since Tiger stance it's strengthened in FT, this will be a good and safe option for beating evades or similar situation since it is half circular.

    A2 Koenhekiken ~ Toukyaku

    [4][P][K]
    This is Lau's [4][P] from ver C, and can be followed up by [K]. The main use for this move is to enable Lau to continue to maintain offense even in small disadvantaged situations.

    The first hit leaves Lau at -5, which is uncounterable, and the second hit leaves -10 on guard. The key here is that since a second hit can be followed, the opponent will have to guess if Lau will do the second hit.

    As noted before, the first hit can evade certain attacks such as [2][P], this will work from even to small disadvantaged situation. Another point to remember is that both of the hits are mid, with the first being half circular and the second linear.

    B1 Kokyakuhaiten

    (Tiger Stance) [K]
    This is Lau's [K] from Tiger Stance in Evo. The kick flip will have priority over certain attacks in certain disadvanged situations. This is useful when you enter Tiger stance after having your attacks guarded. Such as [6][P][P] or [P][K]. This attack is mid, and can be evaded both sides. It leaves Lau at -14 on guard, -3 on normal hit, and stagger on counter hit. (This move is improved from Evo)

    B2 Chisoutai

    (Tiger Stance) [K]
    This is Lau's [6][2][K] from VF2, and it behaves very similar to the same move. This is the only low option from Tiger stance. The key use for this move is to allow mix up with Lau's mid options from Tiger stance, such as his new hit throw. This move knocks down on any hit and is half circular. It comes at a price of -16 on guard.

    -----------------------------------------------------------------------------------------------------

    <font color="white">New Moves and Key Changes</font>

    [P][K] - You can now enter Tiger stance at the end, this also applies to the similar move of [2_][3][P][P][K].

    [2_][3][P] - It is now very important for Lau players to hit check after hitting this attack since the initial hit do not float on small counter. You should use [2_][3][P][P][K] in the case you do not float your opponent.

    [2_][3][P][6][P] - This is Lau's new knock down move for small counter hit of [2_][3][P]. You should use this move for punishing whiffed attacks. You can follow this up with Lau's [4][6][P] combos.

    [2_][3][P][P]+[K] - This move is now weakned in FT. It does not connect after [2_][3][P] anymore and if blocked, it falls under the elbow counter class. Therefore it should mainly be used only in combos.

    [3][3][P] - As stated before, this move does not float on small counter anymore.

    [3][P]+[K] - This is a new move for Lau. It is a special high attack. On guard it is only -4 frames therefore it is a good move to use. This is because if you hit this attack on Large Counter, [4][6][P] is guaranteed resulting in big damage. This move is +4 on normal hit and +6 on other counter classes.

    [3][3][P]+[K] - This is Lau's [3][P]+[K] from Evo. The command has been made a bit more difficult to execute but the execution speed has been increase; however, the reach of the move has been decrease. Therefore it is now harder to punish whiffed rising attacks as before.

    [K] - It is now possible to cancel the kick. You can no longer access the [6][6] version as before.

    [3][K][P] - The frame for this move has been changed a little. It is now no longer throw counterable on normal hit but the recovery on guard has been increased. The move is now -4 on guard, -3 on normal hit, and +3 for all other hits.

    (Tiger Stance) [P][P] - The move is now a special high and the window for delay has been increased a small amount.

    (Tiger Stance) [6][P](on hit)[P]+[G] - This is Lau's new hit throw from Tiger Stance. The reach for this move is fairly long so you can use it at a longer distance away when in Tiger Stance. This move is not counterable on block at -5, even though on normal hit it is -3, you should have hit the hit throw part since it will work with any hit.

    (Tiger Stance) [9][P] - The good thing about this move is that on guard the recovery is very little at -2, however, the bad part is that this move does not give you a down on any hit. So the chance to use this move is rather restricted. +2 on normal hit and +6 on all counters.

    (Tiger Stance) [P]+[K] - This new mid option will give you a down on any hit but -12 on guard. It will avoid many of the high class attacks, so you can use it even in disadvantaged situations.

