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   Hey Mike, 

Here's the revision of my "Lau according to Lars" doc :) The 
special edition just for you.

Ok, I'll make little comments about the different options where
I can think of some to say.

I'll add a 'H' to the moves in the flowcharts to symbolize that
for the following move work if this move hits, same goes for
'B' meaning it also works if blocked. If neither is specified
it means that it works in both situations. (Hope you understand)

I think I'll also add an "importance rating" on the different 
flowcharts. Ranging from 1 (very important/useful) to 4 (meaning 
"not all that good but I use it anyhow" :-) 2 is good and 3 is 
"so so".

Let's begin...

=====================
Elbow,palm flowcharts
=====================

(1)  elbow,palm -> P,K

- Very strong option that will stop anything your opponent might 
  try except for low attacks (mainly sweeps). The K will even 
  track people who dodge after the elbow,palm.

See the P,K for the P,K follow-ups.

(2)  elbow,palm -> sidekick,f+P

- Primary use is to stop Pai's f,f+P,K after the elbow,palm as this 
  is the only thing beside blocking that works :) 

(2)  elbow,palm -> sidekick

- Like the above, and this also works well if you expect your opponent to 
  try and crouch under a P,K. 

(1)  elbow,palm(H) -> elbow,palm

- Strong rushing combination if your opponent likes to crouch or do a slow 
  attack after the elbow,palm. Not good against opponents who likes to 
  dodge after an elbow,palm as the second elbow,palm is easily dodged leaving 
  you in a bad position.

(3)  elbow,palm(H) -> elbow,palm -> K+G

- Only good if your opponent try to dodge or throw the second elbow,palm. But 
  highly rewarding if they do :) so it's worth a try once in a blue moon.

(3)  elbow,palm(B) -> K+G

- Just like the above.

(2)  elbow,palm(H) -> elbow,palm -> HCF+K+G

- Slightly better version of the K+G option. Not as damaging though, but it 
  looks very cool though.

(2)  elbow,palm(B) -> HCF+K+G

- Just like the above.

(1)  elbow,palm -> doublepalm

- Another bread and butter combo of mine. Very very good. 
  STRONG POINTS: 
  WEAK POINTS: vulnerable to elbows

(1)  elbow,palm -> f,d+K

- Also very effective and useful. I don't use it much though, you know how I 
  feel about the f,d+K. About the only thing an opponent can do about this is
  to try and block or low kick it, a Pai can still f,f+P,K you.

(2)  elbow,palm(H) -> d/f+P,P,K

- Very good rushing combination. See the d/f+P,P,K part for follow-ups.
  WEAK POINTS: can be stopped by a P,G.
  STRONG POINTS: can ONLY be stopped by a P,G. :) 

See the "d/f+P,P,K" flowcharts for more options.

(1)  elbow,palm -> dodge -> doublepalm

- Like the "elbow,palm->doublepalm" option, except this avoids elbows too
  at the expense of being more vulnerable to throws during the dodge.

(2)  elbow,palm -> dodge -> elbow,palm

- Safer version of the above and better if you want to continue the rush.

(2)  elbow,palm -> dodge -> P,K

- Like the above, except more open for low attacks.

(2)  elbow,palm -> dodge -> f,d+K

- Like the "elbow,palm->f,d+K" except that this is more open to throws in during 
  the dodge. But better at handling low kickers. Also a little better vs. 
  Pai's f,f+P,K

(2)  elbow,palm -> dodge -> d/f+P,P,K

- Like the "elbow,palm->d/f+P,P,K" except that this works well against people who
  try to stop you with P,G's, but leaves you open for throws in the dodge.

See the "d/f+P,P,K" flowcharts for more options.

(1)  elbow,palm -> P,b+P

- Very strong/useful, as it stops almost everything you opponent can throw your way.
  Especially strong if the elbow,palm hits. You should use this a lot if you like 
  blindfighting.

See the "P,b+P" flowcharts for more options.

(2) elbow,palm(H) -> Throw

- Good against people who always dodge after an connected elbow,palm (Hey Wiqas :-) 


==============
P,K flowcharts
==============

(3)  P,K -> P(autopalm)P

- Be careful with this as the autopalm is quite easy to dodge. But 
  you should get some milege on this against players who haven't 
  faced a P,K'ing Lau before.

