I shamefully bailed on the Bonita for Kolin this season but! I did play Laura all the way up to SG and still have the most time in the game with her so I’ll help @Yougottachillbro where I can.
Sim drill pressure is mainly about keeping him honest with the heights he hits it at. Dive kicks in this game in general are negative or neutral if they hit above the lower leg area on your standing character model so unless they are really on point with their drills you can almost certainly challenge. Laura has her 3f jab which helps because it is as fast a button as you are gonna get and on CH you can link into cr.MPxxMP Elbow/Rodeo/Split for KD. Set it up in training mode and check when you can afford to press. Will also help against the Cammys, Menats, and Uriens of the world.
Also try to get a feel for when they want to drill. You can blow it up with neutral jumps sometimes if they get too predictable with it.
For G, this match up is all about getting the momentum then keeping it. He has absolutely no wake up options outside of CA, no 3 frame normals, and nothing that is frame 1 armored so if you get the KD run an oki train on him until he dies or manages to wriggle out.
For punishable stuff, here are the high notes:
- Level 1 and 2 High Rush Punches are -4. He can space them so don’t get too antsy but a badly spaced one can be punished.
- All Low Rush Punches are -6. I don’t know if it is possible to space them to be safe but I kinda doubt it.
- All EX/Level 3 Rush Punches are at least -6 so you can punish those. Be careful if he is in VT1 because he can cancel a blocked one and mix you up if you try to punish.
- His Level 1 and Level 2 Wheel Kicks are -5, but can be spaced such that you’ll get clipped by st.LK xx Rush Punch if you try to punish. Only reach for it if they do one that is pretty deep.
- Level 3 Wheel Kick is -2 on block so you get your turn back but can’t punish. Also be careful of above whiff punish scenario.
As an aside, even if you don’t have have the char yourself to practice against you can always look up their frame data in one of the phone apps - I use one called “Framedata for SFVAE” but “Frame Assist Tool (FAT)” is also good - or on Capcom’s SFV site: https://game.capcom.com/cfn/sfv/character/
Frame data doesn’t always tell the whole story but at least you can see what stuff is really negative (look for anything -4 or -5 for things Laura has a shot at punishing) and what stuff isn’t going to be punishable.
For G’s command grab bear in mind that it has 12 frames of start up. That may not feel like a lot in game (especially with SFV lag) but consider that Laura’s is 5 frames. G has no way to actually tick into his grab; any time he hits you with it, it is because they have you conditioned to block instead of pressing buttons (even in his most favorable on block scenarios he can get jabbed out of it).
Sadly just like with other command grab characters the only real way to deal with the mix up is to either a) not be there or b) guess the mix up and get lucky. Observing player patterns can be huge here. Some people are really habitual in how often they command grab. Try to note when they like to go for it and use those moments to hold up or backdash. Backdashing in general can be good against G because his block pressure isn’t super tight frame wise so at worst you’ll usually just get air reset. You have to be willing to challenge him defensively sometimes - either with a jump/backdash or a jab but the jab can lead to very painful CH combos.
His two best buttons to condition you to block are his st.LP and st.MP. The most + he can get with the least pushback (and even then st.MP can push out if not really close on block).
For G’s VT1, best thing you can do most of the time is block a bunch. The majority of G players I’ve run into will just throw out specials cancelled into specials over and over or throw orbs over and over. It can suck to feel locked down for that long but if you can be patient a surprising number of G players will burn their VT1 completely out just hoping for a hit. I played G for a bit while I was debating new chars and it can be surprisingly hard to open people up with him if they are smartly downbacking. He gets access to some shenanigans in VT1 but they aren’t easy to do consistently and still all rely on the command grab; everything else is doing a special and hoping you press after so the cancel catches you.
One of the biggest things with G is that you want to take KDs whenever you can and keep him from leveling. If he gets to Level 3 that fireball can be a nightmare.
Also having played G, Axe Kick can be really good but it also gets clipped by a lot of stuff. Only the Level 3 one has projectile immunity during it; the lower levels just happen to hop over projectiles sometimes but can run into a slow one like Laura’s.
Urien and G give Laura a similar problem in that they have good normals to keep her at bay. Laura’s neutral sucks, no two ways about it. She has some decent counter pokes and the late cancel on cr.HP is great but if just about any character is keeping her in neutral she is in trouble.
For Urien specifically, you can walk his fireball down easily enough - it isn’t super fast or advantageous and if they get too spammy with it you can clip them with a jump/EX Elbow/EX Sunset. Neutral jumps and walking and blocking help the most there. Most Urien players don’t actually want to zone you, they just want to get you flustered and jumping so they can get easy AA damage.
Urien’s reversal is one of the slow ones in this game that you can OS jab on his wake up. Because of how much start up EX Headbutt has, if you time Laura’s st.LP such that it would hit him on wake up, then hold downback and hit MP you can option select depending on what Urien does: if he does anything other than EX headbutt he wakes up into the st.LP and the cr.MP will CH combo, if he does EX Headbutt the downback will block it and you can punish.
The timing is a little tricky but its doable with some practice. I found that just being able to OS block after a jab can be enough.
That is sort of next level though. What is more important to understand is that most Urien players are nuts, Gold Uriens maybe most of all. Always expect the reversal during the first round at least; unless the other person shows you they are somehow a chill Urien player (i.e. a unicorn) bait the EX Headbutt on wake ups and after -2 moves with some regularity.
Two bonus tips I found helpful in that match up in general (not Laura specific but doesn’t hurt with her):
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Normal Headbutts whiff on crouchers. A lot of Urien players will take advantage of how hard this is to whiff punish and basically use it as a free way in. If you can, set up a Urien in practice mode to do random Headbutts and get used to whiff punishing the move. It isn’t too hard to do with practice and it can net you a lot of damage.
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Urien players (like most online players) love dashing. He is blessed with a 16 frame dash. Practice checking it, pays off a lot. Especially keep an eye out for any dashes after throws - Urien’s throw only leaves him at +11 (forward or back throw) so if they dash after that you are at least +5 on anything they try to do. Great time to wake up jab CH combo, though don’t discount that some will throw dash EX headbutt or even CA.
Actually one more: Urien’s knee drop works just like a dive kick or drill. It needs to be spaced in order to not be negative and Urien has the additional complication of only having 4 frame normals. FAT tells me that the best he can do is make his LK Knee Drop - the close one - +2 if spaced perfectly. Given that Laura has a 3 frame st.LP you should be challenging normal Knee Drops (EX is always plus, hold your ground) most of the time. At worst you’ll trade but most of the time you’ll probably catch them swinging. Again, unga caveat applies here: Urien players will absolutely Knee Drop into EX Headbutt once they realize you are challenging so be aware.
Very broadly, Laura life can be hard. She basically lives and dies by staying in cr.MP-ish range or closer and constantly threatening being able to get in or being in and running a mix up into stun into death.
All three of these chars can make her life harder by keeping her at arm’s length so pretty much your whole match is going to boil down to being able to mitigate that. To that extent a big factor is being patient and getting better and better at reading opponent tendencies. The better you get at that, the more consistently you’ll be able to make it in, but more crucially you’ll be better equipped to read their defensive tendencies (which is a huge part of making Laura work; it doesn’t do you much good to get in if they just neutral jump your first command grab and kill you).
Good luck out there, the Laura struggle is real. If you’d like some more granular advice and want to share matches, feel free. I’ll offer whatever advice I can.