Street Fighter V/Laura: Difference between revisions

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|{{SFVCharacterPortrait|Laura}}
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{{SFVCharacterData|1000|1025|3.8|3.2|17|21|127.7|108|-|46 (4+38+4)|212.8|182.4|0.85|0.41|Volty Line|crLK, crMK, crHK|crHK (CH)|HP, HK, crHK|}}
{{SFVCharacterData|1000|1025|3.8|3.2|17|21|127.7|108|-|46 (4+38+4)|212.8|182.4|0.85|0.41|Volty Line|crLK, crMK, crHK|crHK (CH)|HP, HK, crHK, Volty Line|}}


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Revision as of 20:41, 28 May 2020

Template:SFVHeader

Laura

SFV-Laura Portrait.jpg
VITALS
Health: 1000 Stun: 1025
WALKING THROWS
Forward Walk Speed: 3.8 Throw Range: 0.85
Back Walk Speed: 3.2 Throw Hurt Range: 0.41
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 127.7 Forward Jump Distance: 212.8
Back Dash Distance: 108 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: Volty Line Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHK, Volty Line

Summary

Bio

Bio


Why Pick Laura?

Why Play

Players To Watch
iDom, Wolfkrone

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw recovery after throw increased by 2f, slightly increased separation distance after throw
  • Stand MP backwards hurtbox decreased
  • Stand MK advantage on hit increased from +3 to +4
  • Crouch HK recovery increased by 2f on whiff and block
  • Double Slap (f+PPP) startup increased from 16f to 17f
  • EX Sunset Wheel hitbox expanded on second active frame
  • VT1
    • Linear Movement (b/f+MP+MK) now subject to counter hit, upwards collision box increased when canceled from Thunder Clap
    • Linear Movement Esquiva startup increased from 32f to 34f
  • VT2
    • Matsuda Sway (HP+HK) no longer consumes V-Gauge
    • Shock Choke (HP+HK > HP+HK) V-Gauge consumption increased from 500f to 1000f, fixed bug where Laura had hurtbox during animation


Season 3 (Arcade Edition)

  • Stand LP advantage on block decreased from +2 to +1, pushback on hit increased, reduced pushback on block, expanded hurtbox, collision box adjusted
  • Stand MP hurtbox reduced, collision box adjusted, adjusted so it can hit behind Laura
  • Stand HP collision box adjusted
  • Stand MK startup increased from 5f to 7f, collision box adjusted
  • Stand HK collision box adjusted
  • Crouch LP collision box adjusted, hurtbox expanded, increased pushback on hit, reduced pushback on block
  • Crouch MP collision box adjusted
  • Crouch MK hurtbox increased
  • Crouch HK collision box adjusted
  • Jump LP hitbox and hurtbox expanded
  • Jump LK hurtbox expanded
  • Jump HP hurtbox reduced
  • Jump HK hurtbox reduced
  • Volty Line (MP+MK) damage decreased from 80 to 70, increased V-Gauge gain on hit
  • Sunset Wheel (regular and EX) (hcb+K) recovery on whiff increased by 8f
  • Thunder Clap (qcb+P) can be canceled into V-Trigger
  • V-Trigger
    • Spark Show adjusted to be 3 bar instead of 2 bar, timer increased
    • Volty Line damage decreased from 100 to 90, advantage on hit increased from +3 to +4, disadvantage on block decreased from -7 to -6, reduced recovery by 1f
    • Thunder Clap (qcb+P)
      • Regular version can be canceled into Volty Line
      • EX version can be canceled into Volty Line, number of active frames increased by 20f
  • Added V-Trigger 2: Shock Stance


