Laura General Thread: Who The Hell Is Sean?

One thing i’d definitely like to see changed is v-skill overhead being +1 (+2?) on hit.

One thing i want to test is if you land a sweep, can you dash up and then confirm if they’ve done a quick rise before pressing s.MP? If so you can do sweep into dash s.MP on quick rise for the meaty or dash i[ qcbLP for the fireball oki.

Valle was going ham with staggered pressure, as such:

cocks, linking the video embeds the channel instead of the archived stream.

I’m wondering if you can OS HP elbow on whiff when working pressure like that, to catch back jumps.

Time to start compiling a list of stuff to figure out on release/next stress test I guess.

Also want to test if you can get anything off of qcfHP trade against an air attack.

After playing more matches with Laura I think in her current state she’s bottom 5. At least tiers in this game are compressed like GG, so she’s not Dee Jay tier. Where Bison is S tier I think bottom tier so far is B-.

I think a lot of her issues have to do with stupid decisions Capcom made with her design and system mechanics. For example her AA QCF+HP it’d ridiculous that that’s negative on hit if they quickrise. I mean she literally gets no pressure from AAing Gief with it. I played a Gief who would churn and quickrise and unless I neutral jumped or backdashed I was SPD’d if I pressed any button or fireball (it doesn’t help that LP SPD is bullshit though). There should definitely be more knockdown time on her AA grab.

Also because of the nature of quickrise I would actively try not to end any combos unless they were EX FB resets and leave to opponent standing because me getting any knockdown put me in just as much of a mixup as the opponent if not worse I had to guess at least 6 different options and was effectively at disadvantage due to where her moves left her, since all they had to guess was 3 things.

And as others have mentioned give her EX throw something. Right now it’s such a pointless move it’s insane even if it’s throw invincibility, no upper body hurtbox, HKD, cancelability from normals. Really anything even a noodle bowl on the opponents head if they get hit by it. And her V-skill overhead should definitely be plus on hit.

Then there’s the removal of trip guard and pushback on lights, etc. Overall I think outside of EX fireball she’s kinda not in a good place lol. Stubby normals aside system fixes could be easier to look at since it just fixes a lot of issues every character is having at the moment and it would drastically improve her.

Oh well at least she’s fun-ish.

Even if she is bottom 5, that’s better than top 5 at this Point, because we know that means she could get some buffs instead of nerfs for the final release.
Imagine the salt in February of the players who want to main Nash, Chun or Bison.

Lol that’s a good way of looking at it I suppose

I dunno man, if cr.hp xx mp elbow is as easy to confirm as people say that shit has got to go. Confirming to meterless 216/315 from sweep:ish range, with a 7f normal, to possible mixup is waaaay too good.

I watched some of Gootecks beta gameplay and I noticed this:
https://youtu.be/yQAnN_cHMNM?t=1901

Does anyone know why that happened? I could never get mk to not side switch, and it looked like he did both the mk and the avante cancel on the first frame.

edit: ugh, embedding apparently mucked up the time, it’s around 31:43

The MK doesn’t look like the first frame to me. You can see Laura is a lot lower when he lands the MK.

It is blocked in my country. Gootecks isn’t American?

As for her HP elbow. They should let it cause a hard knock down.

Some Laura matches I recorded:


https://www.youtube.com/watch?v=XeuqLShO63k
https://www.youtube.com/watch?v=jrIN1tPbNhc
https://www.youtube.com/watch?v=6ASt7A_Rxes
https://www.youtube.com/watch?v=CX3bxJOzmKw
https://www.youtube.com/watch?v=cD4Afz9Chr8
https://www.youtube.com/watch?v=RdvR0pScQlM
https://www.youtube.com/watch?v=JVZkQ58I4dI
https://www.youtube.com/watch?v=GHZbbNym56k
https://www.youtube.com/watch?v=p6YkZdvjp7M
https://www.youtube.com/watch?v=cDVZaK33aTk
https://www.youtube.com/watch?v=iEGGE4jxKRI
https://www.youtube.com/watch?v=RWxdktF9lOo

I forgot to test it, but qcfLP xx super should work right?

It doesn’t, unfortunately. First super confirm I tested. Does cr.HP cancel to super, and if so, does it reach at max range?

edit: MP bolt might work, I forgot to try it, but I don’t think so.

Huh, strange. c.HP xx super does work even if you late cancel, but i dunno at tippy tip range.

What are some of the things you wanted to test but forgot to during the beta? I’m compiling a list of stuff to keep me busy on day 1. Alternatively, what are some of the things you want to know if they changed (or not) in the release version?

If she can combo from standing forward on counter to low forward.
Also standing strong to crouching strong should work without it being a meaty or counter hit.

I’ll admit I haven’t been the most positive about Laura, but her j. MK seems quite solid. Good cross up, good air to air, good range and can beat cross up attempts with jump back.

I’m alright with this stuff not changing actually, it would be nice if we did get s.MP to s.LK or something without CH but not really necessary. theoretically we have a command grab to scare people into pressing buttons – the problem in practice is that the command grab (especially the EX version) should do a little more damage, have a little more range, be throw invulnerable, SOMETHING because I have little reason to ever command grab – I’d rather just normal grab and still be able to anti air if they neutral jump

I don’t mind wheel kick being punishable by lights if she is not in v-trigger, but it should be + on hit without vtrigger. would also be nice if you could combo into s.LK without CH in vtrigger, combo into s.LK with CH without vtrigger, and safe on block in vtrigger. probably not ALL of these things of course

If everything else remains the same, that would have some side-effects. It would mean that she could combo cr.MP from st.MK even without CH, and cr.HP from st.MK and st.MP on CH. She’d go from no links to ridiculous links. She would need an exception to the CH rules and that’s not terribly elegant.

I want to know if late cancel cr.HP is on purpose or an oversight like Karin’s cr.MK, because it does in all honesty sound broken. Why would you ever want to be close if you can get more meterless damage from the typical st.mk range than most characters get from mp, mp range?

Laura is pretty good way too early to say bottom 5, i can safely say she has the most damaging combo when opponent is in a stun without using exmeter and v-trigger(you can correct me)

From a little distance: Charged qcb HP-> Forward Jump in HP-> Forward HP+HP->qcf HP 412 Damage 568 Stun (Raw Combo)

Pressure Combo against jabbers : st. LP-> cr. MP->qcf LP

Insane Corner Pressure with 50/50 and High Damage : Ex qcb HP->Overhead or cr. MK–> qcf HP
->go straight for a Throw

Full Combos after Crush Counter off a HP ->Command Dash Forward

Easy Super e.g. cr. LK-> cr. LK-> Super or late cr. HP->Super

Kara Throw (st. HK)