Street Fighter V/Laura: Difference between revisions

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{{SFVCharacterSummary|Laura|
{{SFVCharacterSummary|Laura|
Bio
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.
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Why Play|
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 crMP 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.
|iDom, Wolfkrone}}
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iDom, Haitani}}


{{SFVCharacterChangeList |
{{SFVCharacterChangeList |
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== Combos ==  
== Combos ==  
=== BnB ===  
=== BnB ===  
* LP
** , LP xx LP Bolt Charge
* LK
** , crLK, crLP xx LP Bolt Charge
* MP
** > MK xx HP Bolt Charge
** > MK xx V-Skill 1
** > MK xx V-Skill 2, P, LP Bolt Charge
* f+HP
** > HP xx HP Bolt Charge
** > LK xx LP Bolt Charge
* crMP or crHP or HP
** xx MP Bolt Charge > P to switch side, K to stay same side
* Charge Thunder Clap
** , f+HP, (clap hits) f+HP > HP xx HP Bolt Charge
=== With Meter ===  
=== With Meter ===  
* LK
** xx EX Bolt Charge > P to switch side, K to stay same side
* crMP or HP or crMP or crHP
** xx EX Thunder Clap, go for mixup option while they are airborne
=== Corner ===  
=== Corner ===  
=== Crush Counter ===  
=== Crush Counter ===  
* HP
** xx V-Skill 1, HP xx MP Bolt Charge
* HK
** , MP Bolt Charge
=== V-Trigger Cancels ===  
=== V-Trigger Cancels ===  
{{SFVCharacterVSystem
{{SFVCharacterVSystem
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Double Slap is a 17f V-Reversal. Laura puts her hands together and smacks the opponent away, giving them a good zap.
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Laura's V-Skill 1, Volty Line, gives Laura access to a command dash by pressing b+MP+MK or f+MP+MK and a new overhead attack with MP+MK. Both can be canceled into from any normal besides HK and crHK. After a dash, continuing to hold the button with automatically go into the overhead attack while tapping will just perform the dash. The back dash can also be canceled into the forward dash, or Sunset wheel. The dash is in a counter hit state during the entirety of it, and has no invincibility.
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V-Skill 2 is Volty Sprink. Laura leaps into the air, which can be used for corpse hopping or side switching with Thunder Clap out. The leap itself cannot hit grounded opponents, but does cause a juggle state against airborne making it useful after her MP > MK target combo. She can also follow up with 2 moves: Thunder Spike and Heavy Heel. Thunder Spike (P) fires a thunder clap at a downwards angle and slightly pushes Laura back. Thunder Spike is different from Thunder Clap, meaning both can be out at the same time. Heavy Heel has Laura kick the opponent with her heel, and is -2 on block or +3 on hit allowing LP to link afterwards. With VT2 activated, performing the jump after the dodge becomes projectile invincible.
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Spark Show is a 3 bar V-Trigger that powers up all of Laura's specials with slightly more damage and stun. Thunder Clap charges much faster, and EX Version travels much further. Thunder Claps can also be canceled into V-Skill, which consumes 50% of the remaining V-Trigger. See above for details on how it affects each V-Skill. With V-Skill 1, the dash travels further in both direction (which can affect EX Thunder Clap mixups), the overhead becomes +4 allowing it to combo afterwards, and any Thunder Clap can be canceled into Volty Line. With VS2, Laura can charge Thunder Spikes which greatly increases their advantage on hit and block.
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Spark Stance is a 2 bar V-Trigger that allows Laura to perform Matsuda Sway and Shock Choke. Matsuda Sway is a dodge that is fully invincible (except to throws) from frames 3-33. It can be canceled into Shock Choke, or either V-Skills. Both V-Skills are projectile invulnerable when canceled into, and V-Skill 1's Linear Movement can be canceled into Shock Choke when canceled into from Sway (HP+HK xx f+MP+MK xx HP+HK). Shock Choke (HP+HP from Matsuda Sway or Sway xx VS1 Dash) is a 7f command grab that leaves the opponent staggered at -19, allowing Laura to follow up with another attack such as f+HP > HP xx HP Bolt Charge. The command grab does not have any invulnerability. It will also auto-correct if the opponent changes changes sides with Laura during the Sway.  Shock Choke consumes 40% of the V-Gauge when used.
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== Strategy ==
== Strategy ==

Revision as of 13:23, 4 June 2020

Template:SFVHeader

Laura

SFV-Laura Portrait.jpg
VITALS
Health: 1000 Stun: 1025
WALKING THROWS
Forward Walk Speed: 4 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

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.


