Street Fighter V/Laura: Difference between revisions

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|vt1=900
|vt1=900
|vt2=600
|vt2=600
|movef=4
|movef=0.04
|moveb=3.2
|moveb=0.032
|dashf=17
|dashf=17
|dashb=21
|dashb=21
|dashfd=127.7
|dashfd=1.277
|dashbd=108
|dashbd=1.08
|dashch=3-11
|dashch=3-11
|jumpb=46 (4+38+4)
|jumpb=46 (4+38+4)
|jumpn=46 (4+38+4)
|jumpn=46 (4+38+4)
|jumpf=45 (3+38+4)
|jumpf=45 (3+38+4)
|jumpbd=182.4
|jumpbd=1.824
|jumpfd=212.8
|jumpfd=2.128
|throwh=0.41
|throwh=0.41
|throwr=0.85
|throwr=0.85
Line 1,620: Line 1,620:
* Can be performed with 1F shorter duration (20F) if buffered into during the 5F buffer window of SFV (and having already released the MP+MK buttons before the move starts)
* Can be performed with 1F shorter duration (20F) if buffered into during the 5F buffer window of SFV (and having already released the MP+MK buttons before the move starts)
* Increased distance during V-Trigger
* Increased distance during V-Trigger
* Smaller height hurtbox during this dash
* Crouch sized hurtbox during this dash
* Counter-hit state on frames 1-17
* Counter-hit state on frames 1-17
* Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
* Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1

Revision as of 01:41, 14 March 2021

Introduction

About Laura

Hailing from Brazil and sister to Sean, Laura seeks to promote her fighting Matsuda Jiu-Jitsu style and grow her Matsuda dojo. She travels the world seeking strong fighters to train with and join her dojo.

With her command grabs, EX Thunder Clap, and dashes Laura is one of the scariest mix up characters in the game. Unique to most grapplers is her Thunder Clap, a short ranged projectile that can be charged for extra hits and travel a further distance; the EX version can travel nearly full screen and causes a juggle on hit. Against slower characters this can let her control space and walk the opponent down, though it's too slow to be used like a Hadoken or similar moves. Once she is in close, she can create incredibly scary high/low/command grab left/right mixups with her V-Skill 1 or 2 and EX Thunder Clap. This can quickly lead to stuns where she has some of the highest damage combos in the game, or death for the opponent. While her buttons are not the longest range, many such as stand LK and 2MP have great priority that can make counter poking effective and lead into Bolt Charge and lets her start her mixups. Her EX Bolt Charge is a far reaching armored move that can quickly power through projectiles and ranged attack, and having a 3f jab with good range and 4f stand LK with long range and great priority can help her get out of pressure. However her walk speed is a bit below average and buttons can be slow recovery, meaning footsie characters such as Chun-Li or Kolin can be difficult to get in on and start mixing, and to use her most effectively takes time to learn her various setups.

