S2 Laura: Now with 50/50 more grappling fun

In this thread we discuss the whereabouts of our electric beauty in season 2. We already did that a lot in the other thread but I thought it would be better to have a new thread for the following year.

Here are the changes that has been found in the S2 beta by testing or datamining. Keep in mind that this comes from a beta and that therefore NONE of this is final Turns out all the changes were final.

These are therefore the changes according to Capcom’s official patch notes.

HURTBOX
[list]
[] expanded hurtbox when character changes direction
[
] changed the hurtbox when character changes direction while crouched
[/list]

NORMALS
[list]
[] st. LK: hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards
[
] st. MP: hurtbox during frames 1-3 of motion has been expanded forward
[] st. HP: adv on hit changed from +3 to +4; adv after VSF cancel changed from -1 to +1
[
] st. MK: startup decreased from 6 to 5f; entire motion shortened by 1f; adv on hit/block changed from +2/-1 to +3/-2
[] st. HK: hurtbox during frames 1-7 expanded forward; hurtbox on the last 2 startup frames expanded forward; adv on CC changed from +17 to +16
[
] cr. LP: recovery increased by 1f; hitstun increased by 1f, allowing L/EX bolt to connect after cancelling from it
[] cr. MP: hurtbox during frames 1-3 expanded forward; hitbox decreased upwards
[
] cr. LK: adv. on block changed from -2 to 0 [S2.0: was +1]
[] cr. MK: upwards hitbox decreased (about a half); pushback greatly reduced on both hit and block
[
] cr. HK: dmg -10
[*] j. MK: downwards hitbox decreased
[/list]

COMMAND NORMALS
[list]
[] f+HP: 1f faster startup (18f to 17f)
[
] Twist Barrage (f+HP > st. HP): juggle potential increased
[*] Dual Crash (st. MP > st. MK): adv on hit changed from +1 to +2
[/list]

SPECIALS
[list]
[] Thunder Clap: meter gain decreased on activation and increased on hit/block
[
] EX Thunder Clap: increased air juggle potential but strengthened limitation after juggle
[] L Bolt Charge: +1 active frames (3 to 4) [reverted back to S1]
[
] Volty Line (V-Skill): non-VT damage -10 (80); adv on hit changed from 0 to +2 (+3 in VT); VT stun -20 (180); airborne from frame 14; added hurtbox around legs while active; expanded hurtbox around legs upwards and forwards while active
[*] V-Reversal: 1f slower startup (16f to 17f); adv on KD decreased from +26 to +16 (-1 after dash vs qr); sends the opponent much farther away
[/list]

THROWS & HIT THROWS
[list]
[] Forward throw: damage -10, stun -50; meter gain decreased
[
] Back throw: adv on KD decreased from +20 to +17 (-1 after dash); stun -20; meter gain decreased
[] Split River (M Bolt Charge > P): damage -20 (70/90 in VT); adv on KD increased from +9 to +18 (+1 after dash vs qr)
[
] Rodeo Break (M Bolt Charge > K): damage -20 (70/90 in VT); adv on KD increased from +17 to +18 (+1 after dash vs qr)
[] Sunset Wheel: 1f faster startup (6f to 15f); base damage +10 (L = 160); meter gain dramatically increased; motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly. In VT: stun +10 (230), adv on KD increased from +13 to +15 (-2 after dash vs qr), distance reduced
[
] EX Sunset Wheel: 1f faster startup (19 to 18f); stun +50 (250/280 in VT); now projectile invincible during frames 1-20; adv on KD increased from +13 to +15 (-2 after dash vs qr); motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly
[/list]

