S2 Laura: Now with 50/50 more grappling fun

Can confirm. Note though this does not mean you can do 2MP > EX Fireball > Command Throw and get it off every time the opponent doesn’t have EX for a DP; they can still jump or backdash out of it.

It does make for crazy blockstrings though, like 2MP > EX Bolt > 2HP.

I think you missed the 80 other buffs…

Seems like her st.lp, st.hp, lp elbow, and st.hk will be her go to meaties. Using her command grab, you can shift a tad bit forward and get them with either st.hp or hk to score a CH. Using rodeo break you can dash up and use st.lp and get a CH. Same with her forward throw. Back throw, eh?

I know I said it before…but the 5f command grab…

I was so used to the shitty oki after Split River that I now just whiff st. RHs all day. Gonna take a while to stop going autopilot.

btw I’m… actually liking the new V-Reversal. It really works as a proper GTFO button against oppressive characters like Rog or Urien as it sends them all the way back to the opposite corner. We basically got Chun’s EX SBK now.

Yeah I had that problem, too, lol. Dash up jab feels so cheap but it’s what we got lol.

I know it’s only been a few hours but I don’t think Laura will be the new Mika. She’s gotten better but the general nerfs to throw loops and v-reversal make her a little less scary and she still doesn’t have nearly as many ways in as s.1 Mika had. JMHO. I rarely had a chance to test out the new combos with Cr. LP and St. MK. Gonna have to remember to work those in.

Wrecked several Akuma’s and boy is it funny how quickly he dies! I know people are figuring him out but I don’t think we have too much to worry about. knocks on wood

Cammy still has great wakeup pressure and I’m guessing some of her normals have less pushback because I couldn’t interrupt like I used to. Gonna have to study that.

st mk, 5 frame command grab and + on hit overhead feels really, really good. Don’t even get me started on the dp nerfs lol.

Laura lost back throw loops which is unfortunate but she’s gained new and more damaging loops. She can loop EX Sunset Wheel into itself and in V-Trigger, she can follow up meterless Sunset Wheel with the EX version as well. It also should be easier than ever to get away with unsafe meterless Sunset Wheel “loops” in V-Trigger now. After VT Sunset Wheel knockdown, the threat of eating a meaty LP Bolt Charge into cr.MP xx MP Bolt Charge for 243 damage and 425 stun because of a jump or backdash attempt ought to scare everyone but the most skittish of players into blocking.

The buff to cr.LP is great because it allows Laura to combo cr.LK, cr.LP xx LP Bolt Charge. The positioning leaves you close enough to loop that same combo if your opponent tries to press buttons or jump.

St.MK is going to be a fun normal to explore. On normal hit, it doesn’t really offer much (St.MK -> st.LP xx Bolt Charge does a paltry 135 damage and 243 stun) but on counter-hit, it can confirm into itself or cr.MP. It’s got significantly less pushback than cr.MP so it’s great for setting up 3f frame trap conversions that didn’t exist before. For example, if you wanted to catch people mashing 3f buttons after hit LP Bolt Charge, you’d either have to do CH st.LP/st.LK into cr.MP xx MP Bolt Charge or raw cr.MP xx VT into followup to get any significant damage. Now you can do CH st.MK into cr.MP xx MP Bolt Charge or CH st.MK -> st.MK xx VT. The only downside is that if st.MK is blocked, you lose your turn. It’s a low risk option because st.MK pushes back far enough on block to put you outside of the range of reversal throw and low-hitting lights. You can just walk back to safety and your opponent will have to risk doing a slower move to punish.

Haven’t played a real match so far but I like some of her new confirms. Being able to link LP/LK after HP is really good and so is the cr.LK, cr.LP -> l. Bolt Charge of course.

One thing I don’t like is how they want you to go for grabs more. At least that’s what I think they do since all her strike specials have lower damage now while her grabs have been buffed. I just don’t like gogn for command grabs in this game because everyone holds up all the time. But I guess that’s where her new combos come into play to force the opponent to block. We’ll see how it goes, I’l hop online for a bit later today.