Final Patch

Players to Watch

  • Haitani
  • iDom
Laura
SFV-Laura Portrait.jpg
Vitals
Life Points 1025
Stun Points 1000
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 0.04
Backward Walk Speed 0.032
Forward Dash Speed 17
Backward Dash Speed 21
Forward Dash Distance 1.277
Backward Dash Distance 1.08
Backdash CH Frames 3-11
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.41
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Laura 5LP.png
Startup Active Recovery Hit
3 2 9 3
Damage Stun Attack Block
30 70 H 1
Stand MP
Stand MP
5MP
SFV Laura 5MP.png
Startup Active Recovery Hit
6 5 11 4
Damage Stun Attack Block
60 100 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Slightly smaller head hurtbox on frames 1-16
  • Laura steps forward before active frames begin (keep it in mind that when anti-airing with this)
Stand HP
Stand HP
5HP
SFV Laura 5HP.png
Startup Active Recovery Hit
8 3 18 4
Damage Stun Attack Block
80 150 H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • +13 when canceled into forward V-Skill after Crush Counter
  • +7 when canceled into backwards V-Skill after Crush Counter
  • +4 when canceled into backwards->forward V-Skill after Crush Counter
  • Cancel window starts after active frames (which means meaty v-skill cancels are more advantageous)
Stand LK
Stand LK
5LK
SFV Laura 5LK.png
Startup Active Recovery Hit
4 3 9 4
Damage Stun Attack Block
30 70 H 3
Stand MK
Stand MK
5MK
SFV Laura 5MK.png
Startup Active Recovery Hit
7 4 14 4
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vs1 vs2 vt1 vt2
  • -2 oB infinite blockstring pressure (sarcasm)
Stand HK
Stand HK
5HK
SFV Laura 5HK.png
Startup Active Recovery Hit
12 3 19 1
Damage Stun Attack Block
90 150 H -4
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
Crouch LP
Crouch LP
2LP
SFV Laura 2LP.png
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into cr.LP / cr.LK
Crouch MP
Crouch MP
2MP
SFV Laura 2MP.png
Startup Active Recovery Hit
5 2 15 3
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Decent cancel window (16F reaction)
  • Similar in use to cr.HP but trades range for speed
Crouch HP
Crouch HP
2HP
SFV Laura 2HP.png
Startup Active Recovery Hit
7 4 17 2
Damage Stun Attack Block
90 150 H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Fantastic whiff punish tool
  • V-Skill cancel execute on the last active frame (which means meaty v-skill cancels are more advantageous)
Crouch LK
Crouch LK
2LK
SFV Laura 2LK.png
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Laura 2MK.png
Startup Active Recovery Hit
7 3 13 2
Damage Stun Attack Block
50 100 L -1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Pretty good cancel window (17F reaction)
Crouch HK
Crouch HK
2HK
SFV Laura 2HK.png
Startup Active Recovery Hit
9 3 20(22) KD
Damage Stun Attack Block
90 150 L -14
  • Cancel options: vt1 vt2
  • 2 extra recovery frames (22) on block and whiff
Jump LP
Startup Active Recovery Hit
3 5 - 8(9)
Damage Stun Attack Block
40 70 M 5(6)
  • Cancel options: -
  • Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
Jump MP
Startup Active Recovery Hit
4 3 - 12
Damage Stun Attack Block
60 100 M 9
  • Cancel options: -
  • Hits above Laura (decent air-to-air)
  • Has no hurtbox extension whatsoever
  • Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
Jump HP
Startup Active Recovery Hit
7 5 - 11(15)
Damage Stun Attack Block
90 150 M 8(12)
  • Cancel options: -
  • Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
  • Laura's bottom hurtboxes pull up a little bit on frame 7 and onward
Jump LK
Startup Active Recovery Hit
4 10 - 5(9)
Damage Stun Attack Block
40 70 M 2(6)
  • Cancel options: -
  • Can cross up
Jump MK
Startup Active Recovery Hit
5 7 - 8(12)
Damage Stun Attack Block
60 100 M 5(9)
  • Cancel options: -
  • Can cross up
  • Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
Jump HK
Startup Active Recovery Hit
5 6 - 11(15)
Damage Stun Attack Block
90 150 M 8(12)
  • Cancel options: -
  • Very fast startup for a heavy jump-in
  • Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
  • Laura's bottom hurtboxes pull up a little bit on frame 5 and onward
  • Laura's been watching too much Keijo!!!!!!!!