Move List

Unique Attacks

SFV-Laura-Unique.jpg

Special Moves

SFV-Laura-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Laura-Vsystem.jpg

Critical Art

SFV-Laura-Critical.jpg

Laura Discussions

Discussions regarding Laura

Laura Shoryuken Forum

Laura Discord Link

Laura Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Mehplop's Laura 101 Comprehensive Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 3 2 9 1 3 5 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 6 5 11 3 4 6 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HP HP 8 3 18 -2 4 16 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 3 9 3 4 6 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MK MK 7 4 14 -2 4 6 60 100 H ["vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HK HK 12 3 19 -4 1 16 90 150 H ["su","vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 2 8 2 4 6 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 5 2 15 2 3 5 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 7 4 17 -2 2 4 90 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 14 108 180
Crouch LK d+LK 4 2 8 0 2 4 20 70 L ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 3 13 -1 2 4 50 100 L ["sp","su","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 9 3 20(22) -14 KD KD 90 150 L ["vt1","vt2"] 74 25 30 14 108 180
Jump LP u+LP 3 5 - 5(6) 8(9) ? 40 70 M - - - - - 48 84
Jump MP u+MP 4 3 - 9 12 14 60 100 M - - - - 9 72 120
Jump HP u+HP 7 5 - 8(12) 11(15) ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 10 - 2(6) 5(9) ? 40 70 M - - - - - 48 84
Jump MK u+MK 5 7 - 5(9) 8(12) ? 60 100 M - - - - 9 72 120
Jump HK u+HK 5 6 - 8(12) 11(15) ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Step Elbow f+HP 17 2 17 -2 4 6 80 120 H ["vt1","vt2"] - - - 13 96 144
Twist Barrage f+HP > HP 17+9 3 21 -8 KD KD 54 90 H*H ["sp","su","vs1","vs2","vt1","vt2"] 93 32 37 8 64 108
Dual Crash MP > MK 6+7 3 18 -6 KD KD 60*54 (114) 100*90 (190) H*H ["sp","su","vs1","vs2","vt1","vt2"] 96 37 42 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Seoi Throw LP+LK 5 3 17 KD KD KD 120 150 T - 64 15 15 ? 144 180
Pullback Hold b+LP+LK 5 3 17 KD KD KD 120 150 T - 65 16 16 ? 144 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Spark Show HP+HK (VT1) 1 - 4(9) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shock Stance HP+HK (VT2) 1 - 5(9) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Volty Line MP+MK (VS1) 20 6 22 -7 2 KD 70 130 M - 93 44 49 ? 84 156
Linear Movement Avante f+MP+MK (VS1) - - 21 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Linear Movement Equiva b+MP+MK (VS1) - - 26 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Linear Movement Finta b+MP+MK > MP+MK (VS1) - - 29 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Volty Sprink MP+MK (VS2) 11 2 25+14 - KD KD 60 100 H - - - - ? 72 120
Thunder Spike MP+MK (VS2) > P 19+13 - air+10 - - ? 60 60 H - - - - ? 72 72
Thunder Spike Lvl 2 MP+MK (VS2) > P (hold) 19+28 - air+10 - - ? 60*30 60*30 H - - - - ? CH_DAMAGE CH_STUN
Heavy Heel MP+MK (VS2) > K 19+16 2 air+10 -2 3 5 70 100 H - - - - ? 84 120
Double Slap f+PPP 17 2 24 -2 KD KD 60 0 H - 75 16 21 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Bolt Charge qcf+LP 12 3 18 -2 2 4 60 100 H - - - - ? 72 120
MP Bolt Charge qcf+MP 15 3 20 -7 2 4 60 50 H - - - - ? 72 60
HP Bolt Charge qcf+HP 7 8 17+13 - KD KD 60*90 50*150 H - 66 17 17 ? CH_DAMAGE CH_STUN
EX Bolt Charge qcf+PP 14 3 22 -17 0 2 80 50 H - - - - ? 96 60
Split River qcf+MP > P - - - - KD KD 63 135 H - 67 18 18 ? 75 162
Rodeo Break qcf+MP > K - - - - KD KD 63 135 H - 67 18 18 ? 75 162
Thunder Clap Lvl 1 qcb+P 19 40 28 -5 0 2 60 60 H ["su","vs1","vs2","vt1","vt2"] - - - ? 72 72
Thunder Clap Lvl 2 qcb+P (brief-hold) 41 80 27 0 9 11 60*30 (90) 60*30 (90) H ["su","vs1","vs2","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
