Yeah I think the dash cancels are fine the way they are. If they were +0 on block or hit it would completely break her against characters that dont have an invincible reversal or a 3f jab.
Volty Line: In terms of speed this move is about the same as most other overheads but it is extremely telegraphed compared to everyone else. I’m fine with it being -7 on block but being +0 on hit makes this move a challenge. Have it being +1 on block wouldn’t really make it OP it would just give her advantage for landing such a move. It should get over some lows if they hit low enough during the right frames like how some S.MK just go over lows, and throw invulnerable while she is viably airborne or just have it count as an airborn.
Bolt Charge: Make HP bolt charge more upper body invulnerable. You 1 of 2 anti airs shouldn’t be trading with people as often as it does. And seeing how she doesn’t have an anti-cross up anti air I feel like it would be greatly appreciated. More range on MP bolt would help as well since at range Laura is really useless. Not full screen but enough for it to be used outside of landing combos. It would be nice if this move hit twice on the charge and the elbow hit but that’s asking for a bit much.
Thunder Clap: I do agree that this should keep going on hit. and last for like .2 seconds longer. I would love if I could cancel it, so you can get people to approach you instead of you always having to do all the work. It’s a fine move for pressure if you space and use the right move because it can get people stuck in block if they don’t walk back or jump.
towards and back V-skill: I’d like it if command dash back was faster or had more distance on it to reliably bate out reversals. Not much else on the skill. Command dashes shouldn’t be too strong, it would be really nice if this was her way to avoid projectiles by making the start up projectile invulnerable. Being how she needs meter to get in agents fireballs if you aren’t just walking forwarded it would be a great thing to have if a little bit strong.
Sunset wheel: More damage, more and/or better positioning depending on the version used.
Super: Please make this confirm out of anything. She only has a 2 hit confirm for this move since it can only be canceled out of thunderclap. It’s really situational and meter is better spent on mix ups then just damage.
Normals: Compared to the other grapplers who have a really good normal game. Gief with his armor and C.lp, Mika with slide, dropkick, and Irish Whip, Alex with C.mp Laura can’t compete with them. Her farthest reaching moves being S.HK sweep and C.HP aren’t much compared to these characters who have faster long reaching normals. She needs more range or make her normals just better for being up close.
For pressure Laura is kind of good with S.MK being -1 and S.mp +2 but with S.mp having such short range it’s a pressure starter more then a move used after the first block. I feel like she needs a +3 move like Alex or Mika that she can stuff in peoples faces after a knockdown to keep pressure going and to keep them guessing.
Confirms: PLEASE GIVE HER SOME. This is like the big thing that makes laura so bad. She can’t confirm anything into anything at all. C.lk doesn’t combo into anything, S.LP and S.LK being her only 2 hit confirm if the range is right. Everything else is counter hit or you gotta hope you got the read right to go into bolt charge. I don’t know why they would give a grappler who’s grabs don’t do that much damage or have a lot of range and she can’t do much damage without getting reads. Let S.hp link into S.mp or S.lp, just give her something that’s not a counterhit confirm only.
Range: She needs at least on move with more range. Or give C.MP more priority to clip normals. Facing someong like Chun who just outranges you with everything she does is no fun.
Make it possible to cancel from a normal into the grab. So many command grabs are cancellable into for no reason whatsoever since the opponent will always be in hit or blockstun, but since hers has a longer startup the stun will be over when it becomes active. You could do things like st. LP, cr. MP xx EX grab, the opponent might block to avoid being hit by EX clap and therefore eat the grab.
It would still be gimmicky and relatively easy to stop so it wouldn’t be broken.
Alternatively the grab could be able to catch strike hitboxes like Gief’s EX SPD. It would make more sense to throw it out in neutral because you might catch an extended limb.
The move should immediately grab the moment Laura comes into range with a character. Right now no matter the distance of the move she always is FORCED to do her little dash before grabbing, adding extra unnecessary frames especially if you are at grab range. Make it so the move immediately grabs as soon as it can so if its at point blank it has the same startup as a regular command grab if not faster, or if its at full distance she does the full dash-in. Think Zangief Siberian express. If he’s not in range he keeps walking forward, if you’re in range he grabs but its still avoidable by jumping. This is how her EX Sunset Wheel should be.
That’s not how Siberian Express works. It doesn’t grab anybody before its 14 to 29 frames of startup (depending on the version used) exactly like Laura’s EX grab, but unlike her EX grab Gief will continue to lunge forward until he grabs an opponent or whiffs.
That’s my point though. I want her EX to function identically to Gief’s after his startup. As soon as someone is in range he lunges for the grab, her EX should be the same. So are they considering her dash forward “startup” frames? If so then I feel that should be changed from i think its 19 startup down to 6 startup (or even faster since it is an EX) to match the rest of her throws, then the rest of those 13 frames are active and she grabs as soon as she can. It would give the EX more versatility as of right now its literally used as a random move to catch opponents off guard.
I guess for the comparison I guess I was thinking of Gief’s EX siberian express from IV where if hes at point blank he just snags you.
Lol the 6 frame would only occur if she was at point blank. She would not dash in in 6 frames. She would dash in 19 frames. But if she is within grab range, the EX would be 6 frames. Nothing would change otherwise. I guess I want a hyrbid? 19 frames or less?
Thunder claps stay on screen when hit, wouldn’t even be close to broken. This happens to no other fireball. Recovery and startup is too long for this to be happening. Please re-assess. Or refer to the point below.
Slightly and only slightly better recovery on claps. It’s a bit too long. She can become a very broken character if this move isn’t thoughtfully adjusted.
Implement the ability to cancel Thunder claps while holding.
Improved back and forward walk speed. Personally I think this is why Chun, Karin, Cammy, gives Laura such a hard time in neutral… her slow walk speed.
A hit confirm with medium buttons is much needed. Light confirms into lp bolt charge gives pitiful damage.
Make crouching light kick not negative on block. Was this really intentional?
Make Overhead +1 on block please. At -7 on block this is a high risk move ( and highly telegraphed move). The “reward” shouldn’t be neutral. A slight advantage is quite ok.
SFV’s design team said they wanted to make sure that all moves were useful. EX command grab isn’t. For the cost of an ex bar this move should be strike or throw invincible. Improve horizontal speed slightly.
What is the use of medium kick command grab? There is no incentive to use this strength of Laura’s command throw.
I see people all over saying that HP bolt needs a buff. . It’s a godlike command anti-air imo.
Because Laura players tend to focus heavily on trying to get close so they apply her very stifling pressure, focus is lost on her anti air game. It’s always a seesaw to concentrate on the ground and air. I rarely get a trade with HP bolt. I think this move is very good as it is and needs no buffs. What I think is needed; is simply a bit more patience from Laura players… then you will see and be able to react to those jump-ins.