I drop here a footage I recorded at CPT in Milan of Combofiend with Laura, maybe is useful to test things
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Looks like a character that is going to have to really work her way in and also condition the opponent’s heavy to have success. Her lack of range on her normals is pretty concerning. The true potential probably lies in her v-skill movement. St.hk is looking like everything right now lol.
i feel like the last three characters gief laura and sim have all had these feeling of incomplete…im thinking the last three were going to get major adjustments
Incomplete in what sense exactly? Not every character should have every tool, capcom are showing that with how there’s almost no invincible moves in the game outside of Dps and supers. Same goes for other tools obviously.
As long as the character can do what they’re supposed to they’re complete enough, plus there’s still time so even if they are “incomplete” they can finish whatever’s left before the game goes gold.
I was coming into this thread to say that, I agree. Her damage just seems low. The character itself is fine design wise from what I’ve seen. But it’s not like she’s so good that it justifies how low her damage is. Wouldn’t have to be anything crazy either, just bump up several moves damage by 10 points or something.
cr.Jab, s.Short xx Jab Bolt Charge. That’s bad, imo, because she doesn’t have a low starter from a light normal. You can’t link or chain cr.short into a standing light and none of her crouching lights combo into Jab Bolt Charge.
Cr.Forward doesn’t even combo into Strong Bolt Charge. You only get Jab or EX Bolt Charge off of a cr.Forward.
Charged Fireballs would be awesome for oki except there’s no oki in this game because of quick get up so I don’t see how you can really set up a meaty fireball. Maybe off of an air reset of some sort but you probably can’t get level 3 charge from that. EX Fireball is really good for that since you don’t need to charge it, fast startup, recovery, and active for days.
I think she has all the right tools to play a really solid footsie game. Her walk speed is fast, dashes are okay, v-skill movement is amazing, and a lot of her normals move her forward. She can always be playing outside of your range and then whiff punish from much farther off because of the fact her normals move her forward. That’s pretty strong, imo.
The only major problem is she doesn’t look like she can capitalize into good damage off of that. Maybe Strong Bolt Charge into P/K follow up and try to throw a Fireball after wards but not sure what you can get because of quick get ups. EX fireball after that might be good but need to play around some more.
Forgot to mention don’t double tap with her Strong Bolt Charge. The buffer ends up reading the second tap as you wanting the follow up.
Yeah definitely getting this feeling that shes meant as like the ultimate whiff punish character. Not gonna have the best normals, but she can always be in and out of footsie range really easily. Like a smarter take on Fuerte
From what I’ve heard, people say normals tend to recover slower in this game. I imagine killey was getting at the idea of using the v skill movement to get in and out of range for such punishes.
It’s an overhead first. Add a direction, and she dashes. The dash works similarly to Ibuki’s command dash, but it goes forward and backward. Doesn’t go through the opponent, though. They cancel into each other and can go into the overhead if you hold the V-Skill buttons down.
Correct me if I’m wrong but you can’t cancel forward v-skill into neutral or back v-skill but you can with back v-skill.
I honestly don’t know why we have multiple characters with command dashes in this game. It just makes them less unique across the board regardless of what follow up you have. That being said, she’s the only character with a command back dash and the v-skill movements are pretty quick and it gives her plenty of ways to juke the opponent out.
From what I could gather, you don’t want to abuse normal cancel into forward v-skill because it’s negative on block like Ken & Karin so you’re going to have to condition people to make that option viable. If they like pressing buttons in that situation then you want to do normal xx back v-skill and then try to whiff punish them or go for neutral v-skill overhead. The overhead is slow and can be reacted to though. Alternatively, you can also use back v-skill into ex bolt charge to catch them pushing buttons since ex bolt charge has armor on it. She basically has a canned wheel of options from her v-skill.
Using her v-skill raw to get in could also be viable like how Ken uses his to do something similar, except this time you have a command grab, and a forward moving armor ex special. You can also do EX Fireball and then forward v-skill to move in front of it. I have to test if the fireball goes away if you get hit but I don’t think that’s the cast so unless you get thrown the opponent has to be careful with how they play defensively against the EX fireball. She has another wheel of options with the EX Fireball between playing defensively and aggressively.
They all cancel into each other. Forward V-Skill dashes, but goes into neutral V-Skill if you hold it and back V-Skill if you input it. That back V-Skill goes into neutral V-Skill if you hold it and back into forward V-Skill if you input that.
Yea, you have to do a lot of conditioning to be effective with Laura. The great thing about that is the fact that the options she has makes it very easy to condition the opponent. If they start wising up to your forward V-Skill shenanigans by hitting buttons, go back instead and tag them with an overhead or EX Bolt Charge. If they start neutral jumping, back V-Skill into overhead puts them in their place by taking them right out of the air. Get them used to blocking that, and do back V-Skill into EX command throw. If you want to get really tricky, cancel the back V-Skill into a forward one. You’ll be in prime position to whiff punish.
The fireball does indeed go away if she gets hit. I haven’t really found too many ways to set people up with it, but you can cancel AA st.MP into it, forcing them to guess after the air reset. You can do the same thing in the corner after comboing into EX Thunder Clap.
Updated the combo list on the last page. The only ones that aren’t really included are the ones that involve H Thunder Clap(charge) into jump over CC st.HK. Those aren’t really practical and the ones I have listed already serve the same purpose as stun combos.