Thunder Clap Lvl 3 qcb+P (hold) 70 100 13 18 31 33 60*30*30 (120) 60*30*30 (120) H ["su","vs1","vs2","vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
LPMP Thunder Clap qcb+LPMP 17 40 24 3 KD KD 60*30 (90) 60*30 (90) H ["vs1","vs2","vt1","vt2"] 105 46 51 ? CH_DAMAGE CH_STUN
LPHP Thunder Clap qcb+LPHP 17 170 24 3 KD KD 60*30 (90) 60*30 (90) H ["vs1","vs2","vt1","vt2"] 105 46 51 ? CH_DAMAGE CH_STUN
MPHP Thunder Clap qcb+MPHP 17 170 24 3 KD KD 60*30 (90) 60*30 (90) H ["vs1","vs2","vt1","vt2"] 105 46 51 ? CH_DAMAGE CH_STUN
LK Sunset Wheel hcb+LK 9 2 60 KD KD KD 70*90 (160) 100*100 (200) T - 63 14 14 ? CH_DAMAGE CH_STUN
MK Sunset Wheel hcb+MK 5 2 60 KD KD KD 70*110 (180) 100*100 (200) T - 63 14 14 ? CH_DAMAGE CH_STUN
HK Sunset Wheel hcb+HK 5 2 60 KD KD KD 70*120 (190) 100*100 (200) T - 63 14 14 ? CH_DAMAGE CH_STUN
EX Sunset Wheel hcb+KK 20 2 60 KD KD KD 80*100 (180) 100*150 (250) T - 64 15 15 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Inazuma Spin Hold qcf,qcf+K 4 2 52 KD KD KD 350 0 T - 50 1 1 ? 420 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Volty Line MP+MK (VS1) 20 6 21 -6 4 6 90 160 M - - - - ? 108 192
Thunder Spike MP+MK (VS2) > P 19+14 - air+10 - - ? 60 60 H - - - - ? 72 72
Thunder Spike Lvl 2 MP+MK (VS2) > P (hold) 19+28 - air+10 - - ? 60*30 60*30 H - - - - ? CH_DAMAGE CH_STUN
Heavy Heel MP+MK (VS2) > K 19+16 2 air+10 1 4 6 70 100 H - - - - ? 84 120
LP Bolt Charge qcf+LP 12 3 18 -2 2 4 70 150 H ["su"] - - - ? 84 180
MP Bolt Charge qcf+MP 15 3 20 -7 2 4 70 100 H - - - - ? 84 120
HP Bolt Charge qcf+HP 7 8 17+13 - KD KD 70*110 (180) 100*150 (250) H - 66 17 17 ? CH_DAMAGE CH_STUN
EX Bolt Charge qcf+PP 14 3 22 -11 0 2 90 100 H - - - - ? 108 120
Split River qcf+MP > P - - - - KD KD 81 135 H - 67 18 18 ? 97 162
Rodeo Break qcf+MP > K - - - - KD KD 81 135 H - 67 18 18 ? 97 162
Thunder Clap Lvl 1 qcb+P 19 80 28 -5 0 2 60 60 H ["su","vs1","vs2"] - - - ? 72 72
Thunder Clap Lvl 2 qcb+P (brief-hold) 25 80 27 0 9 11 60*30 (90) 60*30 (90) H ["su","vs1","vs2"] - - - ? CH_DAMAGE CH_STUN
Thunder Clap Lvl 3 qcb+P (hold) 40 100 13 18 31 33 60*30*30 (120) 60*30*30 (120) H ["su","vs1","vs2"] - - - ? CH_DAMAGE CH_STUN
LPMP Thunder Clap qcb+LPMP 17 80 24 7 KD KD 60*30*30 (120) 60*30*30 (120) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
LPHP Thunder Clap qcb+LPHP 17 190 24 7 KD KD 60*30*30 (120) 60*30*30 (120) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
MPHP Thunder Clap qcb+MPHP 17 190 24 7 KD KD 60*30*30 (120) 60*30*30 (120) H ["vs1","vs2"] 113 54 59 ? CH_DAMAGE CH_STUN
LK Sunset Wheel hcb+LK 9 2 60 KD KD KD 80*100 (180) 100*130 (230) T - 64 15 15 ? CH_DAMAGE CH_STUN
MK Sunset Wheel hcb+MK 5 2 60 KD KD KD 80*120 (200) 100*130 (230) T - 64 15 15 ? CH_DAMAGE CH_STUN
HK Sunset Wheel hcb+HK 5 2 60 KD KD KD 80*130 (210) 100*130 (230) T - 64 15 15 ? CH_DAMAGE CH_STUN
EX Sunset Wheel hcb+KK 20 2 60 KD KD KD 80*130 (210) 130*150 (280) T - 64 15 15 ? CH_DAMAGE CH_STUN
Inazuma Spin Hold qcf,qcf+K 4 2 52 KD KD KD 370 0 T - 50 1 1 ? 444 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Matsuda Sway HP+HK 4(13) 30 12 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shock Choke HP+HK > HP+HK 13+7 2 51 - 19 21 60 0 T - - - - ? 72 0
Matsuda Sway > V-Skill 1 Dash HP+HK > MP+MK (VS1) 13 - 21 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Matsuda Sway > V-Skill Dash > Shock Choke HP+HK > MP+MK > HP+HK 13+18+7 2 51 - 19 21 60 0 T - - - - ? 72 0
Matsuda Sway > V-Skill Dash > Volty Line HP+HK > MP+MK (hold) 13+19 6 22 -7 2 KD 70 150 M - 93 44 49 ? 84 180
Matsuda Sway > V-Skill 2 Leap HP+HK > MP+MK (VS2) 13+11 2 25+14 - KD KD 60 100 H - - - - ? 72 120
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

V Skill 1

V Skill 2

V Trigger 1

V Trigger 2

{{{5}}}

Strategy

Playing as Laura

Fighting Against Laura