Laura Buffs thread

Yeah, it’s 3 hits in V-Trigger as well. The reason you can juggle with more stuff is simply because EX Clap launches the opponent higher when in V-Trigger.

Oops my bad. In fact, EX fireball is 2 hits without VT and 3 hits in VT. I knew it gained an extra hit in VT but I always assumed it was 3 hits normally.

I’d love to see more active frames on Laura’s st hk. Overhead being airborne after x frames would be helpful too.

Her j.mk hurtbox and hitbox needs to be heavily adjusted.

I honestly feel like all Laura really needs are some hitbox/hurtbox adjustments. That goes for just about anyone in this game though.

She needs more than that. There’s a couple of unusual choices, like how hard her Critical Art scales compared to the rest of the cast. Hell even how hard it scales compared to fellow grapplers. She needs a lot more to become way better.

Hi y’all been playing Laura since day one.
St.HP can’t be 0 on hit because characters without 3 frame jabs will get raped just because it leaves you close to the opponent. Being -2 is justified. Also you can can dash cancel it back to let you be safe

Thunder clap being 0 on hit is stupid. It should be +1 on hit. Same goes for volts line. Over heads should give you the advantage when you successfully connect and you should be at a disadvantage when it is blocked. On topic on the overhead. I agree with people that it should be ungrab-able and crush lows on certain frames.

HP bolt charge- either give it an ex version with armour on frame three or 5 frame start up.

St.mk should be +3 on hit

St.LP and cr. LP please let ex bolt charge combo from these buttons.

Cr.lk is useless. -2 on block and +2 on hit. Sure you can rapid fire that button

On top of these some hit box adjustments.

Overhead becoming plus on hit would be ridiculously good, can’t see that happening. We’ve all been training meaty set-ups for the overhead since February, so if Capcom decides to alter the frame data in her favour we might be able to link mediums after a meat overhead, so overhead -> target combo -> V-Trigger cancel into whatever would be possible.

I’m all for buffs but that would be a little nuts.

I would like to have cr lp able to combo with lp elbow. This way her high/low game will receive a boost, her cr lk will become useful for empty jumps and fast low confirms, and her overhead will be indirectly improved

+1 will not be op. It just means you can continue your pressure without worrying that you will trade jabs for successfully landing that over head. If blocked, she can get punished heavily because it it -7 while other overheads are -4. I’ve only been able to link st.LP after a meaty volty line, nothing else.

I agree making her overhead positive on hit is not overpowered. There needs to be some kind of reward for using that. Its easy to see coming, can be thrown, jabbed, and swept regardless of you comboed into it or not. 0 on hit is ridiculous, same with her FB. Sidenote: I think cr.mk should combo into qcf+mp. She has nothing to fear for her low game.

The thing is if you’re using the overhead in such a way that it hits raw and leaves you at +0 you’re not using it the correct way. It isn’t meant to be hit raw in your face when mashing jab/grab can beat it, you have to set it up after a knockdown or EX clap or whatever so that it either hits meaty on the right frame or just at the tip. I know it’s easy to just go tilt and start pressing those shiny medium buttons (I do it, too) but that’s really not how the overhead should be used.

Even when its not raw it still needs more positive frames. I mean the move is incredibly telegraphed and easy to block. As a reminder its the only Overhead to have these shitty properties to it. Make it in line with the rest

Actually it’s one of the fastest overheads in the game and the only one that can be cancelled out of most normals. It’s only more telegraphed than the other overheads because you tend to use it much more than the others.

No not really. You can react to audio queues. “HEAVE-HO!” comes out and you block high. very easy. Please stop trying to downplay it. It needs buffs. Not a speed buff mind you, but buffs. Don’t forget this is a V-skill, its not some normal overhead. So it SHOULD be more powerful.

It also hits from really far away if spaced properly.

I’m not downplaying it, it’s just that it is:

  • the most damaging overhead in the game
  • the one with the most range (by far)
  • one of the only two OHs that can score CCs
  • the only one that is cancellable from most normals
  • the one with the most active frames (4+2)
  • the only one that can slap to the ground jumping foes

So yeah, don’t expect major buffs for it. Giving it a +1 on hit and making the sound cue less noticeable would be the only feasible things.

I’ve spent the last two weeks playing Juri and that made me realize that Laura is actually a very solid character. At least on the level I play at. She won’t beat a Ryu or Chun in a tournament but she has a lot of tools. The only buff I’d still love to see would be a reliable EX Bolt charge as a reversal and maybe a hitbox-increase on her fireballs. Overhead is fine IMO and everything else works for me too.

I pretty much agree with this. I would love some airborne frames on overhead, but what I really think she needs is some slight tweaking to non-ex claps. The hit box is a joke, the startup is horrible, and you don’t even have an advantage on hit.

Honestly if they dont touch anything else of Laura, at least give her this. The startup and recovery is atrocious. Either this or a better command grab.