VF3 / Lau [ print friendly ] [ command view ] The Punch-TurnAway Palm (by Myke)
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1.0 Introduction
2.0 Mechanics
3.0 How-To
4.0 Setting it up
5.0 Following it up
6.0 Combos
7.0 Closing Words
1.0 Introduction
This little piece hopes to inspire a more creative Lau style which is not
only quite effective but also visually appealing. Lau's turn away and some
turn toward attacks were all new in VF3. Initially they were underused as
most people relied on old school Lau tactics with the m-UpKn rush and what
have you. But old school Lau just wasn't what it used to be, so the Lau
player was forced to do a bit of "relearning". Hopefully, Lau players
will incorporate some aspects of his turn-away attacks in their style, if
only to keep their style fresh and somewhat unpredictable. The more you can
throw at your opponent, the harder time he/she will have dealing with it.
The Punch-TurnAway Palm sequence is actually the first two parts to the
Punch-TurnAway Palm-TurnToward DoublePalm canned combo. However, this
discussion will mainly focus on the Punch-TurnAway Palm (P-TaPm).
Upon executing the P-TaPm, Lau will be turned around, that is, his back
will be facing his opponent. At this point, Lau's attacks are limited to
his arsenal of Turn Toward attacks, which will be discussed in the
"Following it up" section.
2.0 Mechanics
Below are the motion statistics from Gamest.
Command Damage Hit Reversal Exe-Hit-Rec Notes
Level Level
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Pb+P 12+24=36 HM H-P 15-3-27 G-full
Run this through the block stun formula and you will find that:
Block Stun = (2/3 * 24) + 6 = 22 frames. Lau will take 27 frames to recover
from the TaPm, giving the opponent a 27 - 22 = 5 frame advantage. Although
there is no attack that will come out in 5 frames, remember that Lau is
with his back turned and is unable to block. So keep in mind that you'll be
behind by 5 frames and Lau's fastest TT attack, the punch, takes 11 frames
to execute.
The G-full, in this case, means that it has a special animation for hitting
a crouching defender. That is, it will force a crouching defender to stand.
3.0 How-To
The motion for the P-TaPm is Pb+P. In engrish, this means:
a. Press Punch button,
b. Release Punch button,
c. Tap the Joystick Back and press the Punch button at the same time,
d. Release the Punch button.
If you don't succeed with Pb+P, then you'll most likely get two punches
instead. This is not entirely a bad thing, so don't freak out. If the
punches were blocked then you should still have the initiative, so keep the
pressure on!
Try and execute the move as fast and as cleanly as possible. The b+P part
should be entered while the punch is executing and before it enters it's
recovery phase. The timing is something like the first two parts to Akira's
DLC, i.e. the df+K+G --> f+P. Once the kick has entered it's recovery
phase, then it's too late for the elbow. So, if you're getting two punches
instead of the Punch-TurnAway Palm, then either one of three things is
happening:
1. You're not hitting b+P fast enough. Try doing it faster. I'm not sure
if doing it TOO fast won't let it register.
2. You're not hitting b AND P together at the same time. Make sure you can
execute a stick AND button command with 100% consistency. If you can
Elbow 100% of the time, then it's the same thing, except the other way.
Think Punch, Fast Elbow.
3. You're probably doing a combination of 1 and 2. Refer to the above for
suggestions.
You don't need to watch the screen for any visual help either. I mean, you
won't see much happening during a standing punch, it's pretty fast. So just
tap back and punch as soon as you've released the first punch. Once you get
the hang of it and it's burnt into muscle memory, then you'll be pulling it
off with 100% consistency. This is not an exaggeration.
4.0 Setting it up
The neat thing about the P-TaPm is that no preconditions need to be met in
order to successfully execute the move. You don't have to be concerned with
whether the Punch connected or not, or if the opponent was blocking, or
even what current phase the moon is in. JUST DO IT! If Lau is in a position
to throw a standing punch, then he is also in a position to do the P-TaPm.
It's as simple as that. You might be surprised at the number of occasions
Lau can slip in a P-TaPm. Here are a few off the top of my head:
Lifting Palm, P-TaPm (DF+PPb+P)
Lunging Knife Hand, P-TaPm (df,df+PPb+P)
Turn Toward P-TaPm (back turned, Pb+P)
5.0 Following it up
This is where the fun begins. Now that you've successfully P-TaPm'd, Lau
will be turned around. The attacks that you can do to your opponent will be
the Turn Toward (TT) Attacks, so refer to the movelist for full details,
etc. I will list what are, IMHO, the most commonly used options for a
turned around Lau. These are in no particular order.