Command Normals

Step Elbow
Step Elbow
6HP
SFV Laura 6HP.png
Startup Active Recovery Hit
17 2 17 4
Damage Stun Attack Block
80 120 H -2

Target Combos

Twist Barrage
Twist Barrage
6HP > 5HP
SFV Laura 6HP 5HP.png
Startup Active Recovery Hit
17+9 3 21 KD
Damage Stun Attack Block
54 90 H*H -8
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Launches grounded opponents into a free juggle state
  • Cancelable into any special / v-skill on hit (except for the Sunset Wheel grabs)
Dual Crash
Dual Crash
5MP > 5MK
SFV Laura 5MP 5MK.png
Startup Active Recovery Hit
6+7 3 18 KD
Damage Stun Attack Block
60*54 (114) 100*90 (190) H*H -6
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Launches grounded opponents into a limited juggle state
  • Cancelable into any special / v-skill on hit (except for the Sunset Wheel grabs)

Throws

Seoi Throw
Seoi Throw
Throw
LPLK
SFV Laura LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
Pullback Hold
Pullback Hold
Back Throw
4LPLK
SFV Laura 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD

Special Moves

LP Bolt Charge
LP Bolt Charge
236LP
SFV Laura 236LP.png
Normal
SFV Laura 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 18 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: -
  • Combos into from lights and leaves Laura up close on hit for a +2 mixup (great pressure tool)
  • Juggle Limit / Increase / Start: 5 / 2 / 2
V-Trigger 1 Startup Active Recovery Hit
12 3 18 2
Damage Stun Attack Block
70 150 H -2
  • Cancel options: su
  • +10 damage and +50 stun during V-Trigger 1
  • Cancels into Super (Critical Art) on hit / block
  • Combos into from lights and leaves Laura up close on hit for a +2 mixup (great pressure tool)
  • Juggle Limit / Increase / Start: 5 / 2 / 2
MP Bolt Charge
MP Bolt Charge
236MP
SFV Laura 236MP.png
Normal
SFV Laura 236MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
60 50 H -7
  • Cancel options: -
  • Can cancel into the Split River / Rodeo Break follow-ups on hit only
  • Juggle Limit / Increase / Start: 0 / 0 / 2 (Only +1 Juggle Start on airborne)
V-Trigger 1 Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
70 100 H -7
  • Cancel options: -
  • +10 damage and +50 stun during V-Trigger 1
  • Can cancel into the Split River / Rodeo Break follow-ups on hit only
  • Juggle Limit / Increase / Start: 0 / 0 / 2 (Only +1 Juggle Start on airborne)
HP Bolt Charge
HP Bolt Charge
236HP
SFV Laura 236HP.png
Normal
SFV Laura 236HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 8 17+13 KD
Damage Stun Attack Block
60*90 50*150 H -
  • Cancel options: -
  • Upper body invincible on frames 1-11
  • Airborne on frames 7-31
  • Juggle Limit: 3
V-Trigger 1 Startup Active Recovery Hit
7 8 17+13 KD
Damage Stun Attack Block
70*110 (180) 100*150 (250) H -
  • Cancel options: -
  • +10 damage and +50 stun during V-Trigger 1
  • Upper body invincible on frames 1-11
  • Airborne on frames 7-31
  • Juggle Limit: 3
EX Bolt Charge
EX Bolt Charge
236PP
SFV Laura 236PP.png
Normal
SFV Laura 236PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 22 0
Damage Stun Attack Block
80 50 H -17
  • Cancel options: -
  • One hit of armor on frames 3-14
  • Can cancel into the Split River / Rodeo Break follow-ups on hit only
V-Trigger 1 Startup Active Recovery Hit
12 3 22 0
Damage Stun Attack Block
90 100 H -17
  • Cancel options: -
  • +10 damage and +50 stun during V-Trigger 1
  • One hit of armor on frames 3-14
  • Can cancel into the Split River / Rodeo Break follow-ups on hit only
Split River
Split River
236MP > P
SFV Laura 236MP P.png
Normal
SFV Laura 236MP P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
63 135 H -
  • Cancel options: -
  • Switches side with the opponent
  • Denies back-roll (Throw)
  • +1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
V-Trigger 1 Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
81 135 H -
  • Cancel options: -
  • +18 damage during V-Trigger 1
  • Switches side with the opponent
  • Denies back-roll (Throw)
  • +1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
Rodeo Break
Rodeo Break
236MP > K
SFV Laura 236MP K.png
Normal
SFV Laura 236MP K vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
63 135 H -
  • Cancel options: -