(4)  P,K -> P(autopalm)(MC),d/f+P+K,b,b+P,d+PPP,d+K

- This combo is so beautiful that you have to go for it once in awhile.

(2)  P,K -> doublepalm

- Good for stuffing P,G's, throw attempts, low attacks, and even 
  dodges. Not so good if your opponent just blocks.

(3)  P,K -> dodge -> P(autopalm)P

- Strange one this is. Might be useful against players who'll try to 
  rush you with punches.

(2)  P,K -> crouch dash -> UpKnP

- Very useful if you expect your opponent to try to PG, dodge, Throw or 
  just block. 
  WEAK POINT: if overused your opponent might start to elbow/sidekick
  stagger you out of the crouch dash.

See the "UpKnP" flowcharts for more options.

(2)  P,K -> crouch dash -> Throw

- This comes into play once you have conditioned your opponent to block 
  with the CD, UpKnP

(2)  P,K    -> dodge -> crouch dash -> UpKnP

See the "dodge, crouch dash" flowcharts for the comment for this
See the "UpKnP" flowcharts for more options.

(2)  P,K    -> dodge -> crouch dash -> Throw

See the "dodge, crouch dash" flowcharts for the comment for this
See the "UpKnP" flowcharts for more options.

(2)  P,K -> dodge -> doublepalm

- One of my favorites (but I bet you knew that when you saw the 
  doublepalm in there :). 
  STRONG POINTS: the doublepalm :) avoids many high attacks, 
  will hit people out of low attacks, and also stuffs slow throw
  attempts.
  WEAK POINTS: you can be thrown after the P,K. Open if the 
  doublepalm is blocked.

(2)  P,K -> dodge -> d/f+P,P,K

- Like the above one, but this will continue your rush
  STRONG POINTS: stuffs low attacks and everything slow than a punch.
  WEAK POINTS: you can be thrown after the P,K. 

See the "d/f+P,P,K" flowcharts for more options.

(2)  P,K -> dodge -> elbow,palm

- Safer version of the doublepalm one, but can be stopped by P,G's 
  and Lau's f,d+K.

(2)  P,K(H) -> dodge -> P,K

- I saw Wiqas use this the other day and it worked really well 
  and I can see why. As it will stop anything except a throw in 
  your dodge or a low attack, AND you can further extend your rush 
  with it.

(2)  P,K -> dodge -> Throw

- Good against people who will try to P,G (or any other dodge-able 
  single mid or high attack) you after the P,K. 
  Do b,f+P+G or d/f,d/f+P+G and you'll get either that or 
  sometimes even a sidethrow.

(3)  P,K -> dodge -> P(autopalm)

- Same as "elbow,palm -> P,K(H) -> dodge -> P(autopalm)P"

(2)  P,K -> dodge -> doublepalm

- Same as "elbow,palm -> P,K -> dodge -> doublepalm"


====================
d/f+P,P,K flowcharts
====================

(3)  d/f+P,P,K(H) -> P(autopalm)

- Not really useful since the autopalm comes out rather slow 
  compared to the autopalm after P,K. But it does stop slow
  attacks and throw attempts.

(3)  d/f+P,P,K(H) -> dodge -> P(autopalm)

- Slightly better than the above, since it stops PPP rushes.
  You are more vulnerable to throws though.

(2)  d/f+P,P,K(H) -> d/f+P,P,P

- Actually quite effective as it stops everything but P,G's.

(2)  d/f+P,P,K(H) -> dodge -> d/f+P,P,K

- Like the above, but works better against punches, at the 
  expense of being open to throws during the dodge.

(2)  d/f+P,P,K(H) -> dodge -> elbow,palm

- Pretty much work like the above, ie. same pros and cons.

(2)  d/f+P,P,K(H) -> dodge -> P,K

- same same

(3)  d/f+P,P,K -> K+G

- Very useful when people starts throwing you out of dodges.


