https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true#
sfv beta frame data
there is a laura section
it says sMP-MK is -2 and qcfLP is -2 on block. on hit, +1 and +2 respectively.
she can fish for advantage pretty safely; keep the initiative on hit or lose it (+ threaten a mediocre, 14f startup -11 on block armored option) on block.
shes a grappler with a fireball, a very interesting zoner/grappler hybrid. that’s why she has limited combos. imagine if sf4 zangief or abel had a slow fireball.
you can link off fHP (even no CH), you can link off CH qcfLP, etc. both are slow options, but have good range, and are only -2 on block.
re: damage; the trend seems to be lowering damage across the board, laura lower relative damage is looking to become the trend rather than the exception
so to recap:
she has a good command grab
she has a slow fireball that has better startup than birdie’s can
she has pretty long fish moves in fHP and qcfLP
she has some potential with her vskill
she has limited combos outside of VT activation
she isn’t “incomplete” so much as unique, and a lack of a common tool that you may be uncomfortable not having means she gets a combination of other cool tools that have a lot of potential together. tbh i think she’s quite good.
as for her crouch light kick, i will say up front that it’s not a tool i think is too important to be used often. the main use of it is going low quickly if they decide they can stand block vs laura, and converting into super (crLK crLP super combo).
but that is the story of SFV - every normal isn’t equally usable, but all have unique perks. that’s what im excited about in the game; more useful moves in different ways rather than getting by on a smaller set of identified strong options like evil ryu crMK.
laura’s crLK = a fast low with low reward except with super.
she has no other move like that.
game is awesome.