  • Stays on same side of the opponent
  • Denies back-roll (Throw)
  • +1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
V-Trigger 1 Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
81 135 H -
  • Cancel options: -
  • +18 damage during V-Trigger 1
  • Stays on same side of the opponent
  • Denies back-roll (Throw)
  • +1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
Thunder Clap Lvl 1
Thunder Clap Lvl 1
214P
Normal Startup Active Recovery Hit
19 40 26 2
Damage Stun Attack Block
60 60 H -5
  • Cancel options: su vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 1-hit Projectile (Lvl 1 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 45 frames (Lvl 1 Thunder Claps)
  • Can cancel into V-Skill 1 and 2 during V-Trigger 1
  • Juggle Limit / Increase / Start: 0 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
19 80 28 2
Damage Stun Attack Block
60 60 H -5
  • Cancel options: su vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • 1-hit Projectile (Lvl 1 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 80 frames (double the duration of non-V-Trigger Lvl 1 Thunder Claps)
  • Juggle Limit / Increase / Start: 0 / 1 /1
Thunder Clap Lvl 2
Thunder Clap Lvl 2
214P (brief-hold)
Normal Startup Active Recovery Hit
36 80 25 11
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 2
  • Cancel options: su vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile (Lvl 2 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 80 frames (Lvl 2 Thunder Claps)
  • Can cancel into V-Skill 1 and 2 during V-Trigger 1
  • Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*1
V-Trigger 1 Startup Active Recovery Hit
25 80 27 11
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 2
  • Cancel options: su vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile (Lvl 2 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 80 frames (Lvl 2 Thunder Claps)
  • Startup reduced from 41 -> 26 in this V-Trigger 1 version
  • V-Skill cancel data is less advantageous (+4 on hit) if only the first hit of the projectile hits when canceled (like when performed mid-screen)
  • Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*1
Thunder Clap Lvl 3
Thunder Clap Lvl 3
214P (hold)
Normal Startup Active Recovery Hit
70 100 13 31
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 18
  • Cancel options: su vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 3-hit Projectile (Lvl 3 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 100 frames (Lvl 3 Thunder Claps)
  • Can cancel into V-Skill 1 and 2 during V-Trigger 1
  • Juggle Limit / Increase / Start: 0*0*0 / 0*0*1 / 0*0*1
V-Trigger 1 Startup Active Recovery Hit
40 100 13 31
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 18
  • Cancel options: su vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • 3-hit Projectile (Lvl 3 Thunder Claps)
  • Speed and reach of projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile Speed: 0.05
  • MP Projectile Speed: 0.15
  • HP Projectile Speed: 0.27
  • Projectile persists for 100 frames (Lvl 3 Thunder Claps)
  • Startup reduced from 70 -> 40 in this V-Trigger 1 version
  • V-Skill cancel data is less advantageous (+4/+3) if only the first hit of the projectile connects when canceled (like when performed mid-screen)
  • Juggle Limit / Increase / Start: 0*0*0 / 0*0*1 / 0*0*1
LPMP Thunder Clap
LPMP Thunder Clap
214LPMP
SFV Laura 214LPMP.png
Normal
SFV Laura 214LPMP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 40 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Cancel options: vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile
  • Projectile Speed: 0.06
  • Projectile persists for 40 frames
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • Can cancel into V-Skill 1 and 2 during V-Trigger 1
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
V-Trigger 1 Startup Active Recovery Hit
17 80 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Cancel options: vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • Projectile persists for 80 frames (double the normal LPMP Fireball duration in this V-Trigger 1 version)
  • 2-hit Projectile
  • Projectile Speed: 0.16
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
LPHP Thunder Clap
