S2 Laura: Now with 50/50 more grappling fun

I agree with this. Caught me off guard on day one but tonight I was HP Bolting demon flipping Akuma’s left and right. He has solid tools but his health makes it almost a non-issue. I feel like he’s almost forced to ex DP because he can’t afford to get hit but if you bait one, he’s basically done. Catch 22.

Laura players are downplaying much lol.

Most high ranking Laura users agree she is vastly better and a shoein for top 8 at worse. Why is some of y’all acting like she doesn’t get busy???

Were we worried about losing the back throw loop? Either the people I’m playing aren’t ready, or it definitely still works.

It’s the former. Back throw loop is gone. Laura’s -1 after dashing forward.

God it’s so fun watching shotos waste their meter on desperate EX DPs. I don’t even care if I get hit anymore because it’s still a win scenario in my book.

Definitely my favorite change in Season 2. Her buffs are great for sure but the don’t really change matchups that much. The DP nerf on the other hand does.

His fireballs seem to me to be really slow, too. I seem to be able to react to them pretty easily with EX Command Throw, even without going into training mode or ever seeing an Akuma before lol.

[quote=“musiqzuki, post:56, topic:181648”]

Thanks. Learn something new everyday.

Check out this Volty Line loop! It combos into cr.MP on meaty.

[/quote]

hooow do i do this? my volty line is always too early

edit: oh duh, delay mp a bit…

Has anyone said anything about how drastically buffed the range on all of her command throws are? It’s amazing! It’s not Gief levels but it’s seriously better than before. And they only get better in v trigger!

I need to explore this more, I’ve only been using season 1 setups that are point blank or just about. Any you recommend?

Are you sure the range has increased? Isn’t it rather because it starts one frame earlier (meaning it will catch people when you’re closer to you) and many normals have lower pushback (see st. LK that you couldn’t tick throw into a regular grab in S1)?

The range has definitely increased. You can be much further away and still scoop. A setup that I’ve been using that has been catching people off guard is CH st mk, cr mp, ex thunder clap, cr mp, micro step forward, any strength command grab. This used to not work at all in season 1 because of startup and range. Especially if you wanted to use her roundhouse command throw.

I didn’t try that setup, but maybe the changes in the EX fireball juggle properties are to be taken into account? The changes to command grab hitboxes mentioned in the patch notes are cryptic at best.

I definitely think they increased the range. Hitting her light command grab seems much easier spacial wise in comparison to how close you had to be in S1.

Btw someone should go and tell the Akuma board that spamming air fireballs does not make the Laura match up easier for them. #voltylinesetups

I gotta start rushing Cammy down more. Im still in the mindset she has her meterless dp and letting things go unpunished. Homegirl seems to have gotten some better normals though which is aggravating.

I was wondering… since now the TC MP > MK is +2 on hit, isn’t it also viable as a mixup tool now? I will soon be too drunk to test but I guess the MK still puts you into range for the command grab.

edit: I checked and it works. Both st. MP > st. MK and CH st. LK > st. MP > st. MK leave you into range for the command grab.

sLK, crLK, crLPxxlp bolt seems pretty strong it combos on hit and a lot of people will hold up if they manage to block the sLK getting hit low after.
Side note it’s sad how crLK, crLPxxlp bolt is pretty much an infinite in the majority of matches I play with Laura nobody wants to block lol

You’re lucky, I’m fighting an endless amount of turtles right now. Turtles that will suddenly think it’s a good idea to mash jabs through my frame traps lol

Have you guys ever had a chance to use cr. LK? People stay SO far from me right now I can’t hit the button unless I got a KD.
Also I still need time to adapt to the new command grab startup. I whiffed so many times just because I scored a hit/CH and my opponent was still in hitstun.

Can some post the frame data of Laura after her throws. 4/6 HP doesn’t seems to work after forward throw. Character with good walk speed just back and it misses. Also people can back dash it.

I think OceanMachine posted that in the help for new Lauras forum.

Fwd Throw: 0
Back Throw: -1
QCF Mp Elbow: +1
Sunset Wheel: -4

EX/VT Sunset Wheel: -2
H Bolt: 0
It’s in the first post btw
It doesn’t work probably because f+HP is 1f faster now.