Fairly certain this was a sweeping change and all characters had a bunch of damage reductions.

St.HP used to be +3 on hit so it could always link into st.LP. The new st.LK doesn’t change anything. What’s sick about st.HP now is that due to the increased frame advantage (+3 > +4), if you hit on the second or third active frames, you can link into cr.MP. Before you could only link cr.MP if you hit on the third active frame. In the corner, you can do forward throw, take a tiny step forward, then hit them with a meaty st.HP. Once you condition your opponent to block, you can walk forward even more and then scoop them up with LK Sunset Wheel.

Also, the nerfs on her Bolt Charge followups were to compensate for the buffs to their frame advantage. Now she gets a free dash forward into +1 after both punch and kick followups. I don’t think Capcom necessarily want you to go for more grabs, though they are extremely rewarding now.

Scrubbing Scrubenheimer here. Played a lot last night. Laura is more dangerous, her pressure is crazy now, and low lp to bolt really catches folks off guard.

Standing VT on hit is a pleasure now. You don’t have to worry about being slapped for using it even on hit anymore. Combine that with her other buffs and you have the other player freaking out over you getting in close.

Side note, I have not been able to use her ex grab through a fireball yet. Plus whiffing and getting hit on that is instant crush counter.

Oh yeah, Ryu and Ken lost their teeth. They are now forced to play keep away from Laura the entire match. Good m times. Juri is surprisingly more effective.

Take all this with a grain of salt, I’m far from pro, I finally rolled over 300 wins and got into gold, only to end up 3 points away from gold again.

I agree she isn’t really top tier. Her gameplan looks basically the same and she has the same ways to get in (except EX grab, but you have to be pretty close to catch the opponent), it’s just the reward for getting in that is better.
I still have to get used to the cr. LK/LP and command grab buffs, her close range game feels so fast now lol.

One thing I don’t like is that you can’t tick throw after L Bolt. An instant 50/50 is not bad for sure, but being able to jab and grab would be neat to swat people who are holding up.

Have someone already found some setups to get a meaty cr. LK if they don’t quickrise? I’ve noticed an increased tendency in delaying the wake-up to fuck up my meaty timing.

love st HP/cr LK to CA.

Laura S2 is really better than S1 , but against real Top tier , i think she will die in the same way.

Can someone explain how VT Volty Line can combo into st.lp?
Since it is +3F on hit, doesn’t the st.LP which has a startup of 3F allow the opponent to block?

+3 on hit means precisely that everything that is 3 frames or less can be linked from it… a move with 3 frames of startup will be active on frame 3, meaning it will connect while the opponent is still in hitstun.

Thanks. Learn something new everyday.

Check out this Volty Line loop! It combos into cr.MP on meaty.
https://www.youtube.com/watch?v=9mzWnQZnOts

Yes, that’s the setup DaFeetLee was talking about the other day. Of course it isn’t a true loop since it requires the opponent to be crouch blocking or not blocking at all.
I was trying to find a way to maximize the stun with this loop. I tried this combo:

st. MP, st. MK xx VTC, cr. HP xx EX fb, dash, cr. MP (reset) xx VS, cr. HP xx EX fb, H Bolt

It does about 600 dmg and ALMOST 1000 stun. I dunno what to replace to add those 50 more stun that would allow you to beat at least 1000 health characters.

St.LK is an option if you want to combo into EX Bolt Charge. There aren’t many situations in which you would want to use her meter that way but it’s still good to keep in mind.
Good stuff on the st.HP though, gotta learn those meaty timings then I guess, that seems kinda nuts.

V-Reversal took me some time to get used to. Recovery on hit is awful, she’s still doing an animation when before I already started doing something new. Definitely a pure get-off-me move now which isn’t bad but it felt weird at first.

With the f+HP juggle buff she can juggle with EX clap on hit now. So you can connect f+HP, HP qcb+PP qcf+HP in the corner normally or anywhere when in VT, adds a little more to her post-stun combo b&b.

But thats perfect. If you stun on that reset then you’ll scale the damage heavily. Take the mixup on the knockdown, stun em and its pretty much guaranteed death