With what she is wearing is actually very similar to UFC ladies wear.
she’s got the gloves, compression shorts and the warm up jacket that some will wear going to the ring.
the bikini top is just cuz no sports bra wants to hold back those melons.
XD
I love the twist on her hair too.
I keep seeing this all over the Laura boards and I don’t really think so. If you try to beat Chun in neutral, yeah you’re going to have a bad time, but that’s to be expected. Instead of trying to out-footsie her, remember four things:
You’re safe on everything that isn’t 2HK, including LP Elbow. Even your 5HK is only -4, compared to the crazy - that similar moves put you on other characters.
Chun doesn’t have a good way of opening you up if you turtle. If you know your opponent loves IALegs, mash 5LP/5MP (depending on how good your reactions are under pressure you can default to the jab). If they try df+MK, that has 26f startup. At that point all they have left to try is kikoken followups, and you can either 3f jab your way out of normals or jump out of the followup throw. The Chun player really doesn’t have many options against a wall/turtle Laura, and now that they’re close to you, you can use all your safe buttons (see 1) to set up pressure, or just go for the command throw.
Her only real wakeup option is EX SBK, and a lot of Chun players will start using that as soon as they have meter. Treat it like Juri’s EX pinwheel in USF4 - before it, she has no good wakeup game, but as soon as the opponent Juri has meter and is knocked down, you bet your ass they’re going to start trying it. You can predict when it’s coming and knock it out. I think you can also try to do b+V-Skill -> volty line, but I haven’t been able to pull that off consistently so take that into the lab.
Your antiairs blow up any aerial stuff she does, especially V-Skill, make sure your HP bolt charge is on point.
At this point, the only Chun strategy left is turtling, and Laura is pretty much built to rush down turtles and crack them open.
This was awhile back. I had more practice offline with this MU. It’s not that bad as I thought. Honestly I rather fight her at this point than Nash. Footsie wise yeah Chun is dominant but either than that I really don’t fear her anymore.
Hit 7000 Lp with laura today, plat is within my grasp. Now if only I could stop losing to silver/low gold zangiefs and birdies that take a gajillion points from me…
Yeah now that that alternate is out ill start grinding survival for the colors and stuff.
I was still playing at locals but ill get back to home practicing throughout the time 99% of my play has been laura
Ok you guys give me hope. I love the character but them normals are so fuckin stubby and some characters don’t have to get in, they can outpoke you and fish for confirms. Necalli/Chun is SUCH a bad matchup for Laura.
I just don’t get the range on her cr HP and st MP…it’s what’s holding her back.
I find myself throwing fireballs as a way to lure them in but it’s so gimmicky
having a hard time finding information on setups with c.MK V-Skill back dash cancel setups, so far its a nice bait/wiff tool i guess, but anything else more useful found with it?
It’s related to Chun’s silly hitbox. You’re still at +3. s.MP just whiffs on her on the right corner. s.LK, c.MP, and s.MK (which is also 6f) will still net you a CH.
I dont want to already put my faith into SFV season 2 but backdash vskill sucks. Its MEANT to whiff punish but she doesnt have a way to get back in, because QCF+LP doesnt even go as far back in so its like…take a risk with overhead/fireball or keep backing yourself into a corner because you have the leg up on the endgame, apparently.
MK is a lot better than I first assumed. And I have been using it a lot, so its good.
Shes a weird character, needs to be played up close, high risk, low reward, grappler…etc etc shes several concepts working against how she should be played at any given moment and its hard to wrap your head around it so early on. Its almost like playing a charge character when you have to instantly switch your gameplay if you lose your charge due to movement.
For Birdie I don’t have enough experience against them yet to say since there’s a lot less Birdies out there compared to the flood of Nash and Ryu, but it definitely felt like I was in control the whole time every time I’ve fought him. Use 5HK against him a lot, and 5MK when closer and remember his approaches are mega unsafe, and you can do a lot against him.
As for Zangief, I think it’s about even, his close range is better than yours (and it should be), but your “close range” extends a bit further than his does. Yes he has that crazy badass jab, but giefs tend to be pretty predictable with those, so you can use the priority system to your advantage here.
Be careful with your fireball spacings though, if you get too close to your fireball he can just SPD you through it. Eaten way more of those than I’d like to admit.
I think ultimately her power lies in mixups and making hard reads. There’s a ton of meaty setups for you once you knock an opponent down that can work in your favor, but this can be hard to do because you’re less “playing Laura” and more “playing your opponent”. It’s weird, but I think I like it lol.
I actually strongly disagree with this, I would argue its the complete opposite. I feel like Laura’s close range is better then giefs, BUT, giefs “close range” extends considerably further then laura’s. Laura is good at point blank range because of st.lp, which stuffs every option Zangief has and gives +2 advantage on block. Even his v skill is no help as it has a minimum of 25 frames of animation, meaning you can do her 12 frame jab into throw, or even jab twice (it has 2 hits of armor) and still be at +1 with his having taken some recoverable damage. Obviously the rules change if he’s got super, or he’s at advantage, but his real advantage when at +0 is that he can still grab you or hit you with normals at a range outside your light normals range, so if he can keep you in that range between point black and mid, your in a world of hurt.
What I don’t argue with is that the match feels about even to me too, just for opposite reasons, each character has their range at which I feel they are stronger so its really a battle of getting to and maintaining your preferred range. I might give the match up advantage to gief is only because at even a slight disdvantage I feel point blank range shifts strongly into his favor, while I don’t feel like Laura still has many ways to threaten gief at his range, even if you gain a little advantage.