Available tick throws

Spoiler

(frame gap on block/hit)
[list]
[] st. LK > fwd/back throw (2f/1f gap)
[
] cr. LK > fwd/back throw (4f/3f gap, whiffs on hit, very short hitstop on block)
[] cr. MK > fwd/back throw (6f/5f gap)
[
] f+HP > fwd/back throw (7f/1f gap)
[] st. LP > sunset wheel (3f/2f gap)
[
] st. HP > sunset wheel (7f/1f gap)
[] st. LK > sunset wheel
[
] st. MK > sunset wheel (7f/2f gap, whiffs on counter-hit)
[] st. LK, st. MK > sunset wheel (7f/2f gap)
[
] cr. LP > sunset wheel (3f/1f gap)
[] cr. LK > sunset wheel
[
] cr. MK > sunset wheel
[] cr. MK x2 > sunset wheel
[
] f+HP > sunset wheel
[*] st. HP xx EX clap > sunset wheel (2f gap; in VT +7 on block)
[/list]

Video demo here:
https://www.youtube.com/watch?v=PV6tu_a4RSg

Thanks for starting this. I’ll be biting my nails until Tuesday to see if this list turns out to be accurate!

I just took a closer look at her V-Reversal in the beta. Not only the advantage on hit has been greatly nerfed (it was at least +23 or something on quickrise I think, now it’s +16) but it also sends the opponent much farther away. If they backroll they basically go a full screen away from you and you’re not in range for anything after dash, not even st. HK. On quickrise both your EX grab and your f+HP will whiff. It is definitely just a gtfo move right now.
It will be hard for people like me that relied heavily on her V-Reversal to keep momentum to adapt to this change but whatever, I guess I’ll just have to be more careful and not give up my turn so easily.

God I hope these are true buffs for her. She would be completely viable after these changes! The possibilities!!!

Her vreversal is +26 on quick rise now.
So this basically is an indirect buff to those vreversals that strike but don’t knock down (like ken’s and gief’s)

They basically removed all oki off V-Reversals, so yes, only a few characters can continue pressure after that - namely Chun, Ken, Gief and Cammy (since now it doesn’t knock down anymore). What strikes me though is that they also increased the knockback by a lot… there’s almost no reason whatsoever to use it right now other than giving you some breathing room. Like you needed any…

I thought she was gonna lose all her grab oki? How were you supposed to have fun without that?

All the buffs are there in the official list. We in there boys.

Embrace your dark side, because there will be…salt. This character is going to be so hated come next summer.

Official changes from the PDF:

