I don’t really understand what they were thinking when establishing Laura’s moveset.
All her hit confirm links involving MP require counterhits. While most of the cast can MP MP or cMP cMP as bnb …
No reversal (her qcfHP is a joke, her qcf+PP has armor on 3rd frame, meaning you’re free, not to mention it’s not throw invincible)
Her hcb+KK is a joke (no armor, slow as hell, no hard KO, nothing at all actually)
Her V-Skill is a glorified dash : alone it sucks, after a cancel you still are negative as fuck, etc
The Overhead part is worse : can’t crush lows, slow, punishable on block AND neutral on hit !
Her overhead V-Skill (her special ability !) is worse than Karin’s command overhead … there’s a pb at this point imo !
Her fireballs push her forward so bad that you can’t even think about cancelling zoners’ projectiles.
She’s not meant to zone ? ok fine, so it’s a mixup tool ? hmmm it’s negative on block …
And with the emphasis on “no vortex in SFV”, good luck applying mixups more than once a round with that move.
Her cMK not even being able to cancel into qcfMP is really a joke itself. Your main low poke, slow as it is, can’t even reward you with a KO lol.
I really don’t see how to apply anything scary unless the opponent is either dumb as a cow or just don’t know about Laura being all gimmick and nothing else …
I’m stupid guys I never notice grabs or strike grabs cause the opponents to do normal quick rise not the back one lol. Was working on some set ups and I was like wtf isn’t the dummy doing back quick rise
You sir just read my mind. I agree 100% with this. It’s a shame because I was really hoping I could play Laura as easily as any other character. Guess I was wrong. Gotta git gud.
BTW I don’t know if anyone has posted this or not but her s.MP and s.LK are +3. That followed up by a s.HP will give you some nice Crush Counters. Then I usually follow up with HP Thunder Clap, c.MK xx LP.Bolt Charge. There might be a more optimized combo but Laura is a very situational character. If you are close to your oponent and get a s.HP CC you can do EX.Thunder Clap, s.MK xx Avante (reset) and do stuff. In the situation I described before (s.MP on block into s.HP CC) that combo with EX. Thunder Clap doesn’t work because the s.MP pushes her away… sigh Anyway I don’t know about the s.LK on block into s.HP CC. I need to check that out.
Either this character gets some nice adjustments or I really don’t know how I can play her in the long run =/
Laura is a vortex character. In exchange for being able to put people in the blender thanks to keeping them standing at throw ranges or doing crazy left/right strike/throw resets she has worse hitconfirms and no reversal outside of CA.
Her non-EX Fireballs are decent in VT, kind of bad outside of it. Her EX Fireball is stupid amazing. The idea behind the VSkill dash is that even though it’s minus, the opponent has to be watching for the command grab, overhead, frametrap, and regular grab in areas where you could throw it out, which splits up their attention so much that you can often get away with canceling into it for more pressure. Her EX Elbow is meant for blowing through pokes and fireballs; it’s faster than most anti-fireball moves but takes meter.
She’s entirely based around offense; you hit them and either confirm into LP Elbow (gives you a free strike/throw mixup) or EX Fireball (gives you a left/right strike/throw mixup). If you aren’t all about getting that one hit and riding it to victory you probably won’t like her very much.
Ugh, realistically I don’t think I’ll be able to main Laura when the game drops… the part that sucks though is I don’t have any interest in anyone else of the current cast… here’s hoping Juri turns out well? lol
I’very been working on frame traps, footies and command grab setups. Alot of these gimmicks Laura’s are relying on won’t be working in the long run eventually. Don’t care about winning and losing at all since it’s a beta.
I don’t use it because I don’t want to rely on it . i’ll do the back dashes though. Seem like you will have to. Counter poke until you get in and you can go crazy
Well that is the key thing, IF it is reactable and not a guess punish. She can also use her fireball to reset pressure which requires a different way of dealing with it. Laura also not trying to reset pressure and just using the advantage off her normals to try to frame trap into c.HP hit confirm also requires a different way of dealing with her. There is a lot of reasons to pressure buttons in lauras pressure which is more than io can say for some other chars.
The dash is reactable if you’re looking for it. She just has enough other stuff to look for that it can be tough. That’s kind of her point; to overwhelm you with offensive options between strong frametraps, a command throw, a dashing command throw, an overhead, a command dash, a normal throw, and a command backdash.
Backdash or a simple neutral jump beats 90% of these options though.
Her overhead really feels like huge risk, very low reward … if only it could crush lows … or be like +2~3 on hit so you can actually keep on being offensive.
It could very well have been a regular command move, considering it’s really subpar as far as V Skills go.
Well, at least if you ever manage to get a CC with that sluggish thing (20+frames on startup), you can get a reset or a sweep. Good luck with that though.
Backdash and neutral jump lose to the frametrap, the overhead, command dash, and the neutral jump leaves you in position to get anti-aired if she did a regular throw. Backdashing also means full counterhit combo.
Neutral jump doesn’t lose to the command dash (especially Chun HK), and just eats a sacrificial hit with frametrap and overhead options. Not that bad considering you’re out of pressure (most of the time).
Risk reward on using neutral jump VS Laura after her qcf+LP is quite good if you know that guy goes for a command grab like 50% of the time or more.
Especially since it rewards you with a full combo punish.
But hey, I’d be happy with just a slightly better V-Skill overhead (faster so that you can actually CC, or + on hit) or hard KO on EX command grab.
That would help a lot on applying pressure without relying on gimmicks that will get shut down by week 2.
I’ve used HP to AA far jumpins lately, rewarding Laura with an airspin CC, which can lead to much better options than her qcfHP, though MP>command dash>mixup still is safer if not sure about distance.
Lets assume that jumping is a good option out of her pressure. What do other chars have that she doesn’t that stop people jumping out? Why cant you apply that to every char?
I also just tested it; after LP Bolt you can do a normal throw and still havce enough time to anti air if they neutral jump. I mean, people can jump out of makoto karakusa after hayate, does that make it a bad option?