Laura General Thread: Who The Hell Is Sean?

That’d be nice. Thanks for watching me stream last night btw!

She felt good to me. I mentioned that command throw after LP elbow felt quick and powerful, but I’m not sure if it’s just a gimmick that will get blown up after a week or so. It would be nice if she had a two hit confirm into shoulder like others have said, as I was just fishing with cr.mk into LP elbow which didn’t seem to be overly dangerous but being more hit confirmable would be nice. Mainly I felt she was weak on wakeup.

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.

I never realized c. lk was a low, no other character’s is. No wonder I kept getting random two hit combos off of it all the f’ing time.

I just wanted to stay in training mode with her sigh*. With the little time I had her forward fierce isn’t publishable by ex DP. Just don’t finish the target combo lol. It has has great horizontal range.

Qcf light punch can be used as poke since it also mover her horizontal to but space it right. On counter hit you can link light kick.

I found no use for her crouching fierce

Thought I would upload a video of me playing for the lolz. Scroll to 00:42

A laura player kept mashing st. mk and c. mk on me and I couldn’t figure out what to do about it, so I tried doing it in a lot of matches and it worked almost every time. They’d either eat a counterhit or stay stuck on block forever. Pretty trolly stuff.

https://youtu.be/kVuCDrVhx34

Doesnt make sense that you can’t go into Critical Art from the elbow thrust. Hope they change a few things for her in future builds

If you want to get technical, it doesn’t make sense that she can combo into a throw at all.

Well if you wanna keep getting technical, it’s not the first character nor game where a character could combo into a throw.

I know there’s been a lot of this, but here’s my Laura session with matches sprinkled throughout. You can skip around unless you wanna see me messing around with fireball/command grab setups.

https://www.youtube.com/watch?v=fzrdkHGPys8

I caught a LOT of people with command grabs after LP shoulder. I need to practice reliably capitalizing off of her crush counter… is there something that’s consistent even if you get your CC from a decent range away?

Her cross-up MK is good as well. Practiced some s.MP > s.Mk > V-Trigger > s.HP x HP Fireball xx Super.

My bnb was basically fishing with cr.MK > lp elbow and then command grab mixups or continued pressure. If you get a jump in, what’s the best meterless punish? HP > MP elbow > follow up button?

Not used to a backwards motion for fireball and this was obviously my first time with her so I had to think about everything as I was doing it so I dropped a lot of easy confirms, but I definitely enjoy her so far and as of now I’ll probably be maining her.

You can use v-skill to dash in after CC for a followup. Target combo or cr.hp- m. shoulder works, you can also v-trigger cancel if you have it.

Yeah after a jump in HP-Shoulder is the best I can really get, you can do HP- ex fireball- s.mk for a reset as well.

https://www.youtube.com/watch?v=u056LdssNyI

3 hours of Laura gameplay from my stream last night. I timestamped all my matches in the description too so you can avoid my silly training mode stuff.

I know its still pretty early but there a list of what her plus on block normal’s are?

https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=248315292

Assuming this is all correct, s.LK, s.MP, s.LP, cr.LP, and cr.MP.

That projectile reminds me a lot of the aegis reflector that Urien had in Third Strike. I haven’t been able to play Laura yet though, so I have no idea if it could be used to juggle an opponent or not :frowning:

I know you can juggle off of the EX, and the regular one depending on your positioning can be combo’d off of (like release fireball cross up > fireball hits, continue combo)

I think I fought @Eternal during the stress test last Friday. Either that, or it was someone with the same name.

https://www.youtube.com/watch?v=3ja0b_MqmP0

@Riot55 s.HP has a ton of forward range as a CCH normal. At the end of the video above you can see me crush counter with it, follow up with a second one, cancel into V-Trig, then land a third one, all in the same combo. I messed up the cancel into MP Elbow at the end but it ended up working out. You can see how in the first round after I CCH’d with s.HK, the s.MP whiffed completely.

I experimented with the ranges in Training Mode and unless you crush counter with s.HK or s.HP at absolutely maximum range, s.HP is a pretty safe normal to follow up with if you’re not confident you can react with f.V-Skill in time.