LPHP Thunder Clap
214LPHP
SFV Laura 214LPHP.png
Normal
SFV Laura 214LPHP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 170 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Cancel options: vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile
  • Projectile Speed: 0.16
  • Projectile persists for 170 frames
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • Can cancel into V-Skill 1 and 2 during V-Trigger 1
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
V-Trigger 1 Startup Active Recovery Hit
17 190 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Cancel options: vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • Projectile persists for 190 frames (20 extra frames duration in this V-Trigger 1 version)
  • 2-hit Projectile
  • Projectile Speed: 0.28
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
MPHP Thunder Clap
MPHP Thunder Clap
214MPHP
SFV Laura 214MPHP.png
Normal
SFV Laura 214MPHP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 170 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Cancel options: vs1 vs2 vt1 vt2
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile
  • Projectile Speed: 0.28
  • Projectile persists for 170 frames
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
V-Trigger 1 Startup Active Recovery Hit
17 190 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Cancel options: vs1 vs2
  • Projectile immediately disappears if Laura is successfully hit
  • Projectile persists for 190 frames (20 extra frames duration in this V-Trigger 1 version)
  • 2-hit Projectile
  • Projectile Speed: 0.06
  • Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP)
  • Launches opponent on hit into a limited juggle state (Juggle Start: +1)
  • On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
  • V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
  • Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
LK Sunset Wheel
LK Sunset Wheel
63214LK
Normal Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
70*90 (160) 100*100 (200) T KD
  • Cancel options: -
  • Throw Distance: 1.23
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
  • 4F slower start-up than MK/HK version but has more range
V-Trigger 1 Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*130 (230) T KD
  • Cancel options: -
  • Increased range of about 10% during V-Trigger 1
  • +1 KDA during V-Trigger 1
  • Throw Distance: 1.38
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
  • 4F slower start-up than MK/HK version but has more range
MK Sunset Wheel
MK Sunset Wheel
63214MK
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
70*110 (180) 100*100 (200) T KD
  • Cancel options: -
  • Throw Distance: 1.11
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
V-Trigger 1 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
80*120 (200) 100*130 (230) T KD
  • Cancel options: -
  • Increased range of about 10% during V-Trigger 1
  • +1 KDA during V-Trigger 1
  • Throw Distance: 1.26
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
HK Sunset Wheel
HK Sunset Wheel
63214HK
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
70*120 (190) 100*100 (200) T KD
  • Cancel options: -
  • Throw Distance: 0.91
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
V-Trigger 1 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
80*130 (210) 100*130 (230) T KD
  • Cancel options: -
  • Increased range of about 10% during V-Trigger 1
  • +1 KDA during V-Trigger 1
  • Throw Distance: 1.06
  • Denies back-roll (Throw)
  • Cannot cancel into this from normals or back+V-Skill
EX Sunset Wheel
EX Sunset Wheel
63214KK
SFV Laura 63214KK.png
Normal
SFV Laura 63214KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
18 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*150 (250) T KD
  • Cancel options: -
  • Moves forward before grabbing
  • Projectile Invincible on frames 1-20
  • Can't cancel into from normal attacks or back V-Skill
V-Trigger 1 Startup Active Recovery Hit
18 2 60 KD
Damage Stun Attack Block
80*130 (210) 130*150 (280) T KD
  • Cancel options: -
  • Increased range during V-Trigger 1
  • Moves forward before grabbing
  • Projectile Invincible on frames 1-20
  • Can't cancel into from normal attacks or back V-Skill

