Laura Match-Ups Thread: Quench your thirst here

Speaking of her V-stuff… What if Avante and Esquiva would build V-Meter? It would certainly make her really crazy so to balance it out they could reduce the duration of V-Trigger. That way she could actually build V-Meter for free full screen against turtlers to give her a chance at getting in and then have some burst damage/stun for a few seconds until it wears off again.

They could instead just give special properties to MK grab alone in the same way they did it for MP Shoryukens.

And what about her Twist Barrage target combo? f+HP must be her most useless button along with cr. LK. Its startup is so slow that by the time it reaches the opponent you could’ve just walked toward him and pressed HP, which is equally -2 on block but can also score crush counters. I can’t see any use for the full target combo other than being an easy dizzy punish. They could definitely make something to make the whole thing more appealing.

I think EX Bolt should be left alone and HP Bolt should be buffed as a reversal/escape move instead. I feel like trying to use EX Bolt as a reversal is underselling the actual usefulness of the move, but HP Bolt so far only really does one thing, and most of the time you’re left having to use it in combos because it’s not quite fast enough, wide enough or invincible enough to do on reaction. If it had some startup invincibility like a DP, not only would it be more effective on its own but it could also be more useful to escape meaties or avoid reversals/throws in your offense.

True, bit it also makes her jump over the opponent. So if he does a meat heavy and you wake up with an invincible HP Bolt, you just jump over them and get out of the corner for free. I think that’d be a bit too good honestly. Unless of course you want it to hit standing opponents as well, in that case it’d work pretty much like a normal DP which would certainly be a nice buff.

As for Twist Barrage mentioned above, it has some utility. First off you can link lights from the first hit so that’s nice. Plus you can get some decent and easy set-ups with Thunder Clap. Something I love to do for example when the opponent is in the corner: Twist Barrage -> cancel into fully charged Light Clap -> neutral V-Skill. Clap hits as a cross-up just when they wake-up and it’s safe if they somehow block it. Starting this with Twist Barrage makes the timing a lot easier.

@Maryokutai that’s sick! I’m going to try that.

PS I don’t think Laura needs any buffs, but maybe that’s just me. The only thing I would change in SFV right now would be to nerf the anti-air jabs (I mean seriously, WTF?) and reduce input lag.

It’s pretty good as it catches some people by surprise.
Most Laura players go for HP Bolt Charge after the target combo but if they have enough health to survive I prefer going for this reset.
Managed to land it in this match at 0:49 if you want to check what I mean: https://youtu.be/cvk5u0MCNhM

It’s a nice tech, but you still used it as a dizzy punish and it worked only because your opponent didn’t choose to quickrise.
I’m experimenting a little with VT cancel from Twist Barrage, it seems to me the better option since it’s +3 on block and on hit you can abuse of the reset.

With Laura it’s all about trying to memorize as many options for any scenario as you can to be able to mix it up. If your opponent is dizzy in the corner and Twist Barrage into HP Bolt Charge doesn’t kill, I found this to be a good option.

Of course, mid-screen with V-Trigger loaded there’s better stuff to do but I wasn’t mid-screen and didn’t have V-Trigger. But I’ve never been someone trying to find tech, just stumbled across this by accident. Looking forward to seeing what you can find, the more stuff we have, the better for Laura.

Thw buffs i would like is Fireball should not be 0 on hit. It should be at least plus 1 or 2. Same thing with her overhead.
Faster 2MK should be 6 frame start up instead of 7 because 2HP has more range and is just as fast. It just doesn’t hit low.
Better hit box on 2MP

These rest are really not mandatory
Slightly more range on command grab
Ex command grab is throw invincible
Faster dash
More range on fire balls
5 frame HP elbow

Oh god, Will2pac did a pretty good match against that Chun @ Kakutop, the EX fb setup that made him win the match was amazing. Go avenge us all!

Exactly, your goal as a Laura player is to know a 50/50 set up for every situation, even for when the opp doesn’t quick rise. Then you use footsies to put them into one of your 50/50s, then if you hit you go into another 50/50, etc. Some setups will only be used rarely, but that’s cool because it makes them even more hype! Give the people what they WANT

So… there was a shortage of Dictators for me last month and I wasn’t really fighting them, and now I’m having issues with this MU. AA and oki are not a problem, but where the hell can I stick buttons during their strings? If I press anything I get constantly CCed by a 5HK or 3HP and eat another combo behind and if I just block he’ll throw me. It’s hard to understand what to do just by looking at the frame data because all his moves are slow but very positive on block - the “gaps” aren’t very clear to me even if I know they exist. Any help?

I look for his cr mp because it’s +0 on block. Sometimes they cancel it into inferno though, so be careful.
Also, I challenge him with jab after his df hp if he’s close enough because it’s only +1 on block

^what Los said, but for the most part, you aren’t going to be challenging his normals. you’re basically looking for slide punish or AA punish and a well placed jump in. he can’t anti air very well unless he goes air to air so most of the time just hold db, occasionally backing away and try a jump in at the right moment or catch him sleeping with overhead vskill. once you are actually in his face, he has no 3 frame jab and no reversal, save his CA. when the block strings get to be too much, v-reversal is a godsend.

I actually really like this match because it feels totally even. he controls mid and long range with footsies but you absolutely own the up-close range. I find most Bisons like to play the waiting game, so I usually start the round with claps from afar, building a little meter and waiting to punish and slides or aerial attacks and then look for an opportunity to start shenanigans.

that being said I can’t tell you how many times they do s.mk and I think it’s safe to jump like a scrub only to get bashed in by a second s.mk lol

So I just vsed my mates Cammy and oh god what the fuck man…

She can’t compete with her in neutral, she can’t counter poke because Cammy can just whiff punish everything and you can’t jump because her dp covers like a quarter of the screen.

Bro wtf do you do? I feel like Laura can’t do fucking shit other than make me into a walking, talking salt factory.

MU feels so much easier as Ryu… at least he has options…

Please guys how do you approach Cammy? Her cr.mk, cr.hp, st.mk and amazing walk speeds and dashes are so hard to deal with… what do?

I always feel the pain when I find a Cammy player who shuts down any air approach with Cannon Spike. It’s hard to keep the pressure on them because they’ll always find a way to slip DPs between strings (although you can try and bait that if you see the player doing it) and you can often only punish them with a CC HK that leads into nothing.
Anyways, I think the best thing to do in this MU is backing up and letting her come to you. The three moves you listed are good but are negative on block (-3 for 2MK and -2 for the others) so be sure to reply if you’re in range for a 2MP or a 2HP. And of course punish hard all of her blocked specials.

You can always get MP bolt after the CC HK unless you hit them in the air.

The problem is I mostly get them in the air while they’re pretty far. AFAIK the most I can do in that situation is a LP Bolt.