Laura General Thread: Who The Hell Is Sean?

Are you also testing it on block? You don’t want to whiff a jab in their face then. “After first attack” setting should work.

If that doesn’t do it I’m not sure what to tell you. I could probably dig up a video of me testing that if I really needed to.

On block, the second lp whiffs against standing but both hit against crouching. That’s ok imo because the only reason they’d be standing is if they’re trying to jump away and therefor can’t block. I still wish she’d have something better to catch prejump frames though.

Okay, yeah, if they’re blocking they’ll probably crouch. Like 99% sure it’ll whiff on crouching block too against Chun/Cammy/probably others, though. That’s probably where my character specific thing came from, assuming the data is accurate.

At that point probably the best thing is to take the air reset from a slower button and try to get a meaty/mixup setup out of it.

I gave it a spin against the entire cast and the second st.LP connects on all characters crouching except Chun, and for whatever wonky reason, Bison.

Here’s some other findings/stuff missing from the frame data google doc:
EX bolt gets armor on frame 3 (it blows through Ryu’s cr.mp, cr.mp string, but not cr.mp, cr.lp)
MP/EX bolt same side follow up is +17 on quick rise and +22 on back roll.
MP/EX bolt side switch follow up is +9 on quick rise and +14 on back roll.
HP bolt is +17 on quick rise and +22 on back roll.
All versions of command grab are +14 on quick rise.
Forward throw is +17 on quick rise.
Back throw is +19 on quick rise.
Air reset off of st.MP after LP bolt is +13. I don’t know if this is character specific as I only tried it against Laura.
f+HP seems to only have a single active frame? That can’t be right but I don’t know what the fuck is going on here
https://www.youtube.com/watch?v=Od8U67dqMow

Some games of me playing Laura day 1. Was planning on using her throughout the rest of the beta, but Gief was just too damn fun XD
I have to admit, I didn’t think Laura was that strong in the beginning, but after sticking with Gief for so long, I don’t think she’s that bad anymore, she’s much better than I thought.
Anyways, hope u guys enjoy!

https://www.youtube.com/watch?v=_4K2kgufVm4&list=PLgQWxJT18szqqQS0HRtMNEU1C4Dp7HfUs&index=1

One thing I’m looking to try when the game drops is a meaty L Bolt after the command grab. You can combo into st.LP if it hits, and it’s only -1 on block.

Yep, that works. It’s one of the things I did to convince myself that I had the right frame count.

I’ll double check the timings for everything tomorrow. I refuse to believe that f+HP is that whack.

This game is so fucking strange.

https://www.youtube.com/watch?v=bdr_Xyq-FVk

Normally, you remain in place after a st.MP. However, if you press another button on the first frame after recovery, you get increased range for that button.

does throw work?

Yes, and it works on block too. Like, you can do st.MP, LK cmd grab and if they press a button they get grabbed.

lol, if they do reversal throw, you get grabbed out of your command grab? Doesn’t even make any fucking sense. st.MP is +3 on block, normal throws are 5f startup and cmd grab 6f startup. How the fuck can a regular throw win in that situation?

Ilitirit was explaining something about that before. Pressing a button at the end of another button makes that button move forward

In SF4 and SFV, animations often go longer than the actual recovery of a move, so you can and almost always do cancel them before the actual character animation is finished. The thing is, a bunch of these recovery animations have the character lunge forward and then take a step back, but if you do another attack immediately after that first attack, you’ll cancel the recovery animation into another attack, so the second attack cancels the animation of the first, and you wind up farther forward. It’s like a kara cancel, but you’re using the recovery of the animation instead of the start-up.

SFV just seems to have a **lot **more of these than SF4 for some reason, but they were in SF4 too. For example, if SF4 Bison did a dash forward into a normal, he actually traveled farther forward than if he just did a dash forward, waited, and did a normal. I think it’s a difference to how attacks are animated, SF4 relied on a system that blended a character’s attack animation and idle animation, while SF5 animations are a lot snappier and more uh, “animated”. But that’s just a guess.

As noose alluded to, it’s more than just a novelty, it essentially buffs certain normals by letting you get a little forward kara cancel off their recovery. It’s pretty subtle, though.

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

That’s pretty interesting. I’ll dick around and see if I can find any application.

This is probably why you can sometimes land her mk command grab after the chain combo.

I think throw properties are weird in SFV in general and will really need to be explored more. I’ve had more than a few cases where I was getting thrown despite being out of throw range. My theory is that throws connect with more than just hurtboxes now; possibly pushboxes or even hitboxes. There was a video of Zangief connecting an air SPD on Dhalsim from fullscreen that kind of supports this. I’d test it but I’m away on vacation.

Also:
https://twitter.com/e_capcom/status/681716010534080512

It might be that whatever box that checks for collisions with throws doesn’t get moved forward at all with her regular grab but does with her command grab, so it becomes like a whiff punish.

I think his aerial SPD is coded as a hit rather than a throw which explains why it grabs limbs

Yeah, it’'s definitely a hit, I’ve seen it trade with DP.

Moves with the weird recovery cancelling property:
st.MP
st.MK
st.HK
Avante (I can only test V-Trigger version)
LP/MP/EX Bolt charge

f+HP and Thunder clap(again, can only test VT) works in reverse, you actually lose range. Quite a considerable amount in the case of f+HP.

I haven’t been able to find any particularly clever uses. It’s hard to tell if they’re still reeling from the pushback, but if not, it’s the reason why cr.MP reaches after st.MP. If you do st.MP and wait a couple of frames, the cr.MP will whiff. I’ll dick around some more but it seems like any viable application is “automatic”.

Addendum to the frame data:
Sweep is +25 on quick rise and +30 on back roll.

This means, that on quick rise, you’re always in range of a meaty st.MP after forward dash. The MP hits meaty enough to combo into cr.HP. I don’t know how realistic it is to react to the backroll quick enough for you to also be able to hit the st.MP frame perfect on quick rise, but even if you’re two frames late you’ll still be able to combo into cr.MP.

You can also do meaty st.MK. It’s +2 on block and +5 on hit, so it combos to cr.MP. There’s less reward on hit, but it will leave you closer on block, so you have better pressure options afterwards.