That means she’s gonna be a strong character. If you can mash out a win with her then just think of how beastly she’ll be in the hands of a good player.
This is how it usually goes in Capcom games. Mashy character that wins at low level = beastly character at high level.
True enough. She looks relatively strong. Funny enough not very strong, her pokes don’t seem to have the greatest reach compared to like Karin, Mika, Cammy which could hinder her. So I dunno about Laura at high level since this seems to be a footsie game. Then again her elbow special can be used as a footsie and it is fast, she’s got good walk speed too. I think her elbow is punishable though. Of course I don’t get her normals much yet, she’s got more.
Considering SF4 jump ins are very important we can assume the jump-in game here is going to be important also.
Maybe its going to be a poking mid-range zoning game like SF3.
We have no idea how this game is going to play until they finally release the final game to the public.
j.LK and j.MK are both solid crossups and j.HK has some nice good priority.
I don’t have many new impressions, I didn’t play much today and 1 hour early wasn’t enough for the tournaments, but one thing I can say is that I got more comfortable with HP hitgrab, and the priority is amazing as an anti-air. Feels like upper body invincibility. If it’s as good as I feel it is, between that and situational standing MPs, should be fine for the AA game.
In addition, while cr.MK may not always combo to hitgrab, cr.MP seems to. Less range but ever reliable there…
Well no Laura in beta, so this may be it for a while ;_;
So in that Laura vs. Zangief video it’s confirmed, Laura can’t be KOed from armor damage during EX elbow. She had 1% life and Zangief hits her with his headbutt while she does EX elbow and she just blows straight through. That’s pretty crazy if it’s not a bug.
You seem to forget that Laura has a fireball which helps her getting in fast. Time will tell how useful it will be, but this tool is something every grappler wants.
Her cr.mk has pretty good range and cr.mk into elbow reminds me so much of SFxT Nina (which is good cause she was my main in this game =))
Are you sure because at 6:45 and around 7:30 both punishes fail, it’s possible that say hp and mp versions travel further and are unsafe? lp version is safe? or something along those lines?
Otherwise i think the character might really struggle, goodbye rushdown laura hello fireball spam aka kof 98 kensou laura
anybody seen if she can juggle from a non ex fireball yet? as in fireball is out there somebody jumps into it then you are able to do her anti air grab thing?
A punish can always be missed, but it’s difficult to explain 4:37 and especially 5:19 unless it’s unsafe. No counterhits. I couldn’t tell you what version they’re using, though, so there could be a difference there? HP version is the anti-air.