Critical Arts

Inazuma Spin Hold
Inazuma Spin Hold
236236K
Normal Startup Active Recovery Hit
4 2 52 KD
Damage Stun Attack Block
350 0 T KD
  • Cancel options: -
  • Full invincible on frame 1-5
  • All brazillian characters must form a ball and spin while causing electricity
V-Trigger 1 Startup Active Recovery Hit
4 2 52 KD
Damage Stun Attack Block
370 0 T KD
  • Cancel options: -
  • Full invincible on frame 1-5
  • Bonus 20 damage

Taunts

Taunt
Taunt
5PPPKKK
SFV Laura 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Volty Line
Volty Line
MPMK (VS1)
SFV Laura MPMK (VS1).png
Normal
SFV Laura MPMK (VS1) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
20 6 22 2
Damage Stun Attack Block
70 130 M -7
  • Cancel options: -
  • Overhead
  • First 2 active frames can only hit airborne targets and then hits grounded opponents on 22nd frame (+5/-4 on last active frame)
  • Airborne on frames 20-22
  • First active frame can hit cross-up (behind Laura)
  • Builds 100/50 V-Gauge on hit/block
  • Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
V-Trigger 1 Startup Active Recovery Hit
20 6 21 4
Damage Stun Attack Block
90 160 M -6
  • Cancel options: -
  • Overhead
  • +20 damage and +30 stun during V-Trigger 1
  • First 2 active frames can only hit airborne targets and then hits grounded opponents on 22nd frame (+7/-3 on last active frame)
  • Airborne on frames 20-24
  • First active frame can hit cross-up (behind Laura)
  • Spends 1500 V-Timer (50% V-Timer) when canceling into any versions of Laura's V-Skill from Thunder Claps during V-Trigger 1
Linear Movement Avante
Linear Movement Avante
6MPMK (VS1)
SFV Laura 6MPMK (VS1).png
Startup Active Recovery Hit
- - 21(20) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 21 frames total when used standalone, but 18 frames when canceled from LM:E (backwards V-Skill)
  • Can be performed with 1F shorter duration (20F) if buffered into during the 5F buffer window of SFV (and having already released the MP+MK buttons before the move starts)
  • Increased distance during V-Trigger
  • Crouch sized hurtbox during this dash
  • Counter-hit state on frames 1-17
  • Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
Linear Movement Equiva
Linear Movement Equiva
4MPMK (VS1)
SFV Laura 4MPMK (VS1).png
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Frames 15-26 can be canceled into Specials / Super / V-Skill 1 follow-ups
  • Increased distance during V-Trigger
  • Counter-hit state on frames 1-25
  • Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
Linear Movement Finta
Linear Movement Finta
4MPMK (VS1) > MPMK
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Dashes back -> forward
  • Cannot cancel into anything during this forward dash follow-up
  • Counter-Hit state for entire duration of the forward dash (frames 1-16)