LAURA
Hurtbox:
 Expanded hurtbox when character changes direction
 Changed the hurtbox when character changes direction while crouched
Seoi Throw (Forward throw):
 Decreased damage 130 to 120
 Decreased stun damage 200 to 150
 Decrease CA meter gain
 Changed so the collision box doesn’t move forward during attack motion
Pullback Hold (Reverse grab):
 Increased the recovery on-hit 3F
 Decreased stun damage 170 to 150
 Decreased CA meter gain
 Changed so the collision box doesn’t move forward during attack motion
Standing LK:
 Hurtbox around the hitbox has been expanded forwards and downwards, and decreased
upwards.
Standing MP:
 Hurtbox during 1F - 3F of motion has been expanded forward
Standing MK:
 Changed hitbox startup 6F to 5F
o Entire motion has been shortened 1F
 Changed advantage on-hit +2F to +3F
 Changed advantage on-block -1F to -2F
Standing HP:
 Changed advantage on-hit +3F to +4F
Standing HK:
 Hurtbox during 1F - 7F of motion has been expanded forward
 Hurtbox 2F-1F before hitbox startup has been expanded forward
 Changed advantage on crush counter +17F to +16F
Crouching LP:
 Motion recovery has been changed 7F to 8F
o No changes to advantage on-hit or block
 Increased hitstun on-hit by 1F
o No change to advantage on-hit
Crouching LK:
 Advantage on-block has been changed -2F to +1F
Crouching MP:
 Hurtbox during 1F- 3F of motion has been expanded forward
 Hitbox during 2F of activation has been decreased upwards
Crouching MK:
 Upwards hitbox has been decreased
Crouching HK:
 Decreased damage 100 to 90
Jumping MK:
 Downwards hitbox has been decreased
Dual Crash(Standing MP to Standing MK) :
 Advantage on-hit has been changed +1F to +2F
Twist Barrage (6+HP to HP):
 Hitbox startup has been changed 18F to 17F
 In-air combo limit has been relaxed
V-Skill - Volty Line (Standard/V-Trigger):
 Decreased standard version damage 90 to 80
 Decreased stun damage for V-Trigger version 200 to 180
 Advantage on-hit for standard version has been changed ±0F to +2F
 Advantage on-hit for V-Trigger version has been changed ±0F to +3F
 Added hurtbox around the legs when hitbox is active
 Expanded hurtbox around legs upwards and forwards while hitbox is active
V-Reversal - Double Slap:
 Hitbox startup has been changed 15F to 16F
 Advantage and distance on-hit has been changed
Thunder Clap:
 Decreased CA meter gain on activation
 Increased CA meter gain on-hit and block
o Meter gain increases per level
EX Thunder Clap:
 Increased juggle potential when used in-air combo
 Strengthened limitation on in-air combo when used during in-air combo
L Bolt Charge:
 Extended the hitbox active frames 3F to 4F
M Bolt Charge to Split River (Including V-Trigger):
 Decreased damage for standard version 90 to 70
 Decreased damage for V-Trigger version 110 to 90
 Advantage on-hit has been changed 9F to 18F
M Bolt Charge to Rodeo Break (Including V-Trigger):
 Decreased damage for standard version 90 to 70
 Decreased damage for V-Trigger version 110 to 90
 Advantage on-hit has been changed 17F to 18F
Sunset Wheel (Standard):
 Hitbox startup has been changed 6F to 5F
 Increased damage for standard version by 10 each
o L: 150 to 160、M: 160 to 170、H: 170 to 180
 Increased CA meter gain on activation and hit
 The motion start point has been moved forward when receiving damage or motion is cancelled.
o The position of hitbox, hurtbox, and collision box has been adjusted.
Sunset Wheel (V-Trigger):
 Hitbox startup has been changed 6F to 5F
 2F have been removed from recovery after hit
 Increased stun damage 220 to 230
 Increase CA meter gain on activation and hit
 Decreased distance after hit
 The motion start point has been moved forward when receiving damage or motion is cancelled.
o The position of hitbox, hurtbox, and collision box has been adjusted.
EX Sunset Wheel (Standard/V-Trigger):
 Hitbox startup has been changed 19F to 18F
 2F have been removed from recovery after hit
 Increased stun damage for standard version 200 to 250
 Increased stun damage to V-Trigger version 220 to 280
 Added projective invincibility to hurtbox between 1F -20F during motion
 The motion start point has been moved forward when receiving damage or motion is cancelled.
o The position of hitbox, hurtbox, and collision box has been adjusted.

I am literally crying tears of joy…
God I’m so fucking happy nobody played her in Japan. She got 95% buffs just because of that.

Omg…yall, the command grab is officially 5f. Her overhead with advantage on hit, I…I dont know what to do with myself! God bless us Laura players! Everyone!

Holy shit it’s real

I’m trying to understand the implications of the new EX fireball juggle properties. It looks like there’s more space between the first two hits of the fireball when you hit an airborne opponent. It looks like my old Rose juggle shenanigans (st. HP CC xx EX fireball > H Bolt) now works consistently. I can even do st. HP CC xx EX fireball, st. LP/MP reset and have the opponent land with the fireball still going on. It’s still very specific though since st. HP isn’t really a good AA button.

Wow. Just wow. There are no words. She is going to be a contender this season. I’m looking forward to crushing players with her.

Besides Bison. From bottom tier straight to the top with those changes…

Can anybody tell me what her frame data is on her standing VS on block?

What if you cc a back dash?

I’m in shock. That is all.

Next summer? You mean January.

Urien and Bison will be pretty dominant online as well.

Nope, the two hits still connect immediately.

I updated my first post with the official patch notes.
I’m looking forward tonight for all the new tech we will be able to find!