Laura is ok, could easily made better if you could combo mp elbow from cr.mk (I mean why is it not possible in the first place??). St.mp - cr.mp outside of CH would be huge too, both of these changes would mean it’ll be easier to combo into mp elbow for good damage because I don’t want to get used to her fireball resets (that might not work in 4 months against good players). I don’t know about st.mp anti air, it was great when it worked since you can V Skill dash for an air reset but I had a hard time making it work because of the lag.
Don’t go on Ultradavid’s Twitter, he has a theory on Laura being omega Dan with boobs. I don’t think I’ll main her since Alex and Sakura are coming one day but I’ll start with her.
And I don’t want to talk about matchups to much since we played Laura for like one week, but Ryu is strong.
I’m recognizing a lot of Sakura-player names from back in… 2010, on this thread.
>Anyway, like everyone else, Volty Line should low crush, or be +2. I’d rather it low crush, so I could properly capitalize on reads with a CC, but still be punished by medium height pokes if I misread the opponent.
>st.MP>cr.Mp should always be a thing, not just meaty. What that means is that st.MP should be +5, which in turn, opens up the possibility for Meaty st.MP>st.HP xx EX.Fireball.
>Either EX.Boltcharge gets frame 1 armor, or EX.CmdGrab does, because right now, she gets beat up for free in a lot of situations. Specially when you factor in that she rarely has super, being so heavily meter based.
And that’s really all I’d change in her, which would easily set her at mid/mid-high. I think she’s one of the worst, most gimmick-based characters in Beta 4.
if I wanted to get really skanky with my buff requests, I’d say make the charge animation on Thunder Clap cancellable by pressing K (have the cancel animate for 5-6 frames, so that it can only be used as a bait). Add some risk to people trying to reversal against a charged ThunderClap. But, you know, this might be a bit much.
Laura seems a bit odd of a choice coming from a former Sakura player, but then again nobody really plays like Sakura in this game. Karin is somewhat close in terms of the fishing with a buffered cr.mk into BIG DAMAGE but lacks what really made Sakura well, Sakura in past games.
I can’t wait for season 2 and for her to hopefully come along >.>
I was watching ULTRADAVID’s stream yesterday and he made a good point about Laura. He stated compared to most of the cast, she feels incomplete and I agree with that. I feel that her overall game plan is a tad skewed and gimmicky, which is okay to a certain extent. She is being heavily compared to Abel, which is a great comparison; but what made Abel good is his stepkick mixup. Step kick was 0 on block and lead to pressure with St. Hp, Cr. lk, etc; or lead to command to command throw. In Laura’s Case, mashing jab will beat any normal into f. V-skill.
Before you guys say, “You can V-skill backdash to mix it up to see mashers, blah blah” Look at the overall situation. When you v.skill backdash you are out of range for the most part for her best normals such as St. mp. Also, this gives your opponent time to realize that, “O Wow! She is no longer in my face let me jump back and get out of here!” and the neutral game is reset and you lose spacing.
Everything this character has is just a gimmick. EX Thunder Clap resets = gimmick. Lp. Bolt on block and jab after= gimmick. Lp. Bolt on hit and command throw after=gimmick. She just doesn’t have anything that makes her really excel or stand out. After two blocked normals in the close range game, there really isn’t any reason to not mash jab or something. She is out of range for alot of things. She is highly overrated in alot of aspects and I feel that a few months down the line in her current state, she will be the Dan of the game. Hands down.
If I had to buff this character in anyway, it would be her hit confirms. I really feel St. Mp, cr.mp should be a combo and not only on counterhit or Cr. Mk should combo into Mp. Bolt. Also, her overhead on hit needs to be like +2 or something. She needs to be able to continue pressure on hit with that. Crush counter properties on that, does absolutely nothing to her gameplay other than another opportunity for more reset gimmicks. I don’t think these changes would make her broken in any way, especially since she suffers from an extremely poor nuetral game. She is the only character in the game that has to like legit respect fireballs when she doesn’t have meter. Her wakeup game is non existent. Etc.
I just feel that Laura is just a crappier Mika. Nevertheless she is the only character that I truly have fun with, but her glaring weaknesses really shouldn’t be ignored. It will be interesting to see how this character progresses over time. In my opinion she isn’t bad, but she isn’t great either. She is just okay.
After perusing the thread and spending a large portion of my weekend playing as no one except Laura I agree with the sentiment that there are gaps in here tool set which make it difficult for her to get the upper hand on a portion of the cast; the portion of the cast that also seems to be considered the strongest (Vega, Karin, Nash, etc.). I was having lots of trouble against people who were just being patient.