V-Skill 2

Volty Sprink
Volty Sprink
MPMK (VS2)
SFV Laura MPMK (VS2).png
Startup Active Recovery Hit
11 2 25+14 KD
Damage Stun Attack Block
60 100 H -
  • Cancel options: -
  • Initial Leap attack can only hit airborne opponents
  • Airborne on frames 9-37
  • Variable KDA
  • KDA after Target Combos xx V-Skill 2 > P: +104/45/50 (1 less KDA if you use LP Fireball after MP>MK xx V-Skill 2)
  • Cancels into Thunder Spike (Air Projectile) or Heavy Heel (Air Kick) follow-ups on frames 19-24
  • Initial Leap attack builds 50 V-Gauge on Hit
  • Juggle Limit / Increase / Start: 2 / 2 / 2
Thunder Spike
Thunder Spike
MPMK (VS2) > P
SFV Laura MPMK (VS2) P.png
Normal
SFV Laura MPMK (VS2) P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
19+13 - air+10 -
Damage Stun Attack Block
60 60 H -
  • Cancel options: -
  • Projectile immediately disappears if Laura is successfully hit
  • 1-hit Projectile
  • Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
  • MP Projectile persists for 55 frames (travels medium distance)
  • HP Projectile persists for 80 frames (travels furthest distance)
  • Very variable frame advantage on grounded opponents
  • Builds 50/25 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 10 / 1 / 1
V-Trigger 1 Startup Active Recovery Hit
19+14 - air+10 -
Damage Stun Attack Block
60 60 H -
  • Cancel options: -
  • This version is 1F slower start-up overall during V-Trigger 1 for some reason?
  • 1-hit Projectile
  • Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
  • MP Projectile persists for 55 frames (travels medium distance)
  • HP Projectile persists for 80 frames (travels furthest distance)
  • Very variable frame advantage on grounded opponents
  • Builds 50/25 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 10 / 1 / 1
Thunder Spike Lvl 2
Thunder Spike Lvl 2
MPMK (VS2) > P (hold)
Normal Startup Active Recovery Hit
19+28 - air+10 -
Damage Stun Attack Block
60*30 60*30 H -
  • Cancel options: -
  • Projectile immediately disappears if Laura is successfully hit
  • 2-hit Projectile
  • This (hold) version is only available during V-Trigger 1
  • Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
  • MP Projectile persists for 55 frames (travels medium distance)
  • HP Projectile persists for 80 frames (travels furthest distance)
  • Very variable frame advantage on grounded opponents
  • Builds 70/35 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 10*10 / 0*1 / 1*1
V-Trigger 1 Startup Active Recovery Hit
19+28 - air+10 -
Damage Stun Attack Block
60*30 60*30 H -
  • Cancel options: -
  • 2-hit Projectile
  • This (hold) version is only available during V-Trigger 1
  • Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
  • LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
  • MP Projectile persists for 55 frames (travels medium distance)
  • HP Projectile persists for 80 frames (travels furthest distance)
  • Very variable frame advantage on grounded opponents
  • Builds 70/35 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 10*10 / 0*1 / 1*1
Heavy Heel
Heavy Heel
MPMK (VS2) > K
SFV Laura MPMK (VS2) K.png
Normal
SFV Laura MPMK (VS2) K vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
19+16 2 air+10 3
Damage Stun Attack Block
70 100 H -2
  • Cancel options: -
  • Not actually an Overhead
  • Spiked knockdown on airborne opponents (variable KDA)
  • KDA after Target Combos xx V-Skill 2 > K: +77/18/23
  • Builds 50/25 V-Gauge on Hit/Block
  • Juggle Limit / Increase: 5 / 1
V-Trigger 1 Startup Active Recovery Hit
19+16 2 air+10 4
Damage Stun Attack Block
70 100 H 1
  • Cancel options: -
  • Increased frame advantage on (+3/-2 -> +4/+1)
  • Not actually an Overhead
  • Spiked knockdown on airborne opponents (variable KDA)
  • Juggle Limit / Increase: 5 / 1

V-Trigger 1

Spark Show
Spark Show
HPHK (VT1)
SFV Laura HPHK (VT1).png
Startup Active Recovery Hit
1 - 4(9) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 3000 frames (~50 seconds)
  • Reduces charge time (start-up) for lvl 2-3 Thunder Claps as well as double the duration (active frames) of lvl 1 Thunder Clap
  • Enhances V-Skill 1/2 and Critical Art
  • Enhances damage and range on all versions of Sunset Wheel
  • Allows canceling from Thunder Claps into V-Skill 1/2 on hit / block / whiff (costs 50% of remaining V-Timer)

