Yeah watching matches of Valle and Wolfkrone play Laura was really cringe worthy because they kept doing unsafe shit for some reason. Saw a couple matches where Wolfkrone was getting away with stupid shit like cr.mk>mp.elbow going unpunished. Dude was getting perfects because of it. Lol
Wow that can gwt puniswith a sweep lol.
With you here so much. I’m practically screaming at the screen when watching Justin not doing MP bolt charge into target combo when he lands a 5MP hit and throwing raw MP bolt charges all over the place.
I felt like a lot of the Lauras in this beta weren’t playing her well at all.
Can anyone who has put his hands on the final version/or watch it play say if the EX elbow has armor from the first frame in the release version? thanks!
I like how we all accept that “the pro players were playing her wrong”, but we discussed a non-setup for 2 pages.
I can already tell SFV discussion will be fun.
Theory fighter at its best
Who are you all looking to alt, or main if Laura’s your alt? I didn’t play Bison in the betas at all so I’m looking to split my time between him, FANG and Laura, and then trade one out when Urien gets released. I find Laura pretty lousy but she’s interesting so I’ll probably stick with her in some capacity for the duration of SFVs lifespan.
Nobody until more interesting characters are added in. And I know I’m about to sound waifu-fighter, but I mean Juri and Ibuki.
Laura & Chun-Li for sure. Have to try the rest of the cast before I decide anything further.
I already tried Birdie and Mika as alts, but neither of them seems right for the job. Might go with Chun or Ryu.
Laura will be the main, but I’m very interested in Rashid and fang… gotta use someone til Guile.
5 days out and I still can’t decide what grappler I want to use between her and Mika. Who do you guys think will be better in the long run?
Laura just has a command grab. She doesn’t play like a grappler in my opinion
I agree, she’s not a grappler. Also, Mika is better than her.
Laura main, Ken alt. Getting a 3S vibe from him overall. I went back to USF4 Ken for a while as a contrast and he was just so…sluggish, looking back. Though I bet part of that is just SF4 being slower, lol.
I dunno who will be better overall, but to decide which one is better for you, think about how much you care about mobility. Mika is more plain grappler, and her options for closing distance tend to be either slow (dropkick, shooting peach though that one’s projectile invincible) or really punishable (wingless airplane). Laura is more mobile given her V-Skill, which btw gets absurdly long in V-Trigger, and being able to put down fireballs to make her approach safer. That said, Mika’s forward walkspeed is faster.
Stuck between Mika or Laura as my main, both are really fun so far.
I’ve heard that the final version of the game is pretty much the same as the last beta. If it is so, I really think Laura will be between the 3 worst characters in the game. This might be a problem since capcom said it wont be a balancing until new season (next year). I know it’s too damn early, and a lot can change when the game comes out (don’t need to mention that, I’m aware of it), but, looking the games of the top laura players in the last beta who almost got all the victories relying on gimmicks (such vskill avante pressure or hp. thunder clap -on block which is minus 5 > follow up by command grab and shit like that) that won’t last long, and being playing her a while in the cracked beta, I’m afraid she might be one of the bottom tier characters in the game.
What do you guys think? am I being too pesimist or do you agree about her weakness?
I say that with her specific tool set that she is only going to be as good as the person using her,as most of her best set ups require perfect conditioning on the opponent. She’s not a flowchart type character by any means.
I think people are starting in the wrong end. They like her frame traps so they approach her neutral by looking for tools that will get her pressure started, which leads to this stubborn obsession with command dashes. It makes more sense to me, to start by looking at her neutral and think about what her tools enable her to do. Not to sound like a broken record, but cr.HP confirms is the ace up her sleeve, IMO. She gets bigger meterless, confirmable damage from a 7f normal in cr.mk range than most characters get from their typical point blank mp, mp confirms. The idea is that people will feel like they’ll lose the numbers game at that range and will try to play from either farther away or closer. So you’ll either get an opportunity to bully them to the corner or have an easier time getting to a range where you can work your frame traps. I didn’t find out about cr.HP until late in beta 3, and missed out on beta 4, so it’s just theory crafting, but it’s what I intend to use as a starting point for my game plans at least.
If that doesn’t pan out I’m inclined to believe that she’s bottom 3.
Her v-skill dash is definitely not as spammable as it looks. Using it effectively is going to be about mixing it up.
Yes, cr. HP is very important for a lot of things. If the hitbox on cr. HP remains unchanged from beta 4, not only is it her best hit confirm but it is also absolutely her #1 footsie against lows. It should definitely out-prioritize any lows that touch the ground.
Also based on this I think I’ll have to look into using her overhead as an anti-air more. With the recovery the opponent might recover first though.