S2 Laura: Now with 50/50 more grappling fun

There’s no hint at nerfs to anything. I feel they will rather polish the “nerfed” characters who were forced to change playstyle since S2.
Laura is totally working as intended right now as opposite to S1 where she was an incomplete character with half of her moveset being useless.

Pretty much anything you take away from her would put her back in the dumpster. Take away the CR LP -> Bolty line, major nerf. Take away changes from standing LK: major nerf. Set cmd throw to 6 frames: major nerf. Take away standing MK changes: major nerf.

I’m getting frustrated with other players screaming about how difficult she is to fight against, when her game hasn’t changed from S1 beyond her increased combo ability that gives more opportunity for damage.

She isn’t top tier. Top 8 yes, but not top tier. Here is a short list of uphill battles for her:

Guile, Urien, Cammy, Chun-Li (yes still), Ken, Zangief, Karin, and Necalli. Who knows how she is going to stack up against Kolin. Basically anybody who can out-neutral her can give her hell.

More importantly, as soon as peeps figure out that she is the same as last season, its going to become more difficult to win with her.

I just hope Capcom doesn’t go Knee-jerk and nerf her back to the stone-age.

I really hope you are right here. I agree with your sentiment 100%, but Capcom has done some silly stupid things in regards to balance in the past.

Reverting st.MK to its S1 speed would be a nerf I’d be okay with. That button is kinda retarded.

Everything else about her feels like it should, as OceanMachine said. Fireball invincible EX grab makes sense, payoff for landing a very slow and punishable overhead seems logical as well. They might adjust some stun values for some moves since her reset-based gameplay stuns rather quickly but overall I can’t see them going back to a point where she’s just bad again.

Also wonder how Kolin will turn out matchup-wise for Laura. V-Skill being a counter means she can theoretically just do it after every mixup and therefore force Laura to either block the follow-up attack or risk going for (command) throws to beat the counter. Which in turn Kolin could just bait and punish accordingly. Definitely going to spend some time with Giefs new compatriot when she comes out so hopefully I’ll run into a Laura or two.

It all depends on the speed of its startup. Same as gief’s flex and ryu’s parry

5MK is strong, but let’s not pretend it’s some kind of god button. It’s - 2 on block and on normal hit the best you can guarantee is 5LP into LP elbow. Honestly, if they nerf it I think they should just remove the combo but keep the start up and keep the counter hit properties. I don’t really have any sympathy for opponents mashing buttons in that range and it’s the only thing that keeps Laura from being a punching bag and taking grey damage all day long.

As long as the CH combo from st.MK remains intact I’m happy with whatever they do to it.

I can see where you’re coming from but from all her buffs for S2 this is the only one I’d argue it would make sense to tone it back a little. I’d gladly keep it as it is right now though, obviously.

We’ll see. Maybe their balance patch will just be buffing the garbage-tiers for a change.

You’re right. But with the way people are complaining about her, Capcom is going to nerf the hell out of her. Laura, Rog, and Urien are going to drop down several tiers. People just will not tolerate other characters being on the same level as the shoto/dp crowd. I’m calling it now; Akuma will be an absolute beast after the next patch. It’s so weird that all season one the majority of those playing Ken, Ryu, and Cammy said “adapt” and “learn to punish whiffed Dps”, but now they’re telling Laura, Rog, and Urien players that the game needs to be patched immediately and is “broken”.

So uhm, am I the only one having issue with tick throwing after CH? I didn’t remember whiffing my command grab so much after a CH st. LK in S1, probably because it had a slower startup… it’s frustrating to be punished because they’re mashing.

Eh, I think it just maybe getting used to the timing and such due to her adjustments. I had the same issue at the beginning, you legit have to be careful when that CH pops up on screen after certain normals and trying to grab. Plus, her grab range isnt all that, so it adds a bit of precaution. Although honestly if I score a CH, I just combo really to make them spazz to put them in an even worse position.

Yeah, it’s just annoying that you have yet another CH to care about. It wouldn’t be an issue if you didn’t have to be tight both to confirm links and to beat mashers with grabs.

It’s been happening to me a lot as well. Super annoying. Even worse is when stops blocking long enough to get hit by st. lk/st. lp. I swear some are doing it intentionally now.

My 37 year old brain is killing me. CH?

And I forgot that last night was patch night. Ended up drilling for two ours straight, working on cancels and using her EX fireballs into mixups. I’m really bad at them.

CH = Counter Hit

Oh DUH. And to answer your question I thought it was just me.

No patch yesterday btw, just regular server maintenance.

So, a few months in, one major change in my game in season 2 is that I’m finding that I rarely V-reversal anymore. I can admit that in season 1 I was too lazy to learn much of the v-trigger-specific stuff and I basically used the meter for constant v-reversal outside of an occasional 5MP >5MK>trigger confirm. Now I use trigger all the time, even raw occasionally. With the increased pushback and recovery, there’s almost no reason to v-reversal anymore (aegis reflector being an obvious exception in my opinion) but the more I think about it, this is the way Laura was always meant to be played. I’m just curious if anyone else uses that strategy. Question: If you do v reversal, which characters/moves/situations do you find it necessary? Secondly, I know there aren’t any plus oki options but anyone have a setup or gimmick they’ve used following a successful v-reversal? I mostly just send out a fully charged clap.

I think her vreversal is just heavily character dependent. Characters like Urien (no explanation needed), Chun, Karin, Cammy, Mika (when she tries to pop her VT from her heavy attacks) and Bison (better just to pop it and get him away from you) are must haves usually to get them away from you, plus its added range is a big benefit.

Honestly the biggest use Ive gotten out of going for a VTrigger is using her target combo and then following up with sunset wheel. Alot of players will just sit there before it even registers to them what happened. Ive closed many rounds out doing that. With DP characters alot will try to invincible reversal out of the trigger, but its just a good read on your part that can easily close out the round.

Now I have pulled some stunts before on the likes of such as Ryu using a CA and VReversaling out of that so you can run in on him. And Zangiefs spin pull thingy to get him away from you.

As far as what to do afterwards, eh, I dont really think she can follow up too much. But its not a bad thing, the point is to get them away from her. As you said, charged claps are a good thing to protect yourself walking foward.

I miss playing. I need my PS4 back! cries in fetal position on the floor

I confess I still didn’t really integrate VT to my gameplan. While V-Reversal can’t be used aggressively like before it is a very good GTFO move when you’re under pressure. V-Reversal into EX bolt shuts down pretty much any non-projectile invincible approach in the game.
In general, either I’m winning and I won’t get to fill my V-meter, either I’m so much under pressure it’s hard to find a moment where I can stick out a button and VTC. And I’m also too lazy to learn two different sets of setups depending if V-Trigger is on or off lol.

Yeah but it is a good way for you to mess up the other person too. Something like using EX Clap to st.hp to VSF versus st.hp to VSF in VTrigger can yield two different resulting cross unders.

How do you guys think the Kolin matchup will be?