V-Trigger 2

Shock Stance
Shock Stance
HPHK (VT2)
SFV Laura HPHK (VT2).png
Startup Active Recovery Hit
1 - 5(9) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2500 frames (~42 seconds)
  • Gives access to new moves (Matsuda Sway & Shock Choke) while active
Matsuda Sway
Matsuda Sway
HPHK
SFV Laura HPHK.png
Startup Active Recovery Hit
4(13) 30 12 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-33
  • Can be canceled into the Shock Choke and V-Skill follow-ups on frames 13-33
  • Startup framedata refers to the startup of the invincibility frames and the data in the parentheses refers to when the cancel frames start
  • The sway itself doesn't cost any V-Timer
Shock Choke
Shock Choke
HPHK > HPHK
SFV Laura HPHK HPHK.png
Startup Active Recovery Hit
13+7 2 51 19
Damage Stun Attack Block
100 0 T -
  • Cancel options: -
  • A throw that leaves the opponent in an extended hitstun for follow-up combos
  • Invincible to airborne strikes and projectiles on frames 1-8
  • Overall startup is 20 frames if you include the prior Sway
  • Strike and Projectile invincible on frames 3-21 if you include the prior Sway (as well as invincible to airborne strikes on frames 14-21)
  • This grab follow-up auto-corrects upon its startup (like if the opponent goes behind Laura during her prior Matsuda Sway animation)
  • This grab follow-up spends 1000 V-Timer (40% of V-Timer)
Matsuda Sway > V-Skill 1 Dash
Matsuda Sway > V-Skill 1 Dash
HPHK > MPMK (VS1)
SFV Laura HPHK MPMK (VS1).png
Startup Active Recovery Hit
13 - 21 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Fully projectile invincible for the entire duration of the V-Skill dash
  • If you count the initial Sway startup frames as well then this move is Strike invincible on frames 3-13 and Projectile invincible on frames 3-34
  • Cancels into Shock Choke on frames 18-19 of the V-Skill dash (overall frames 31-32 if you count the initial Sway startup frames as well)
  • Laura is in a counter-hit state on frames 1-17 on the dash (overall frames 1-30 if you count the initial Sway startup frames as well)
  • This dash follow-up auto-corrects upon its startup (like if the opponent goes behind Laura during her prior Matsuda Sway animation)
  • The V-Skill dash itself doesn't cost any V-Timer
Matsuda Sway > V-Skill Dash > Shock Choke
Matsuda Sway > V-Skill Dash > Shock Choke
HPHK > MPMK > HPHK
Startup Active Recovery Hit
13+18+7 2 51 19
Damage Stun Attack Block
60 0 T -
  • Cancel options: -
  • A throw that leaves the opponent in an extended hitstun for follow-up combos
  • Invincible to airborne strikes and projectiles on frames 1-8 (frames 32-39 overall if you include the prior Sway > V-Skill dash)
  • Overall startup is 38 frames if you include the prior Sway > V-Skill dash
  • Strike invincible on frames 3-13 and Projectile invincible on frames 3-39 if you include the prior Sway > V-Skill dash
  • This grab follow-up spends 1000 V-Timer (40% of V-Timer)
Matsuda Sway > V-Skill Dash > Volty Line
Matsuda Sway > V-Skill Dash > Volty Line
HPHK > MPMK (hold)
Startup Active Recovery Hit
13+19 6 22 2
Damage Stun Attack Block
70 150 M -7
  • Cancel options: -
  • First 2 active frames can only hit airborne targets and then hits grounded opponents (+5/-4 on last active frame)
  • Airborne on frames 19-21 (frames 43-45 if you include the prior Sway > V-Skill dash)
  • Strike and Projectile invincible on frames 3-13 and Projectile invincible on frames 3-29 if you include the prior Sway > V-Skill dash
  • This V-Skill overhead doesn't cost any V-Timer
Matsuda Sway > V-Skill 2 Leap
Matsuda Sway > V-Skill 2 Leap
HPHK > MPMK (VS2)
SFV Laura HPHK MPMK (VS2).png
Startup Active Recovery Hit
13+11 2 25+14 KD
Damage Stun Attack Block
60 100 H -
  • Cancel options: -
  • This version of V-Skill 2 (and the follow-ups) behave exactly like normally outside of V-Trigger 2, except that the initial Leap is now Projectile Invincible on frames 1-15 (overall frames 3-29 if you count the initial Sway startup frames as well)

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Neutralize
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Double Slap
Double Slap
6PPP
SFV Laura 6PPP.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-31


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