    (Tiger Stance) [6][P]+[K] - This is the new command for Lau's Evo [P]+[K] from Tiger Stance. The difference here is that now any type of hit also causes the same stagger as if hit on guard. You can go for [4][6][P] after the stagger. This attack is still a high attack.

    [2_][6][P]+[G] - The damage has been reduced to 60, but now even if you TR at the end it does not reduce the damage.

    [4][P]+[K][P] - The only change is that the recovery on hit is now shortened, so on counter hit against light weights, you can now combo with [2_][3][P].

    -----------------------------------------------------------------------------------------------------

    <font color="white">Execution Frames for Key Moves</font>

    [P] 12
    [4][6][P] 13
    [6][P] 14
    [2_][6][P] 15
    [3][P] 15
    (ws)[K] 15
    [3][K] 16
    [6][6][P]+[K] 17
    [3][P]+[K] 18
    [2][P]+[K] 19
    [3][3][P]+[K] 20
    [4][P]+[K] 22
    [3][3][P] 23
    [6][2][K] 23
    [2][K]+[G] 24


    Source: Virtua Fighter 4 Final Tuned Master Guide
     
  3. Llanfair

    Llanfair Well-Known Member

    [ QUOTE ]
    This is Lau's [6][2]+[K] from VF3 I believe...

    [/ QUOTE ]

    VF2, actually. It was replaced in VF3 by the single leg version that also appears in VF4. /versus/images/graemlins/smile.gif

    <font color="yellow">.cheers.</font>
     
  4. KiwE

    KiwE Well-Known Member

    [ QUOTE ]
    This attack is mid, and can be evaded both sides. It leaves Lau at -7 on guard.

    [/ QUOTE ]

    Sure that's not -7 on hit (as in evo)? It's -19 gaurded in evo so just seems like a huge leap otherwise.

    /KiwE
     
  5. Pai_Garu

    Pai_Garu Well-Known Member

    * Edit * changes made to reflect error corrections on Tiger Stance [K] and animation from VF2.
     
  6. Pai_Garu

    Pai_Garu Well-Known Member

    * Moved into one post *
     
  7. rude_boy

    rude_boy Member

    what the frames of [6][K]+[G]?
     
  8. noodalls

    noodalls Well-Known Member Bronze Supporter

    Lau Combo Maniacs
    Article - Chakki
    Source - Orange Mook
    Translation - Noodalls


    [3][3][P]+[K] or [4][P]+[K]
    1. [6][P][P] [3][2][3][P][P]+[K]
    2. [6_][P] [3][2][3][P][P][P][2][K]
    3. [3][2][3][P][P][P][2][K]
    4. [3][2][3][P][P][4][P][P]
    5. [6_][P] [3][K][P][P]
    6. [6_][P] [6_][P][4][P][P]
    7. [3][P][P][P][2][K]
    8. [6_][P][4][P][P]
    9. [3][2][3][P][P]+[K]

    From the [3][3][P]+[K] or [4][P]+[K] combo starters, basically go for [3][2][3][P] strings when in closed stance and [6_][P] combos when in closed stance. Combo 7 will hit in most instances, but in addition to the damage not being great, if they tech-roll it will leave you at a disadvantage, you try to not use it as much as possible.
    The first thing you want to remember is, when [3][3][P]+[K] connects on up to Kage sized opponents, combo 4 will work. If you can input the [3][2][3][P] ASAP without incurring a 1 frame penalty it will connect on on all characters except Wolf, and will also work on Kage and the light weights in the opposite foot stance. When in open stance, divide it up so that you use combo 6 for up to Lau, and 8 for everyone except Wolf. Combo 5 works up to Kage, and the damage is the same. In addition to being easy in setting up ukemizeme, it's very strong at making the opponent hit the wall. Also, against Wolf, go for combo 9 when in closed stance and combo 7 when in open stance.
    Combo 1 is in open stance, from [3][3][P]+[K] on counter hit and only against Aoi and Pai. Similarly, combo 2 is counter hit only, against light weights in closed stance. It will connect under other conditions, but it's not something to go for in a real match. It's only 1 more damage than combos 3 and 4, so it's okay if you don't go for it.
    After [4][P]+[K], combo 2 will connect on light weights in either stance, and combo 3 will work in open stance on middle weights except Akira. However, overall the combos from [4][P]+[K] are a little unreliable. From Tiger stance, there are times when [P][P][P]+[K] won't connect against Wolf in open stance.

