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Lau Tactical Guide by Shiwapon

Discussion in 'Lau' started by VolcanoShed, May 20, 2024.

  1. VolcanoShed

    VolcanoShed Active Member

    Link to the original article on Shiwapon's blog: https://nantejaakuna.hatenablog.com/entry/2021/03/24/154303

    Shiwapon's Youtube/Stream: https://www.youtube.com/channel/UCLaVUj3C3F48pWD2JozpuiQ

    Shiwapon's Twitter: https://twitter.com/shiwaponkun

    [This is a rough translation with the help of Google Translate and DeepL, and some edits to match english VF terms, it won't be completely accurate but I wanted to share this since this guide helped me. Additional comments are in brackets]

    Lau Tactical Guide

    Lau is a standard character who is attractive for his honest performance and high definite counterattack ability.

    He is able to develop not only standard but also powerful attacks with combo starting techniques that are advantageous even if he is blocked, and "guard break'' that does not allow the opponent to block without any questions asked.

    The weak point is that the middle attack that can be used for combos is slow, so it may be difficult to use the technique in two-choice [nitaku] situations.
    He is also a character whose pure Virtua power is tested because he has no tricks that allow him to deceive.

    This character is recommended for those who want to learn the basics and solid fighting skills.

    Let's read each other's PPP derivatives when fighting or grinding among beginners.

    I was wondering if I should write about this, but here goes. The PPP derivation that Lau has.

    There are three derivatives of PPP: high full-circular, mid, and low full-circular.
    Actually, when PPP is guarded, you have two options: mid and low.

    Therefore, this alone can be quite tough in battles between beginners.
    It is also effective as a last resort when your opponent has no HP.

    However, it is not an efficient choice because if either of the two moves is blocked, a knee-class punish or above is guaranteed.
    Let's use it only when you are in a situation where "the opponent cannot return a confirmed move" or "you also have no HP and you can beat him if you hit either one of them."

    The starting point of the attack is the elbow.

    I introduced him as a character with a strong attack, but first of all, the process of getting a strong attack is important.
    To do that, start by getting a big advantage.

    When attacking, start with the 6P elbow, and change your techniques from here depending on your opponent's movements.
    When you receive a counter hit or crouch hit with an elbow, you have nitaku.

    Use elbows, the strikes described below, and throws to break down the opponent.

    Remove the opponent's guard.

    If the opponent does not want to take the mid attacks and throws, and is holding his guard while doing a lazy throw escape, it is time for Lau's special move 6P+K+G. This move gives you a +15F advantage if you hit the opponent's guard.
    If you hit the opponent where he is guarding, his guard will come off and you will gain a +15F advantage.

    Once the guard is removed, use 46P for a follow-up attack.

    However, this move has a slow start-up and is a high attack.
    If your opponent is on the rampage or crouching, you will not be able to take advantage of it, so use your elbow or other mid-strike to silence your opponent to avoid this.

    Let's play Sako Sako!

    If you get a big advantage, it's the turn of this character's signature "Sako (4P+KP)".
    This technique starts on 20F, and even if it is blocked, Lau will be +1.
    It's a high-performance technique that gives you such an advantage that your elbow won't break even if you hit it, and if you counter-hit it, it becomes a combo.

    The first hit is an EX mid hit, so if they are crouched down, no damage will be done, but even if they are crouched down, if you hit up to 4P+KP, the second hit will hit.
    Hit Sako [4P+KP] first with a large advantage, and if it hits, continue the attack with more elbows and throws, and even if it [4P+KP] is guarded, 2P will be an unbreakable linkup, and try to harass the opponent who guards 2P with throws and 6P+K+G.

    Even if it is evaded, you can use derivatives such as 4P+KPPP or 4P+KP4P to resist the opponent's attempts to evade the move to some extent.

    Let's try to use Kokei stance.

    This character has the "Kokei" stance.
    This stance has multiple powerful techniques, so be sure to mix it in with your attacks.

    To begin with, start with the aforementioned 4P+KP.
    From here, press P+K+G to enter Kokei.
    Even if guarded, Lau will be +3F, which means that Kokei 3P will not be interrupted.

    If the opponent doesn't like it and guards, you can use Kokei 6P+K.
    This is a guard break move, so it is effective against an opponent who is guarding.
    After removing the guard, follow up with 46P, or if the wall is close, 4K or 46P+K.

    These two options are vulnerable to evading, but use Kokei K+G on an opponent who evades.
    This is a full-circular attack, so it hits evades.
    Even if it is blocked, it is possible to make two choices by using the mid [Kokei K+GP] or low [Kokei K+GK] follow-up, so you have insurance.