I get the feeling like they gave Laura her moveset and realized that they didn’t want to make her too strong, so they toned a lot of things down. Imagine if c. MK was cancelable into QCF+P? Imagine if MP+MK gave any positive frames? Suddenly she is extremely strong from mid and close range while being able to close the gap in an instant.
I noticed that the majority of wins involved getting a stun because once she gets in/gets a knockdown, there is so much she can do and the damage just flows. Because of this, I definitely think Capcom is worried that she will become too strong if given even a slight buff like some of those we have talked about. It can be frustrating at times, but I definitely had more fun playing as Laura in this Beta than I did as Karin last beta simply because I actually had to think and felt accomplished when I was getting damage and wins rather than just simply pressing buttons and getting wins as Karin. I’ll continue to play the character and try to work through the match-ups that seem tough now come release, but I do agree with the sentiment that others have regarding being worried that her effectiveness will be lost once people become more aware of Laura’s game.
@onoitsbroko : Yeah she’s the worst in the beta. She’s just barely capable thanks to her stun and all the gimmicks that people don’t know. But give it two weeks and if she stays like she is now, hello bottom tier.
3-4 simple changes however, and she’s easily mid/mid-high
All I know is when I got someone cornered it was game over. Since there is a little less push back in the corner you can have them block for days. Can’t wait till the game comes out so I can spend days in training. So I can learn how to counter poke chun and Vega. During the beta I learned what range to stand for Birdie to counter poke with 2mp and 2hp
I think you guys are looking at the command dash wrong. If you’re mixing up the dash off of a normal they will have to start guessing which direction you’re going. For example if they’re mashing jab in anticipation of the forward dash, you can do the back dash, do a sweep and score a CC. Or even better, dash back, cancel to forward dash after the mash and continue to pressure.
usually you aren’t gonna get a CC s.HK or w/e against people mashing jab after c.MP/c.MK xx backdash, but that’s not a big deal. this concept is still correct. you wanna go back and see what they are doing, if they aren’t pressing shit you could have grabbed, if they press something big you are in optimal position to whiff punish it. human beings CAN react to normal xx dash forward and punish it, but it’s fast enough that they have to be looking for that (and only that) which makes them vulnerable normal xx fireball, traditional frame traps, normal xx vskill back, etc. normal into dash will be good with laura for the foreseeable future if you mix it up properly. against even very good players who know it’s unsafe, I’ve been able to do c.MK xx dash back, dash forward command grab because I’ve conditioned them enough to be scared to press stuff.
as another point, using her fireball in neutral is going to become very important for certain matchups, specifically ryu, chun, and nash. you need to take advantage of how far it lunges her forward and literally just do fireball over and over as your approach. you will eventually get them to the corner, especially if they fuck around and let you charge one a little to walk behind. then it’s a matter of looking for their jump escape or picking the right time to dash through the fireball and grab. if you can’t do this strategy right then you have no chance of beating any decent chun or nash player for sure.
Each normal has its own distance it travels for a back dash. 2mk travels the furthest 2mp is 2nd followed by 2hp
From 2mk you can throw a fireball and not worry about getting swept. They can jump in on you though. That’s where you anticipate jump in and throw a MP fireball and make them jump on it.
Fun fact you can punish Birdie’s chain grab after block with ex elbow from long distance. I think she is the only character that can punish from that distance with v-trigger or super.
Man I really like Laura, but Im getting a bit tired of every character I like and want to main turns out to be some unfinished mess that seems all types of fucked up. USF4 is was Poison, Soul Calibur 4 it was Talim, now its Laura if she stays the way she is now…
Well, I guess the best we can hope for is that they make a few changes before the game gets released. It really seems like Vega, Chun, Nash, and Bison are gonna be hell in the game due to the heavy emphasis on footsies. If you have great normals thats already half the match worked out for you. Hopefully they can give her at least one or two buffs to help her out a bit. I agree that once people figure her out shes not going to be taken seriously when the other 4 can get by much easier.
Please explain us your setup to get that sweep CC.
Because I don’t see how it could work considering you can’t cancel your command backdash with normals (only non-command grab specials) and Laur’as sweep has 9 frames as startup added to the backdash frames.
Just tested a few setups, none work. And not “almost working”, they fail hard.
Since you did this during beta, you might have a few setups to share no ?
Can someone confirm that Rashid’s Eagle Spike is punishable with f+HP, HP, qcf+HP? I was doing this but I wasn’t quite sure whether it was a true punish or they just weren’t blocking.
S.mk xx backdash, sweep. If they try to c.jab you get sweep, if it’s blocked you’re safe. It’s similar to doing jab, walk back whiff punish in old games. The difference being they’ll be afraid of the dash forward.