=============================
dodge, crouch dash flowcharts
=============================

(1)  dodge -> crouch dash -> UpKnP   

- This is too strong, and I love it :) And you can delay the UpKnP 
  as much as you like, to make reversal/inashi whiff. Try repeating
  this too, your opponent is bound to go into brainfreeze in no time.

(2)  dodge -> crouch dash -> Throw

- This is what you use ones you have conditioned your opponent with the
  above.

(2)  dodge -> crouch dash -> Heelkick

- Main use is against Pai players who try to inashi your UpKn.

(2)  dodge -> crouch dash -> f,d+K

- As much as I hate the f,d+K, this is really strong against players who
  is starting to block all your UpKnP's and reverse all your throws :) 


================
UpKnP flowcharts
================

(1)  UpKnP -> elbow,palm

- Very strong, bread and butter rushing combination. 

(1)  UpKnP -> P,K

- Much like the above just faster and more vulerable to low attacks.
  Also better against dodgers.

(2)  UpKnP -> crouch dash -> UpKnP

- Exellent vs. players who'll try to punch you out of the above follow-ups.

(2)  UpKnP -> crouch dash -> Throw

- Good against players who just block or try to P,G you out of the above 
  follow-ups.

(1)  UpKnP -> f,d+K

- Works against pretty much everything.

(2)  UpKnP -> d/f+P,P,K

- Fast follow-up that stuffs low attacks well.

(2)  UpKnP -> Throw

- To be used against players who'll try to dodge your other follow-ups.


=====
P,b+P
=====

(2)  P,b+P -> K

- Very good against people who'll try to backthrow you after the P,b+P.

(2)  P,b+P -> d+K

- Good vs. players who'll attack (esp. low attack) you.

(2)  P,b+P -> P,b+P

- Use this to annoy a passive opponent into attacking your back :-)

(1)  P,b+P -> d+P,P,K

- Incredibly strong move that hit and even float almost everything your
  opponent try to throw at you.

(2)  P,b+P -> dodge -> doublepalm

- Good follow-up, lots of style points here, although a bit open to throws 
  as you dodges.

(2)  P,b+P -> dodge -> P,K
(2)  P,b+P -> dodge -> elbow,palm
(2)  P,b+P -> dodge -> d/f+P,P,K
(2)  P,b+P -> dodge -> sidekick

- Safer versions of the doublepalm one. I have described each ones pros and 
  cons earlier.


So much for the flowcharts.

(note: you're probably wondering why I use all those doublepalms,
well what can I say, I'm in a doublepalm VF3 period :) You can 
substitute the doublepalm with a b,b+P in most of these 
situations)

================
Other techniques
================
Here are a couple of other techniques that I use a lot.

(2) u/f+P(B), P,K

- This is surprisingly good, just about everybody will try to attack
  you after the u/f+P, and the P,K will stop everything :-) Try it!

(2) u+K+G, P(autopalm)PP
(2) d,u+K, P(autopalm)PP  
(2) d,u/f+K, P(autopalm)PP  

- The recovery of these are so good that these make exellent combo/rush
  starters.

(3) d,u/f,doublepalm

- I know it sound strange, but this actually works pretty good. It's a
  doublepalm right after a small jump. Most people will expect a landing
  sweep when seeing Lau do a small jump like this. Try it!

New idea!!

P,K(H),E+K or elbow,palm(H),E+K

- Wiqas just came up with this, so we haven't tried it yet, but it sounds 
  like it should work. This is how we see it... 
  It your opponent try to throw the kick will prevent this and even knock
  them down and if they try to attack the E+K should dodge and MC them out
  of it making a nice P(autopalm),PPP,d+K possible. 

====================
Round starting moves
====================
I just thought that it might be interesting to know what I use to start 
rounds.

- P,K
- d/f+PPK
- d+K,K (yes, the low kick, heelkick)
- elbow,palm
- Doublepalm
- b,b+P
- dodge,[CD,UpKnP]
- CD, UpKnP or Throw
- Dash in and throw

I won't explain it further just now, cause I think I better send this to you 
before it's too late.



(From this point on it's pretty much the old stuff, but it still counts I
guess. I'll try to write more to this later.)

========
Oki-zeme
========
Now a bit about about what I use for okizeme.

  First the most standard options I employ when 
  "attacking" rising opponents... 