    Basically, use these three options to break down your opponent's guard.

    There is another way to set up Kokei stance.
    It is after a guaranteed counterattack.

    After you have punished with a guaranteed counterattack such as PK or 6PP, you can also set up Kokei by using P+K+G [PKP+K+G or 6PPP+K+G]. After this, you can aim for the three options above.
    After this, aim for the above three options.

    Tactical guide (intermediate)

    Make a hard choice for your opponent by using Kokei stance on their side!

    Kokei stance is a powerful way of attacking, but if you attack from the side, it's even more ferocious, so aim for it.
    You can connect 6PP after 214P+G, so let's set up Kokei from there.

    After that, Kokei P+K becomes a strong option.
    This gives you a combo on side hit, and even if it's blocked, Lau is +3, so you can continue to attack further with elbows and other moves.

    Of course, Kokei K+G is effective against opponents who try to evade.
    In particular, if Kokei K+GK is guarded on the side, it is only -13F, which is great because it prevents you from being hit by a painful definite counterattack.

    And, of course, Kokei 6P+K is effective against the opponent who is guarding.
    When your opponent is sideturned, use these three options to put pressure on your opponent.

    If you want to aim for sideturned Kokei, other than this method [214P+G], you can create the same situation by evading an attack, punishing with PK or 6PP, and then setting up Kokei.

    Let's mix circular techniques with large returns into your offense.

    When you're in an advantageous position and can't seem to land a throw or a 4P+K, it's time to use a circular technique.
    This character has a wide variety of circular techniques, and the return is large, so use them according to the direction your opponent is evading.

    I recommend 46P+K, 66P+K, and 6K+G.

    46P+K is a half-circular high attack that can only be evaded to Lau's stomach.
    Even if guarded, it has a small enough disadvantage [-5] that you can fuzzy guard.

    Also, if you hit a counter hit, 46P is guaranteed to connect and you can aim for big damage.

    66P+K is a half-circular mid attack that can only be evaded to Lau's back.
    If it is guarded, it will be backturned and you will not be able to guard 11F moves.
    However, it is a surprisingly nasty move because it can be cheated with a move while facing backward.
    See below for the cheats. [scroll to the bottom section]

    Let's show it to opponents who don't like 46P+K or who tend to crouch.
    Also, it's a brutal move when it's against a wall, so I'll introduce that later.

    6K+G is a fast-generating full-circular high attack.
    Its appeal is that it occurs quickly and can easily catch an opponent's evade cancel.

    It will knock them in the direction of Lau's stomach, so if you are close to a wall, try aiming for it.
    However, be careful not to overdo it as it has a large disadvantage of -17 when guarded.

    Let's shake it up

    In addition to the elbow and Sako [4P+K], there is another important mid attack for this character.

    That's Shakashō, which is 3P.
    This technique has a fast start time of 15F, and is a mid attack that is easy to confirm as a hit.
    Also, because it has a long reach and strong judgment, it is also attractive that it can reach opponents who use backdash and deceptive techniques [moves that low profile or reel back before hitting].

    If you can confirm the hit and connect up to 3PPK, you can deal a lot of damage, so I definitely want to learn it.
    The trick is to see if you hit on the 3P and try to connect with the PK.

    Be careful not to immediately launch a 3PP..., as it will be difficult to connect.

    Although it looks strong at first glance, it has one major weakness.
    The problem is that if you hit 3PPK, Lau will be -4F.
    However, there are times when you have to rely on this technique against an opponent who does a lot of backdash or who uses deceptive techniques.

    In that case, you can just use fuzzy guard after the move, but consider the possibility that your opponent will target your fuzzy, so be prepared for actions other than fuzzy.

    Tactical instruction (advanced)

    Wall attack approach

    ・Opponent's back to the wall

    At this time, let's aim for 4K first.
    If you hit the opponent, they will stagger against the wall, so aim for 2_5K to wallsplat them. [can be inputted as 335K or 3235K]
    Since the opponent will be far away from you when they guard [4K], you can backdash to invite the opponent's move and aim for another 4K, which is also a nasty attack.

    1P is also a powerful move that can be used for wall combos if it is a recovery counter-hit or higher.
    If it hits the wall, you can also hit 2_5K for a wall combo.

    For opponents who don't like these, you can aim for a combo from 6P+K+G that removes the guard.
    Also, it's interesting to aim for a wall combo from 6P+G on opponents who try to evade.

