Also “That one kick that went ya ya ya was pretty cool!” to Chun =P
Was not expecting to like her this much. So far there are three characters I have already fallen in love with, and I’m pretty sure I am going to like F.A.N.G.
I also killed a vega with a fully charged fireball while he launched Vtrigger… shit was magical but it has to be fully charge. He did the same thing next round and his rose ate up the fireball and he killed me with the attack.
Me neither, I just picked her to try her out since she was new. Its hilarious how you can make people look really bad with the right reads.
“Don’t hit buttons. Nope, still don’t hit buttons, nope not now either. Quick hit a button about to get thrown!”
“Aw…you didn’t hit a button.”
I was really interested in her and then never saw any footage of people really doing much other than her elbow over and over.
That and just videos of like mixup shit. Like yeah cool guys everyone can do high low 50/50s and cross up. These aren’t unique qualities. So I was just disappointed thinking this is really all she does? Just some shitty stuff everyone can do but with a nifty command dash?
Now getting to mess around with her, she IS really interesting. I think they kind of botched describing what she is/does. People see brazilian and that she has a command throw and some hold style animations and think she’s a grappler I guess? When she’s an absolutely garbage grappler. she’s a neutral game footsie type of character through and through. She doesn’t have a good pressure game, does not have good defensive options, has a relatively slow command grab, etc. What she does have is very controlled movement and some long limbs with excellent movement on her normals (she would have a GODLY kara-throw with standing mk).
I gotta say, laura’s crossup mk, s. lp, hcb+lk tick is just a little dirty.
Ain’t gotta disagree, I’m saying it’s good, not that it should be removed. =P
you can one-hit confirm c.HP into M shoulder pretty easily
Her pressure is workable but it’s different from other characters. She has some good plus on block normals (many lights, s.MP, c.MP, s.MK) with her best being s.MP, but that pushes you out pretty far. s.MK keeps you in but is no special cancelable but is v-skill cancelable. Eventually you’ll start to get pushed out but the way Laura can deal with this is if you space her fireball properly you can pretty much walk back in and start your pressure again. For example, s.MP, c.MK xx qcb+MP spaces the fireball so it will stay out a bit before hitting them allowing you to walk in a s.MP again. If the fireball hits then you can hit confirm the s.MP into qcfMP. If its blocked then you get a free frame trap to s.MP and you are plus on block again. The trouble is that the fireball comes out pretty slow and can be beaten out before it can come out, but it’s not slow enough that you can perfectly react to it on top of every other option Laura has. So eventually they’ll have to start to commit to beating out the fireball, which makes your standard frame traps more useful. She also has options like s.MP, c.MP xx b+MP+MK xx qcbHP to keep out of standard poke range and allow her to get the fireball off that way. Laura can then start going for s.MP xx f+MP+MK for grab setups or extended pressure if the opponent starts hesitating etc. All of her options can pretty much be beaten so there is no solid answer but she can fluidly link all of her options together quickly, making it quick enough to make it hard for the opponent to know what the correct answer is.
I’ll be interested to see how top level Laura gameplay turns out, and more interestingly what stuff will come up to defend against her.
When I say not a good pressure game I mean in the scope of the game with characters like Karin and Necalli who do it much better.
She has worse pressure than Ryu. No great way to stay in and easily confirm into more damage.
It’s irrelevant because she doesn’t need it and fireball is very important to her game in general but in my experience acts more as a wall to help you advance and defend than something which you can use to gain specific advantage from. You only really get a chance to use it to frametrap or something on a hard knockdown. Otherwise it’s too slow, she moves too far forward, and it fizzles too early imo for it to be good as a way to pressure on it’s own.
As Laura, how do you deal with corner pressure and getting out of it?
Same. It’s fun just doing the dash fakes and grabbing fools
On another note, Laura’s win quote against Necalli is “Wanna devour me, maybe next time if you can win.” Lol rly
[quote=“noosetester, post:582, topic:176627”]
I don’t know if this is old news but anyways:
https://www.youtube.com/watch?v=-lwTJ3KuCYE
It’s a true meaty so the mps combo without ch
edit: I’ll do you one better. It is infact so meaty that you can link a cr.hp afterwards
[/quote]You can build on this to make a nice setup:
-EX Fireball s.mk xx forward v-skill s.mp for a cross under meaty s.mp that can link into cr.hp (as seen in the video)
-EX Fireball cr.mp xx forward v-skill s.mp for a same side meaty s.mp that can link into cr.hp
or even
-EX Fireball s.hp xx v-skill overhead. The v-skill will hit meaty, so you can combo s.lp into light shoulder or even CA.
I tested on Chun-Li and Gief. I’d assume it works on everyone
This game makes my head hurt. =P
I recorded a few matches and thought I would put share them! Laura really fun, but I still don’t really get how to work her dashes into things and Anti-airing seemed really inconsistent too, and is there something more to her v-trigger beside the fireball buff?
[details=Spoiler]https://www.youtube.com/watch?v=X6HmKHCMi6c
https://www.youtube.com/watch?v=uKkYc3Z88MM
https://www.youtube.com/watch?v=SkI7iRy5zss
https://www.youtube.com/watch?v=YVQmpV79QUw
Does anyone have the unofficial frame data for Laura? I know tool Assist posted it sometime ago but I can’t find it.
She’s very good at blowing up jab/throw mashing. CH s.mk, super discourages hitting buttons and her corner game is pretty good. The only issue I had playing today were people using Nash. I found it very difficult to keep him out once he got going. I didn’t get a chance to test it but what button beats his jaguar kick?
I don’t want to deride an entire post over one thing because the info in this post is otherwise correct, but s. mk I’m pretty sure is -1 on block.
I say this as a huge s. mk spammer, someone that needs to knock it off and move on to c. mp or something.
She’s very good at blowing up jab/throw mashing. CH s.mk, super discourages hitting buttons and her corner game is pretty good. The only issue I had playing today were people using Nash. I found it very difficult to keep him out once he got going. I didn’t get a chance to test it but what button beats his jaguar kick?
sup ren
the kick move is weird bc he hovers there and it makes normal anti airs whiff much like a dive kick. I had a lot of success using HP shoulder to beat that move, but of course to do that, you need to be looking for it which lets him throw more booms.
Nash has some super simple strings so people can apply safe pressure easily but honestly you can just block and let him get pushed out, as long as you’re looking for the jaguar kick to keep him from coming back.
EDIT: I actually tested this more and against the light and the medium ones, you can pretty easily stuff it with s.MP if you are at the appropriate range. it’s not a terrible idea to OS c.MP after the s.MP in case he whiffs over you, but you lose the mixup potential off the successful anti-air xx vskill
Does anyone have the unofficial frame data for Laura? I know tool Assist posted it sometime ago but I can’t find it.
Not sure why Ryu was pointed out as a problem matchup, you can keep up with him fairly decently and EX elbow -does- work if you really need to push your way through. Much easier to use on reaction than the tools several other characters have.
Necalli on the other hand is awful to play against because you don’t get to use fireball properly, and at close range he’s at least as strong as any other character. Cammy seemed like a distant second.
https://www.youtube.com/watch?v=XNFACjGyDjs
This is the best ex fireball reset variation I could find. It’s not relying on the opponent not knowing which button cancelled to v-skill crosses under, and it deals the most guaranteed damage.
St.lk is meaty and combos to st.mp. Command grab lines up perfectly and can’t be jabbed out of. Because st.lk is meaty, you can tick to command grab without being jabbed. After st.mp you’re still in range for cr.mp so there’s one additional frame trap opportunity.