TT Sweep (d+K) I found this to be quite effective against opponents not
used to playing against a "turning" Lau. Often they would
be in brain freeze, standing there and blocking, hence the
sweep would connect most times. However, do not overuse
this because once blocked, Lau is very vulnerable and he
loses initiative. Follow up a successful sweep with a
foot stomp (df+K) and re-apply pressure.
TT Kick (K) Only really useful against opponents who like to jump at
you the instant they see you turned around. Pressing Punch
after the connecting kick will produce an Auto Knife.
Continue with float of choice. If the Kick is blocked, Lau
will lose initiative.
TT Punch (P) The fastest TT attack that Lau has, it'll probably
interrupt most attacks the opponent tries to dish to your
back, barring sweeps and other low attacks. However,
whether it hits or is blocked, Lau will still retain
initiative and can proceed with any standard Punch follow
up.
TT Knife Hand A bit slower than the TT Punch, but has an added advantage
(d+P) of being an M level attack. So it won't whiff against
anyone crouching, and Lau should still have the initiative
if it's blocked. Follow up as you would a normal knife hand
(df+P).
TT flipkick Mainly for style only. Not much I can say except that if
(ub+K) and the TT flipkick is blocked, then you're in big trouble -
Reverse Drop it's back throw time. As for the Reverse Drop Kick, Lau
Kick (u+K+G) won't actually turn toward the opponent after execution,
hence he'll remain turned away. It's not so easy to punish
Lau after blocking the drop kick. He actually pushes away
from the opponent about half a dash distance each time.
It's fun to connect the dropkick, but again, it's mainly
for style.
TT Canned Once they get wary of sweeps and you notice them crouching
Double Palm the instant you turn around, then this should do the trick.
(f+P) Also good against those who love to run in upon seeing Lau
turned around. However, this move telegraphs itself
somewhat and most players will grow used to it and block
it. Once blocked, Lau has lost initiative. However, it's
nice to throw into a float.
Of course, you don't have to attack each and every time Lau has his back
turned. You can do basically anything from running away, E'ing, Jumping,
you get the idea. Be different.
Choosing the followup after turning around will mainly depend on the type
of opponent you are facing or how good your Yomi (ability to read and
predict your opponent's actions) is.
For stable opponents, those who like to block everything and await an
opening before they attack, then the TT Punch or TT Knife Hand are ideal
since they allow you to retain the initiative and keep the pressure on.
Any repetitions of TT Punch-TaPm will frustrate most opponents, so keep
this in mind if you're in the mood to tease :) See how they react and
adjust accordingly.
For trigger happy, button-mashing folk the TT Punch and TT Knife Hand are,
again, quite a good option only if your opponent tries something slower,
thus you'll MC them. The TT sweep is nice as if will avoid most high level
attacks and sweep them in the process.
6.0 Combos
Combos involving the P-TaPm are, for me, the most visually pleasing of all
Lau combos. They're more expressive of his fighting style than watching a
a string of m-UpKnP. This is by no means a definitive list either. Be
creative and have fun with it!
As the number of hits with each combo increases, it's likely that the
latter hits will miss. In such cases, these combos are best used on lighter
characters (who float higher) and/or going downhill.
Pb+P -- f+P
-- PK
-- PPK
-- PPPK
-- PPPd+K
-- PPPb+K
-- d+PPPK
-- d+PPPd+K
-- d+PPPb+K
DF+P (MC) -- Pb+P -- f+P
-- PK
-- PPK
-- PPPK
-- PPPd+K
-- PPPb+K
-- d+PPPK
-- d+PPPd+K
-- d+PPPb+K
df,df+P (MC) -- Pb+P -- f+P
-- PK
-- PPK
-- PPPK
-- PPPd+K
-- PPPb+K
-- d+PPPK
-- d+PPPd+K
-- d+PPPb+K
Basically, whenever you have a standing punch opportunity in a combo, then
make it more interesting by tagging on the b+P.
7.0 Closing Words
Remember to mix it up as much as you can. The more repetitive you get, the
easier it will be to defeat you. The same can be said with any character I
guess, so don't overuse any one technique. Be careful in choosing your TT
attacks, escpecially against those with low throws and reversals. If you're
predictable, then you will suffer the consequences.
Vary your pace as well. If you always attack the _instant_ you turn around
then your opponent will always expect you to do so. Delay your attacks,
taunt them by standing there with your back turned. If you're lucky you'll
MC them the instant they drop their guard in trying to attack you.
You don't always have to attack either. E'ing and either throwing or
recommencing an attack is a good option against passive opponents. Be
creative and teach your opponents to respect your back :)
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