Yeah coz SF has this amazing array of story styles so there’s no way it’s a tournament >_>
And it is forced, they’re pushing the sex appeal aspect too much instead of giving her another sort of aspect to like. Even poison’s alts weren’t this ridiculous.
Not to mention it’s surprising considering it’s the same company that altered angles coz they were “offensive”…
Either way it’s an alt so it’s no biggie, i’ll be using the main costume mostly.
I still dont think it’s a problem with the dashes being minus but it hinges on the whether you have to guess punish against a potential vskill cancel or not. If you have to guess whether laura is going to dash cancel then it only works in lauras favour.
These costumes are believed to have story relevance (alpha Ryu/Ken/Nash means there’s a prologue, confirmed by Ono), so we don’t know why she’s wearing that. Are you done now? I’m f sick of this nonsense ruining every thread here.
The Alpha series and 3rd Strike wasn’t a tournament. It’s possble for Street Fighter to not have a tournament setup.
Amplifying the fanservice isn’t forced. Being provocate is what she does. From the poses, and suggestive dialogue. Driving the point home isn’t forced in the slightest.
That’s the kind of stuff I like! Will definitely give Laura a go at launch.
It also makes me sad because that’s how I want Karin’s V-Trigger to work, but it doesn’t. You don’t have to guess shit after blocked rekkas, just a jab or two will stop anything Karin wants to do ;_;
I think her game plan is to keep your opponent in the corner and just straight up mail them. Throw a fireball and just watch them panic because you are coming for them lol
I still wish she had a hit confirm that wasn’t just two lights or that slow f.HP. It feels really awkward how she can’t link mediums into anything unless it’s a counterhit or meaty, especially when most of the rest of the cast can do it.
her fb sucks only against nash`s vskill tbh. you cant do strings as he can just stuff it. Against most characters is very good tool IMO and her vskill is kinda ass for the most part, you cant really abuse it so you cant just derp your way in
Just like any other fireball don’t be predictable. Sure don’t end a string with fireball because it is negative on block. You can do it once in a while if you notice your opponent like hitting a button after a particular normal, can get a counter hit.
Cancelling a blocked normal to forward v-skill will not be effective later down the road. It will be effective if you hit your opponent because the first thing you want to do is block. However, cancelling a normal to her back dash v-skill will be effective. You can throw a fireball or wait and react to what they do.
Ex fireball is amazing, no opinions on this one. This is fact. Especially if they have there back to the end of the stage
Beta 4 changes what do you guys think? Also can someone please explain what 2 and 5 mean. Well I figure one is for crouched and the other for nuetral but I don’t k ow which one is which.
Laura
Throw range increased
Forward Throw - Stun 150 -> 200
Back Throw - Stun 150 -> 170
V-Reversal - On block -3 -> -2
V-Skill - Counterhit now causes a spin knockdown (?)
5MP - Hitbox expanded downwards
5HP - On hit +2 -> +3
5HK - Damage 80 -> 90
2MP - On block +1 -> +2
2HK - Damage 90 -> 100, on block -8 -> -12
Thunder Clap (All) - Hurtbox now moves backwards during startup
Critical Art - +10 damage on one hit, Now fully invincible through active frames (previously lost invincibility same frame it became active)
She’s supposed to be played at cr.HP range IMO. She gets dumb confirmable damage from there.
5 is neutral and 2 is crouch. If you look at the keypad on your keyboard you’ll see that that the directions correspond to numbers, where 8 is up, 4 is left, 6 is right and 2 is down. 236 would be a qcf etc.
Hopefully the throw range and stun improvements will help a lot as the increased threat should open up more counter hit opportunities for Laura. It was a bit too easy for people to just sit and block against her last Beta. Her tick throws and command grab were frequently out of range after a single blocked normal so if it wasn’t too tricky to down back through pressure.