Laura General Thread: Who The Hell Is Sean?

Funny you mention that because once I get the game I was gonna test how reliable it is for an AA. During the first active frame the hitbox is pretty damn high and the hurt box is low.

She’s bottom 3 for sure (IMO She’s actually the worst character), BUT, Bottom 3 in this game does not, in my opinion, mean the same as Bottom 3 in SFIV, or most games.

>She’s still a super capable character.< You will have to work hard though and most of your wins will come from strong reads and conditioning.

Her overhead is 22f though. You’d have like 10 frames to react to the jump.

Well it’s 19f for the anti-air part, but yeah you’d still have to predict it. She does have a projectile though, which should help a little in coaxing them to jump.

I have a theory, which I’d like to try when the game drops, that using 5MK in meaty situations may be better than 5MP.

While 5MP does have more active frames and hit/blockstun, 5MK has neutral pushback (positioning remains the same after hit/block). It leaves you in their face whereas the pushback on 5MP limits your options. You are up to +3 on block at near point blank. On any meaty hit, you will at the very least get a 5LP to connect.

While 5MK might not give you the same juicy amount of hitstun, you are close enough to combo into 5LP xx QCFLP, and be back at +2 in their face.

Also, I think 5LK, 5MK as a frame trap will beat any normal button due to priority. -1 isn’t the end of the world if it’s blocked (you could even maintain pressure if it’s unexpected), and a counter will again net you a short combo and another +2 scenario.

I suspect that Laura could be lacking in comparison to other characters, but I’m trying to analyse all aspects of the character before I come to that conclusion. I feel that either Laura is missing something, or I am.

But why would landing a st.LP matter, when you can use st.LK instead? It has all the applications you said, with more range and (I think) better frame advantage. So in that sense, there really is no point in meatying a less active frame, less hitstun, move, just because it doesn’t have pushback.

Right? Or am I missing something?
What does st.MK > st.LP have over st.MP > st.LK?
What does st.MK (hit) > st.LP xx LP.Bolt have over st.MP (hit) > cr.MP xx LP/MP.Bolt?

st.LP comes out one frame faster, so there might be situations where st.LP will work where st.LK won’t.

st.MP > st.LK doesn’t combo, too much pushback.

I won’t argue that it’s better on hit, but surely you can’t be certain it’s going to hit or not? Meaty st.MK on block leaves you both positive and in throw range.

Also, it seems you can set up and combo from a meaty st.MK on the opponent’s quickrise after a bthrow midscreen, or a fthrow in the corner, or after a heavy Bolt in the corner.

Well, a friend of mine has already the game and I asked him to try if Laura EX shoulder has armor from the 1st frame. It doesn’t, it’s just like beta 4. I had hopes about capcom giving her back that shitty wake up option at least, but seems like she won’t have that either.
Ah, Mika lost her armor in the first frame of Ex Flying Peach, so she is vulnerable to meaties too.

I like this. I like this alot.

After watching more of Valle’s matches, I stand corrected:

https://www.youtube.com/watch?v=zoam4eevbzc

Love the combo in the Mika match around 12:37. No idea if that’s generally safe but damn, man. Plus jukes everywhere with the V-Skill and clap setups. You can really see Valle taking advantage of her tools to condition and confuse people here - good reads can get you a lot out of Laura.

People say she is bottom 3 on day -3?

Thanks for the replies! I’ll try all this stuff out once we have the game out again.

Right! The 2 betas she’s been on, the two others and events that people have used to acclimate to the game for the past year, have counted for nothing. You are absolutely right.
I wish I had such an advanced intellect as to be able to completely disregard months of information and first-hand experience. Alas I, and others, are far too retarded and must jump to conclusions on day “-3”.

2 betas.

2 betas for about what, 6-7 days of playtime with Laura in total.

If you think that is enough time to place a character in a tier then you are really crazy. It takes months. First “decent” tier list will probably be around June or July.

I think Laura’s going to be fine. She has a strong neutral game, decent footsies, anti-airs, good stun damage. The lack of reversals makes her weak to pressure, but it’s not like she’s the only character in SFV with that problem.

@Neclord: Dude, there’ nothing wrong with being “bottom 3” if it’s still a good character.

Some character has to be worse than another, all the way down the line to the “worst character”.
If we can’t speculate on this fundamental part of fighting games without being “retards”, then really, there’s no point in the threads being open for discussion before the game is out.

I have the game early. Is there anything you guys would like me to test out with Laura?

Can they back roll after a qcf hp?
Is st mp/cr mp xx forward dash (non vtrigger) safe?

No back roll after MP or HP Bolt Charge.

St Mp/Cr Mp xx Dash are both safe against Laura’s light attacks. I think at least one of them is 3 frames.

Yes, st lp should be 3 frames (or at least it was 3 frames in beta 4). Good news then

You are still at frame disadvantage after 5mp or 2mp v-skill it mihgtbnot be punishable by jab but it sure doesn’t leave you at 0 or plus frames.