  1) u/f+P 
       This is my favorite response to low rising attacks,
       as I just love nailing that b,b+P,d+PPP,d+K afterwards.

  2) u+K+G 
       This is the newest addition to my okizeme arsenal 
       (Thanks to Kris :) There's more than one follow-up 
       to a u+K+G that connects, as the u+K+G not always 
       floats. WHEN is floats, the best option is (as far 
       as I can see) P(autopalm),P,d/f+PPP,d+K.
       When it doesn't knock down, but only hits (minor 
       counter?) then a throw, preferable the d/f,d/f+P+G,
       is close to guaranteed. When the opponent lies in 
       a particular position (like after a b+P+G) then the 
       u+K+G will hit him while he does a low rising attack
       but it won't know down but instead the opponent will 
       get  up facing the wrong direction, in this case a 
       b,b+P,PPPK is a good option :) 

  3) Dash away then heelkick 
       I think I got this from the old VF2 days, and somehow
       it still works like a charm. I'm sure you know what I'm
       talking about. You remain close to your downed opponent
       until the last second, and then you make a back dash just
       out of reach of the coming rising attack. And unleash your 
       heelkick. At the right range this will hit both high and 
       low rising attackers and a small pounce is almost 
       quaranteed.

  4) Jumping over fallen opponents
       The best place to do it is after a P+G or b,f+P+G throw, but 
       you can really use anytime you have knocked your opponent down 
       and he's within a single dash. It's just easier to time after 
       these particular throws. Ok, you then wait and do your u/f+K 
       just before your opponent start to get up, and if you time it 
       right your opponent will get up facing the wrong direction 
       (rising attack or not) and you have a free TT sweep or TT u+K+G 
       or even better stuff, like E, b,b+P... And if you want to get
       really stylish you'll do 2-part Korean Step (E,d/f,d/f,f+E) and 
       then b,b+P.

  5) Attacking forward rollers
       Lau's best moves (IMO) for attacking players who like to roll
       toward you when getting up are...
         - b,b+P...
         - D+K,K,D+K
         - Sidekick,f+P
         - d/f,d/f+PPP
         - f,d+K
         - d/f+PPK
       These are all good options, with the b,b+P... being the one 
       where you can get the most damage out of. For some reason I 
       usually do D+K,K,D+K, please don't ask me why, cause I don't 
       know :) 

  6) "Korean Step"
       This is definitely one of the least useful and most stylish 
       things to do when the opponent is getting up, and the main
       (or only) purpose is to confuse your opponent to either do 
       a stupid rising attack which you can punish or do nothing! :) 

  7) After blocking high rising attacks
       I'm sure this is also old news. But these are the different 
       options I use after blocking a high rising attack. 
         - Throw (normally b,f+P+G, d/f,d/f+P+G, or b,d+P+G)
         - K+G (in hope of hitting the opponent out of an expected 
           throw reversal)
         - b,b+P (in hope of hitting the opponent out of an expected 
           throw reversal. This option might be slightly better than 
           the one above, simply because of b,b+P's 4 frames faster 
           execution)
      
  8) Other (fancy) okizeme techniques...
       Against High rising attacks: 
         - f,d+K (under the rising attack)
         - Jumping sweep (this IS possible, although the timing and 
           range has to be VERY VERY accurate)
         - (slip)dodging (see the exellent articles on Kris' page :)
         - d/f+K+E (if this dodging sidekick is timed just right it 
           will hit the rising attacker AND he will hit you, BUT you
           will have a free throw afterwards!! I know this sounds
           very very weird, but I HAVE actually seen it done and 
           done it once myself!)
       Against Low rising attacks: 
         - Jumping sidekick (Looks good, but not a really damaging 
           option, only a ground stomp is guaranteed afterwards)
         - Jumping sweep (same as the Jumping sidekick)
         - TT u+K+G (very cool looking)
         - (slip)dodging (see the exellent articles on Kris' page :)

Well, that's enough rambling from me I think. Let me guys know what 
you think. And let the discussions beginnnnnnn......... :) 

Talk to you soon,
Lars.
(larshs@vnet.ibm.com)
 


              
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