    ・Parallel to the wall, Lau's back facing the wall

    When your back is parallel to the wall, the most important thing to hit is 66P+K.

    If you hit this move while parallel to a wall, your opponent will be hit into the wall, and you will be guaranteed a backturned P+K.
    From there, you can go further into combos, so the returns are tremendous.

    You can hit it when you have the advantage, or try to sell it from a backdash after the opponent has blocked an elbow or something.

    If the opponent is hitting a short-ranged technique such as 2P, 66P+K will make 2P whiff and hit it.
    It is also recommended because it can hit where the opponent was crouching, if they are wary of 6PP.

    If the opponent doesn't like this and is standing guard, try 1K.
    If it hits close to a wall, they will be side wall staggered, and then you can aim for a wall combo with 6K+G, etc.

    ・Parallel to the wall, Lau's stomach facing the wall

    It is especially difficult to aim for a wall combo when in this foot position.
    If you want to mention it, PK from 6P+K+G can aim for a grand slam.

    PK[P+K+G] will get the opponent to stagger to the wall, and from there you can use Kokei P+K for a side wall combo.

    ・Parallel to the wall, Opponent's stomach facing the wall

    If you can see the position of your opponent's feet, you have a chance to perform a wall combo even when there is a wall on the side of your opponent's stomach.
    At this time, you can push your opponent into the wall with 214P+G.

    If you hit the wall with 6PP[P+K+G] from there, they will be wall staggered, so after that, aim for a wall combo with Kokei P+K from 6PP.
    If you are close to the wall, a single 6P will cause them to wall stagger, so in that case, aim for a wall combo with 2_5K.

    It is difficult to judge whether or not it will hit the wall [after 1 hit or 2 hits of 6P/6PP], so be sure to practice in training mode to remember it.

    Strengthen side attacks

    Kokei stance on the side is powerful, but of course there are situations where you cannot use Kokei.
    In that case, use another method to develop a side attack.

    If you evaded an attack, the first option is to use 3K.
    Even if it is blocked, you can fuzzy guard [only -3 on side block], and a counter hit will result in a combo.

    Also, if you hit a crouching hit, 6PP[P+K+G] is guaranteed, so you can attack with Kokei from there.

    Hit K+G against opponents who evade 3K.
    When this is guarded on the side, Lau will be in Kokei with a +5 advantage, so Kokei P+K won't be interrupted.

    If they evade or guard, aim for Kokei K+G or Kokei 6P+K.

    Also, if K+G hits a side counter hit, Kokei 3P becomes an unguardable link-up.
    It is very important to confirm the hit here, so watch carefully when you hit K+G.

    Aim for 6P+K+G against opponents who guard these.
    If you successfully guard break them from the side, you will have an advantage that will guarantee you a 3P+K.

    If you succeed in evading an attack, you can go for a confirmation such as PK, but it is also a good idea to aim for these three options. [3K, K+G, and 6P+K+G]

    Improve the accuracy of the punishment of the high attack.

    This character has 2_3PP+K.
    This technique will hit continuously with a recovery counter-hit or higher, so be sure to use it with certainty.

    It's difficult to return to a standing move, so the best place to aim is when you're crouching under a high string follow-up.
    Your firepower will vary greatly depending on whether you can do this or not, so it's a good idea to remember your opponent's high-stage derivatives.

    Let's understand the attack and defense after 66P+K

    66P+K that can be used to crush your opponent's evade towards Lau's stomach or as a mid attack.
    After this move hits, use moves that can be performed from backturned to further develop your attack.

    When 66P+K hits, you will have such an advantage that backturned 3P cannot be broken, so show this first to an opponent who is violent.

    If the opponent is guarding, show backturned 2K, or turn to the front and aim for a throw or guard break.
    If the opponent evades, use backturned P, backturned K, and backturned 2K as half-circular attacks.


    ・When guarded

    If 66P+K is blocked, it is -6F while facing backward.
    Therefore, due to the time it takes to turn around, attacks up to 11F will be unblockable.

    When your opponent hits 11F P, etc., you can beat the attack by going wild with backturned 2K.

    If the opponent fills the frame with an elbow or something, you can open up a large distance from him with backturned 9K.
    However, be aware that if the opponent reads this, you will collapse against a dash into a mid attack.

    If your opponent is reading a backturned 9K and hits an attack of 16F start-up or higher, such as a mid kick, try hitting a backturned K.
    This technique has high damage, so if it trades with a 16F move, you can win by damage.​
     
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