    [4][P]+[K][P] second hit counter hit or [6][P]+[K] counter hit or Evade [P]+[K]+[G] counter hit
    10. [3][2][3][P][P][4][P][P]
    11. [3][P][P][P][2][K]

    When you get a head crumple from [4][P]+[K][P]combo 10 works on all characters and gives the greatest damage. From evade [P]+[K]+[G] on counter hit, in open stance on light weights, and characters other than Shun you can connect it, but there are many instances where you have to execute the [3][2][3][P][P][4][P][P] without incurring 1 frame penalty, so it's not really recommended. After [6][P]+[K] on counter hit, if you are in closed stance go for combo 10 and in open stance combo 11 is best.

    [2_][3][P][P] first hit medium counter or above or [3][3][P][P] first hit medium counter or above.
    12. [3][2][3][P][P][4][P][P]
    13. [K][K]
    14. ~[P][P][K]
    15. Tiger stance [P][P][P]+[K]
    16. [3][P][P][P][2][K]
    17. [3][K][P][P]
    18. [6_][P][4][P][P]

    [2_][3][P][P] and [3][3][P][P] both give combos on the second hit of the combo, so they have to be used differently to the one hit floaters. 12 works from [3][3][P][P] on light and middle weights. It's also the basic combo on light weights from a [2_][3][P][P] starter. It will connect on middle weights up to Lei Fei in open stance. In other instances, it's generally recommended that you go for 18.
    13 will work on all characters, and by delaying the [K][K] you will increase the damage, which is a point worth noting. 14 is unexpectedly damaging, so definitely go for it where 12 won't connect.

    [4][6][P] or [2_][3][P][6][P] or [9][P]
    19. [6_][P][P][P][K]
    20. [6_][P] [3][2][3][P][P][4][P]
    21. [P][4][P][P]
    22. [6_][P] [3][2][3][P][P]+[K]
    23. [2][P] [2_][3][P][P]+[K]
    24. [2][P] [2_] or [1][K][K]

    The combos from slam hits can be divided largely into two groups. When [4][6][P] connects and you are left in open stance go for 21, in closed stance 23 are the basic combos. However, in closed stance when you are far away, switch to combo 24. Combo 19 will work in open stance except on Pai and Aoi, however you need to delay the 2nd or 3rd hit, and as the opponent's weight gets lighter the delay required gets greater. It is difficult, so don't force it if you can't get it to connect. 20 will connect in closed stance on Pai and Sarah. Against Pai, you want the [3][2][3][P] to come out with a one frame penalty, whereas against Sarah you don't want that penalty.

    [2_][4][6][P] or [8][P] or [3][K][P][P]
    25. [3][2][3][P][P][P][P][K]
    26. [3][2][3][P][P]+[K] while standing [K]
    27. [6_][P][P][P][K]
    28. [3][2][3][P][P][4][P][P]
    29. [3][P][P][P][2][K]
    30. [3][2][3][P][P][P][P]

    After [2_][4][6][P] the first combo to remember is 28, which works against up to mid weights (excluding Jacky in open stance.) Against heavy weights, in open stance combo 27 will connect with no delay, and will work on all other characters with a little delay, and it's not as difficult as after [4][6][P]. Against heavy weights in closed stance, combo 30 is best. 25 is a combo for starting in open stance, which will connect against Sarah and Lei Fei. There's a chance that they will tech-roll, but you can go for it on Brad and Goh as well. Also, from a [3][K][P][P] start it will only connect on Aoi. 26 is a combo that will only connect on Aoi, in either stance. The damage is high, so there is value in using it.
     

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