Laura seems like I would like her playstyle a lot, but I must say I’m rather confused by a few things so far.

Mostly, I don’t get the point of cancelling blocked normals into V-skill if you’re always going to be in the negative as a result. Unless I’m missing something, like maybe some invicibility properties on Sunset Wheel that I don’t know about, what is keeping the opponent from mashing jab or throw and reversing Laura’s pressure with very little risk? Sure we’ve seen Laura players land throws so far, but isn’t that just a gimmick relying on the opponent’s ignorance on day 1?
At the very least, if things are going to stay like this, Capcom could let Laura cancell forward VS into backward VS (not that baiting a jab is going to get her very far, mind you).

I also don’t get the point of EX Sunset Wheel if you can’t cancell into it. I mean, why not just manually input a dash and save an EX bar?

Finally, why not make MP Bolt combo from MK? As long as it’s not safe I don’t see what Capcom is afraid of. It’s not the end of the world if it stays that way, but I’ve always enjoyed the challenge of perfectly judging the distance to whiff a strong but unsafe 2-in-1 that my opponent might walk into.

I hope Capcom will do some fine-tuning with her in that respect, particularly if her normals are mediocre for footsies like people seem to be saying. Can’t have everybody just jab her out of close range for free if that’s the only place where she can get to work.

I’m less worried about the poor anti-airs. With her mobility it seems like she should have a good shot at simply dodging jump-ins.

Do you guys think my -hopefully temporary- complaints are legitimate, or am I just missing something?

@rano79

Her f.V-Skill is an option for pressure but it’s not something you want to abuse all the time. As with many of her other tools, it’s there to abuse tendencies. If the opponent’s tendency is to be patient and block, then canceling blocked normals into her f.V-Skill is a possible option to keep them locked down.

You also have the option to b.V-Skill out of blocked normals once they do start trying to mash jab or throw after conditioning them to your f.V-Skill cancels. By going backwards instead of forwards, you could get them to commit to something that’s punishable.
For example, s.MK xx b.V-Skill > s.HP to crush counter throw techs and mashed jabs.

The forward motion on EX Sunset Wheel is faster than a standard dash. It’s also useful for chasing an opponent’s backdash or backroll without having to make a hard read and commit to a standard dash yourself.
Forward Dash for Laura is 17 frames. All of her Sunset Wheels, excluding EX, start in 6 frames. Executing a forward dash into a Sunset Wheel, assuming your execution is frame perfect, is 23 frames.
EX Sunset Wheel, which already does the forward dash for you, is 19 frames.

When you say combo MP Elbow from MK, I’m assuming you mean cr.MK. s.MK is not special cancelable, only VT cancelable.
The cool part is that cr.MK does combo into MP Elbow, but only if you’re close enough when the cr.MK lands.

If you want an alternative normal that goes just as far as cr.MK and will connect and combo into MP Elbow from any distance, try cr.HP. Both start up 7 frames and they both reach really far (I’m pretty sure cr.HP is farther). The only difference is that cr.HP will always leave the opponent in enough hitstun to connect into MP Elbow for the follow up, knockdown, and oki set up, regardless of distance.

You can’t really have Laura be + on block after cancelling a normal into her v-skill and the same goes for Karin and Ken. With Medium and Heavy normals taking gray life you would essentially loop normal xx v-skill to deal grey damage and then one hit to win. Laura has armor EX bolt charge and v-skill backwards to punish buttons to condition the opponent from pushing buttons. This should hopefully let you v-skill forwards to setup pressure or a command grab.

I don’t know if EX Sunset has additional properties besides the dash. I don’t like the built in dash property on it myself unless it has brief invincibility on it.

I’m not sure why as well. It seems like Capcom is playing it safe with long pokes being special cancelable into something meaningful. It probably doesn’t affect Laura too much because jab bolt charge puts her in command grab range and forces a guessing game unless you have an invincible reversal.

Thanks for the answers guys. I can see how I might be asking for too much in some respects. I wish I could try Laura and see how I feel with her, but I think I’ll wait until after christmas to replace my 360 with a PS4.

Oh, one last question. V-Trigger was supposed to increase stun, but I haven’t noticed it in the videos. Do we know exactly what the difference is?