Laura General Thread: Who The Hell Is Sean?

Laura is the character I had the most fun with in this beta phase. She feels like a sf2 character with her good pokes,short combos,and beefy damage. Her ability to cancel most of her normals into her command dash is pretty nuts.

So far I’ve played half the roster for a good bit of time.
Laura took me the longest to sort of figure out my game plan/approach. Which is okay because Juri took me a good while to get the hang of and I’m pretty solid with her. The time paid off.
Once I got things clicking though with Laura everything started to fall into place.
St. MK was an okay Anti Air you just really need to hit it 'late’
Her FB motion HP screwed me over more than it helped.
She’s fun and gets her mileage from pressure mixups. I do wish she got something out of her TC ST. MP, MK and F+Hp could be hit confirmed in some way.
I never felt comfortable throwing that move out, which is a shame because F+Hp, HP xx QCF HP does good damage and stun.

I love her design, she is fun - I just need more time with her.
plus finishing a round with her command grab causes a wardrobe malfunction, I swear her clothing mesh vanishes and her boob pops out, lol XD

Pressure is awesome if you can get in St.lk and St.MP both plus 3 on block can frame trap with both and use tick throw set up with St.lk.

She does the best when people respect her offense. Throw lp fireball while in the opponents face to have them in proximity block and can just command grab them which is dirty lol.

Over head is mediocre

Ex fireball to get in, set up offense or push them back.

Cornering opponents is the best thing you can do.

I had a really touch time with fireball characters minus dhalsim.

Had a tough time AA and getting crossed up way to much. St.MP is great but it moves you forward so at the wrong distance the opponents jump in will become a cross up lol

Normals feels stubby. her fastest reaching ppke is St.mk. and you can’t cancel from it.

Walk speed is slow. Forward walk speed I can deal with, back walk speed needs to get buff.

All normals cancelled to forward dash is unsafe accept for St.mp. cant get punished by reversal dp. But will get counter hit with a 3 frame jab if you press any buttons.

I wrote some thoughts in the general thread:

I had a rough time against shotos, necalli and bips at first but when I got used to them only Ryu was still a problem. I think Gief and Chun are her worst matchups. Nightmare to get in.

If anyone played against my Laura, I was EvilMuffinMan.

Played Laura for most of the beta, and I think I’ll be playing her a lot come release. Very fun chick. Lp shoulder to command grab worked more often than it should’ve lol. Some people that knew better would neutral jump punish, but you can condition them to get hit by hp shoulder instead.

I love how the fireball makes people panic! Laura is definitely no auto pilot character though, unlike Chun… omg that matchup is nigh impossible unless I’m totally missing something…

If people start jumping you can condition them with MP. Or jabs to keep them grounded.

Quick Luara notes:

  • After c.mk xx elbow, command grab, you can do an immediate s.mk. If it counter hits, you can link super. Was running this set up all weekend and beats mashers every time. You can also mix it up with s.mk xx command dash.

  • CH s.mk not only links to super, but you can also link s.lk. So you can do CH mk, s.lk xx ex elbow.

  • not sure how I got this to work, but I was able to land mk command grab after her target combo. As we all know, lk command grab works if timed properly, but I’m assuming the timing is extremely tight for the mk grab to land. Maybe even 1-frame.

  • not sure if this was mentioned before but s.mp whiffs against cammy at ranges that it connects against other characters.

  • if you have an lp elbow blocked, throw out a late crouch tech. Most try to punish with a jab or throw attempt. The late crouch tech should keep you safe from those options except for dp.

  • things to practice: confirming off of her CH mk. This is big imo since it’s on of her better pokes and is her anti mash button. Also hit confirming off of c.fierce. Also big since it gives you easy conversions into good damage.

What situations did you try this in? Just raw, point blank mk or does the lk still reach if you use mk as a frame trap after st.mp or cr.jab, for example?

I’m assuming you mean because of reach, as all the grabs have the same start-up?

Fuck, I forgot to test. Does anyone know if you’re in range to link another cr.mp if you get a CH cr.mp after lp elbow? If that works it’d be the best normal for that situation. It’s 5f so it will CH even frame perfect jabs, unlike mk it’s plus on block, and you’d get better damage than ch mk, st.lk.

I think its understated how nice the c.HP hit confirm is. Not many characters get anything good at that range, but she can confirm c.HP xx qcfLP/MP or even c.HP xx Super. It’s great.

yes, i was doing this as a getto infinite lol

I was doing the st.mp, cr.mp infinite. I don’t know what kind of brain damage these cats suffered from but about a third of my games were over after one lp elbow.

So from testing it during the beta, if you do mp, mk wait and do lk command grab, it won’t comnect but if the command grab is done as soon as you finish the chain it’ll connect. I think it has to do with some weird hitbox stuff. I’m assuming that since the mk version has less range, the timing is tighter to grab your opp. before they’re throwable hitbox is out of range.

this this this, laura is actually scarier at that range than most people think because of that. if she didn’t have that people could kinda mash because canceling into LP shoulder isn’t THAT threatening and MP shoulder is unsafe, but with c.HP confirmable people have to be wary.

That chain is minus on block. I wouldn’t do just to do it.

What chain? anything into shoulder? Ya of course, but the idea is to not do the shoulder if they block c.HP. it’s still negative but there’s pushback and you’re already pretty far away to begin with

He means s.MP s.MK TC.

Also i think that whole comkmand grab thing works because there is a time during recovery that you can act again but the animation hasn’t completely finished.

I noticed that if you do s.MP and wait until the animation finishes then do s.MP again she stays in the same spot. But if you do s.MP and then another s.MP as soon as possible then she starts to move forward quite a bit.

LOL I played like a hundred games with laura and didn’t realize that was a target combo GG

there is a lot of weird stuff with interruptible recovery animations in the game. with necalli if you just hold down and keep throwing, you will eventually move across the whole screen since his grab moves him forward but the interruptible part of his recovery moves him back.

While f.HP > HP is super unsafe. You can just do one f.HP and link into s.LP xx qcfLP. f.HP is like -1 or -2 or so. I think its a bit slow to say its a great move but it does have insane reach, just a little hard to whiff punish with it because of the speed. Also if you do a fireball (on oki or otherwise, as long as it will hit) and then go for f.HP, you can confirm from the fireball and finish the f.HP > HP xx qcfHP combo. But i think doing walk up s.MP is better if you want to follow the fireball honestly; you get a frame trap, hit confirm and block advantage.

I want to see some of your videos, I didn’t get around to doing any sort of fireball confirmation. The only time I ever used f+HP was as part of a stun combo and to punish rashid eagle spike on block.