Why Pick Laura?

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 crMP 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.


Players To Watch

iDom, Haitani

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


Rocwell's Champion Edition Laura Guide

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

  • LP
    • , LP xx LP Bolt Charge
  • LK
    • , crLK, crLP xx LP Bolt Charge
  • MP
    • > MK xx HP Bolt Charge
    • > MK xx V-Skill 1
    • > MK xx V-Skill 2, P, LP Bolt Charge
  • f+HP
    • > HP xx HP Bolt Charge
    • > LK xx LP Bolt Charge
  • crMP or crHP or HP
    • xx MP Bolt Charge > P to switch side, K to stay same side
  • Charge Thunder Clap
    • , f+HP, (clap hits) f+HP > HP xx HP Bolt Charge

With Meter

  • LK
    • xx EX Bolt Charge > P to switch side, K to stay same side
  • crMP or HP or crMP or crHP
    • xx EX Thunder Clap, go for mixup option while they are airborne

Corner

Crush Counter

  • HP
    • xx V-Skill 1, HP xx MP Bolt Charge
  • HK
    • , MP Bolt Charge

V-Trigger Cancels

V System

V Reversal

Double Slap is a 17f V-Reversal. Laura puts her hands together and smacks the opponent away, giving them a good zap.

V Skill 1

Laura's V-Skill 1, Volty Line, gives Laura access to a command dash by pressing b+MP+MK or f+MP+MK and a new overhead attack with MP+MK. Both can be canceled into from any normal besides HK and crHK. After a dash, continuing to hold the button with automatically go into the overhead attack while tapping will just perform the dash. The back dash can also be canceled into the forward dash, or Sunset wheel. The dash is in a counter hit state during the entirety of it, and has no invincibility.

V Skill 2

V-Skill 2 is Volty Sprink. Laura leaps into the air, which can be used for corpse hopping or side switching with Thunder Clap out. The leap itself cannot hit grounded opponents, but does cause a juggle state against airborne making it useful after her MP > MK target combo. She can also follow up with 2 moves: Thunder Spike and Heavy Heel. Thunder Spike (P) fires a thunder clap at a downwards angle and slightly pushes Laura back. Thunder Spike is different from Thunder Clap, meaning both can be out at the same time. Heavy Heel has Laura kick the opponent with her heel, and is -2 on block or +3 on hit allowing LP to link afterwards. With VT2 activated, performing the jump after the dodge becomes projectile invincible.

V Trigger 1

Spark Show is a 3 bar V-Trigger that powers up all of Laura's specials with slightly more damage and stun. Thunder Clap charges much faster, and EX Version travels much further. Thunder Claps can also be canceled into V-Skill, which consumes 50% of the remaining V-Trigger. See above for details on how it affects each V-Skill. With V-Skill 1, the dash travels further in both direction (which can affect EX Thunder Clap mixups), the overhead becomes +4 allowing it to combo afterwards, and any Thunder Clap can be canceled into Volty Line. With VS2, Laura can charge Thunder Spikes which greatly increases their advantage on hit and block.

V Trigger 2

Spark Stance is a 2 bar V-Trigger that allows Laura to perform Matsuda Sway and Shock Choke. Matsuda Sway is a dodge that is fully invincible (except to throws) from frames 3-33. It can be canceled into Shock Choke, or either V-Skills. Both V-Skills are projectile invulnerable when canceled into, and V-Skill 1's Linear Movement can be canceled into Shock Choke when canceled into from Sway (HP+HK xx f+MP+MK xx HP+HK). Shock Choke (HP+HP from Matsuda Sway or Sway xx VS1 Dash) is a 7f command grab that leaves the opponent staggered at -19, allowing Laura to follow up with another attack such as f+HP > HP xx HP Bolt Charge. The command grab does not have any invulnerability. It will also auto-correct if the opponent changes changes sides with Laura during the Sway. Shock Choke consumes 40% of the V-Gauge when used.

Strategy

Playing as Laura

Fighting Against Laura