I’d be satisifed with that, but it wouldn’t be enough to make it incredibly useful. It would keep it situational as it is now.
I assume by better grab you mean just distance right? In terms of damage its fine IMO. Its the distance that’s stupid. Necalli should not have a longer range on a command throw than Laura. That’s not meant to be his style of gameplay. Her default grab length should be what it is in V-trigger, then V-trigger makes them Mika/Necalli lengths.
Also a late correction @Maryokutai (since I’ve been messing around with hitboxes this afternoon): EX clap launches the opponent at the exact same height in VT and without VT, but the reason H bolt connects in VT is because that extra hit keeps the opponent close enough to actually hit instead of immediately flying outside its range. That’s the same reason why it also works in the corner.
And the overhead connects because that extra hit adds enough frames to make the opponent still be airborne when the VS comes out.
I don’t know if any of these buffs will improve laura’s bad matchups. I mean, a more subtle overhead or a longer range command grab are nice things to have, but will they really help her against chun or guile?
I think this is assuming that the top 8 will get the nerf hammer, which I believe will happen in addition to buffing the lower half. With the on-slew of complaints against them I dont think it’s impossible at all.
I think all of us are just trying to avoid a balance issue. Shes a grappler with mobility and a fireball. Only problem is it doesnt seem to “mesh” together well. If anything her fireball and neutral game needs to be stepped up a few knots in addition to her hit and hurtboxes needed to be adjusted. I just want her to not be seen as a weaker Mika.
Guile won’t be nerfed. He’s not even considered top-tier by a long shot, he’s just one of those good DLC characters (together with Urien and Balrog). And I doubt they’ll go ham on Chun either. If anything her V-Trigger will become three bars and they might adjust some frames after a blocked IALL but there’s nothing about her they can nerf that would make the matchup easier for Laura. They’d need to cut off her legs and put her in a wheelchair for that.
Ok, that explains why you have to delay some follow-ups in V-Trigger. I though it was a different height (longer falling time) but the extra hit would result in the same scenario.
You can do that already though, you just need to react really fast. HP Bolt Charge beats it clean. Of course that’s easier said than done but unless they give it a height restriction (which would make it useless) I can’t see them making it easier to AA. It’s really close to the ground so you’ll have to react fast one way or another.
Personally I think her standing pokes are a bigger issue for Laura, most notably st.HP and back/forward MP. No idea how you would buff Laura in a way to make that more even. Maybe increase hitboxes on cr.HP, cr.MP and/or cr.MK a bit.
st. HP is pretty hard to whiff punish. Maybe if they increase the forward hurtbox of the move or give Laura something that can hit it from below it would be easier.
I think her frame data is fine
like @OceanMachine said
overhead CC, fastest frames, longest range, cancellable with most normals, most damage, and can anti air
They should just fix the hitbox on her HP elbow so that it doesnt trade so easily
her clap is fine because depending on the range you use it and they block or get hit by it, it can be technically +
I honestly think it’s still early
There are alot less high level Laura players than chun, ken, ryu, nash etc so her progression is way slower than the others
for the chun matchup
I think it’s less about laura having enough to deal with chun and more about chun having too much.
Chun is just in a tier of her own
I think her data is fine
if not then real close to being so
If I could change 1 thing, I would only increase her walkspeed
And no I dont agree that she just needs one minor change like a slightly better walk speed. Be real, while that is nice, she needs more than just that to give her some help.
I think we already brought up a lot of interesting ideas to improve her without making her broken. To sum it up:
Better back walk speed (let’s do as if she’s Makoto and her forward dashes make up for her slow walk speed)
Overhead +1 on hit instead of 0. This is particularly important if they reduce input lag because people will be able to react even better to it and she really needs some reward for being able to land it.
Improving her fireball game because I think this is really what sets her apart from other mixup/grappler characters and what would make you pick her instead of, say, Mika or Necalli. Fireballs could have less startup or recovery, EX fireballs could stay on screen after she’s hit and they could give her the ability to cancel the fireball charge in the same way Birdie can hold and cancel the chain (with some recovery of course). I wouldn’t even give a shit about her command grab being 6 frames if they make her fireballs really scary.
Honestly I think her normals are fine and satisfying. Her buttons are safe and often give significant advantage on block, she’s slightly slower than some characters but she also has a 3 framer and some long buttons to make up for it, and she can set up grabs from many situations with her normals. st. MK and st. HK are excellent buttons in neutral for the situations they may lead to. Even her command dashes are much safer than they look - st. MP/MK and cr. MP leave her at -1 on hit and +1 on counter-hit, while Ibuki for instance is always punishable after any CD.
Surprised no one mentioned v-skill cancel being negative. That is the tool to keep the pressure on and one ppl know it’s punishable it becomes punishable by crouching jab into DP/FK etc. Having it +0 on block and plus after certain normals would be nice to keep up the pressure. Not quite as good as Abel’s step kick but not easily punishable.
The thunder clap idea I like but feel like they tried it and the FB wall plus command grab was too good.
Getting jabbed, thrown or swept out of overhead is infuriating. Another one of the many moves in the game that doesn’t make sense visually. It should be a move to get over lows. At max distance the opponent shouldn’t be crouching anyway and it’s slow enough to react with plenty of recovery to painfully punish.
I mentioned it in the latest post. I don’t think it could ever be done neutral on block because it would mean you would get free corner carry for just pressing any button. I think we should rather focus on scoring counter-hits with the medium buttons because you actually get a +1 after VSF cancel.