Laura General Thread: Who The Hell Is Sean?

I think you are overestimating the distance it covers. It is not that far, it’s just further than her normal dash and she ducks down. Her moves also tend to move her forward a good bit, like standing foward.

You’re assuming this extremely methodical and even static setup. That’s not how things actually play out.
People make bad choices. If you can capitalize on a bad choice, that’s how you win. Not everyone is going to do some perfect jump in and sometimes depending on the move people want to jump more shallow or more deep.

Was Laura’s first beta appearance a stress test or an actual beta? I’m having a hard time believing that they’d put her in with no updates at all from last time.

She was in a stress test first if I recall. It was the one a couple weeks after beta 2.

Na, I’m imagining a generic cross-up attempt. I mean, cross-ups aren’t too crazy in this game, they’re not going to end up in wildly different places by barely crossing up or going as deep as possible. The same set of normals would probably reach after a dash under in either extreme. If something quick reaches it’s moot either way.

I’m not even thinking crossup. For a crossup you just walk or dash under.

Oh, sorry, I thought it was a response to “I found it rough to deal with cross-ups. Her walk speed isn’t all that so it’s tough to walk under.” Never mind then.

My B I was responding to when you said:

"Yeah, only issue is that you’re not gonna convince someone to stop jumping by doing that. It just resets to neutral. "

For an ambiguous kinda crossup it’s good to just get out of the situation, but not to punish it or anything I don’t think.

Glad to hear I’m not the only one having trouble against Ryu. Even if my jump-in isn’t obvious to give him less time to react with SRK, he jabs me out of it on reaction. Then he just gets free jumps on me because none of her moves feel like good AAs. stMP seems like it was the last AA in a bargain bin of normals. I actually found it more useful to just block the mixup and not risk the whiff/CH.

As for fireballs, they weren’t too bad to deal with but I agree that it’s odd she has to legit respect fireballs. Not sure if EX Elbow is worth it.

Honestly, stMP looks like it only hits late which will probably just trade. The few times I was spaced right for stMP, I reacted so early that it would whiff and get hit by the jump-in. If QCF+HP at least hits obvious jump-ins, it’s a better AA in my eyes.

It’s weird hearing you say Laura. At first I thought you meant X-23…then I thought Laura Bailey (Chun’s english VA)…it wasn’t until I remembered why I came here that there’s a SF character named Laura.

No Laura I played had any anti air game. I jumped in free all day with Birdie.

There was one, ranked 700 or so who timed her elbow more often then not to discourage me but everyone else seemed kind of clueless.

So I’m not the only one having trouble with the Ryu army here… and EVERYONE was Ryu when I played yesterday. I think I won a little over half my matches.

9 Ryus and 1 Cammy ffs… ugh. At least my anti air game was pretty good though. I think I have the spacing for s. MP just right.

Would it be too much to ask for if Laura’s V-Skill dash went through fireballs? Or at least when V-Triggered?

It’s almost as if Ryu is a popular character that’s easy to learn.

Laura’s theme is agitating my horny

think it just adds elemental damage /buff i dont mind that its a simple basic v trigger…wish it atleast sped up her projectile game or atleast they were full screen when activated

her V trigger also increases the range her v skill dash covers, adds more stun to her moves, and makes her fireball go further.

same early on unless we find something…cant get threw fire balls or jump in to get dp…basic ryu strats seem to shut her down. With high damage n chip its ruff …bad match up. im expecting the same with ken or any shoto. Mash dp wins…ryu army got the anti air n ground covered. …seems a bad match up. Rest of cast so far seems legit

her qcf+hp ruff to time she seems to not have a real anti air. Thats solid. Maybe with more time will all get the qcf hp down to own the jump ins. Dont know…chars fun . Just has weaknesses that are ruff

Im using Ryu since my main is Chun and the only other character I want to play is Sim. There was definitely a Nash army too. I probably ran into more Nashs than Ryus and that’s saying something

Someone mentioned the standing strong is OK but it doesn’t work all the time. I’ve had some success with. Qcf fierce is great, doesn’t trade often but I find it harder to do than A DP.

i think it cus we all programmed to dp then qcf…thats how i feel. Gonna need real time to adapt muscle memory for it. Atleast i will

You can do dp from crouching in SFIV and SFV. I too have trouble with qc because you have to stand so you get less time to antiair.