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|cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | |cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Laura's only 3F normal | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20LP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20LP}} | ||
}} | }} | ||
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:Slightly smaller head hurtbox on frames 1-16 | :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) | :Laura steps forward before active frames begin (keep it in mind that when anti-airing with this) | ||
:Good frametrap and pressure tool | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20MP}} | ||
}} | }} | ||
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|cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | |cancel=<nowiki>sp su vs1 vs2 vt1 vt2</nowiki> | ||
|description= | |description= | ||
:Good frametrap and pressure tool | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20LK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20LK}} | ||
}} | }} | ||
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|hcWinNotes=<nowiki>*CA only</nowiki> | |hcWinNotes=<nowiki>*CA only</nowiki> | ||
|description= | |description= | ||
:Decent range poke that moves Laura forward | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Stand%20HK}} | ||
}} | }} | ||
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|hcWinVt=<nowiki>16</nowiki> | |hcWinVt=<nowiki>16</nowiki> | ||
|description= | |description= | ||
: | :Quite lenient cancel window (16F hit confirm window) | ||
:Similar in use to cr.HP but trades range for speed | :Similar in use to cr.HP but trades range for speed | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20MP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20MP}} | ||
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|description= | |description= | ||
:Fantastic whiff punish tool | :Fantastic whiff punish tool | ||
:V-Skill cancel | :Strong hitbox priority against low attacks | ||
:Has a huge hit confirm window for special cancels (22F) | |||
:V-Skill cancel executes on the last active frame (which means meaty v-skill cancels are more advantageous) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20HP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20HP}} | ||
}} | }} | ||
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|hcWinVt=<nowiki>17</nowiki> | |hcWinVt=<nowiki>17</nowiki> | ||
|description= | |description= | ||
: | :Very lenient cancel window (17F hit confirm window) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20MK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Crouch%20MK}} | ||
}} | }} | ||
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:Projectile persists for 80 frames (Lvl 2 Thunder Claps) | :Projectile persists for 80 frames (Lvl 2 Thunder Claps) | ||
:Can cancel into V-Skill 1 and 2 during V-Trigger 1 | :Can cancel into V-Skill 1 and 2 during V-Trigger 1 | ||
:V-Skill cancel shown in the parenthesis (+4 on hit) refers to when only the first hit of fireball connects before the dash cancel | |||
:Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*1 | :Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Thunder%20Clap%20Lvl%202}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Thunder%20Clap%20Lvl%202}} | ||
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:Projectile persists for 100 frames (Lvl 3 Thunder Claps) | :Projectile persists for 100 frames (Lvl 3 Thunder Claps) | ||
:Can cancel into V-Skill 1 and 2 during V-Trigger 1 | :Can cancel into V-Skill 1 and 2 during V-Trigger 1 | ||
:V-Skill cancel shown in the parenthesis (+4 on hit) refers to when only the first hit of fireball connects before the dash cancel | |||
:Juggle Limit / Increase / Start: 0*0*0 / 0*0*1 / 0*0*1 | :Juggle Limit / Increase / Start: 0*0*0 / 0*0*1 / 0*0*1 | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Thunder%20Clap%20Lvl%203}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/normal/Thunder%20Clap%20Lvl%203}} | ||
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|version=Normal | |version=Normal | ||
|startup=<nowiki>17</nowiki> | |startup=<nowiki>17</nowiki> | ||
|active=<nowiki> | |active=<nowiki>60</nowiki> | ||
|recovery=<nowiki>24</nowiki> | |recovery=<nowiki>24</nowiki> | ||
|hit=<nowiki>KD</nowiki> | |hit=<nowiki>KD</nowiki> | ||
Line 1,036: | Line 1,044: | ||
:2-hit Projectile | :2-hit Projectile | ||
:Projectile Speed: 0.006 | :Projectile Speed: 0.006 | ||
:Projectile persists for | :Projectile persists for 60 frames | ||
:Speed and reach of projectile depends on which 2 button strengths are used (LPMP / LPHP / MPHP) | :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) | :Launches opponent on hit into a limited juggle state (Juggle Start: +1) | ||
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|description= | |description= | ||
:Strike and Projectile invincible on frames 3-33 | :Strike and Projectile invincible on frames 3-33 | ||
:Can be canceled into the Shock Choke and V-Skill follow-ups on frames 13-33 | :Can be canceled into the Normals, Unique Attacks, Shock Choke, and V-Skill follow-ups on frames 13-33 | ||
:Normals and Unique attacks that are canceled into retain projectile invincibility until the end of their active frames | |||
:Startup framedata refers to the startup of the invincibility frames and the data in the parentheses refers to when the cancel frames start | :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 | :The sway itself spends 200 V-Timer (8% of V-Timer) | ||
:Canceling into normals and unique spends 1000 V-Timer (40% of V-Timer) | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/vtTwo/Matsuda%20Sway}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/vtTwo/Matsuda%20Sway}} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=SFV_Laura_HPHK HPHK.png | |image=SFV_Laura_HPHK HPHK.png | ||
|name=Shock Choke | |name=Matsuda Sway > Shock Choke | ||
|input=HPHK > HPHK | |input=HPHK > HPHK | ||
|data= | |data= | ||
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: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 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) | :This grab follow-up spends 1000 V-Timer (40% of V-Timer) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/vtTwo/Matsuda%20Sway%20%3E%20Shock%20Choke}} | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">2HPHK</font>===== | |||
{{MoveData | |||
|image=SFV_Laura_2HPHK.png | |||
|name=Shock Choke | |||
|input=2HPHK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=<nowiki>7</nowiki> | |||
|active=<nowiki>2</nowiki> | |||
|recovery=<nowiki>60</nowiki> | |||
|hit=<nowiki>19</nowiki> | |||
|damage=<nowiki>100</nowiki> | |||
|stun=<nowiki>0</nowiki> | |||
|attack=<nowiki>T</nowiki> | |||
|description= | |||
:A throw that leaves the opponent in an extended hitstun for follow-up combos | |||
:Invincible to airborne strikes and projectiles on frames 1-8 | |||
:Spends 1000 V-Timer (40% of V-Timer) on whiff and uses all remaining V-Timer on successful grab | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/vtTwo/Shock%20Choke}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Laura/vtTwo/Shock%20Choke}} | ||
}} | }} |
Revision as of 00:37, 4 June 2022
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 | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
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 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
Target Combos
6HP > 5HP
5MP > 5MK
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
236MP > P
236MP > K
214P
214P (brief-hold)
214P (hold)
214LPMP
214LPHP
214MPHP
63214LK
63214MK
63214HK
63214KK
Critical Art
236236K
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
6MPMK (VS1)
4MPMK (VS1)
4MPMK (VS1) > MPMK
V-Skill 2
MPMK (VS2)
MPMK (VS2) > P
MPMK (VS2) > K
V-Trigger 1
HPHK (VT1)
MPMK (VS2) > P (hold)
V-Trigger 2
HPHK (VT2)
HPHK
HPHK > HPHK
2HPHK
HPHK > MPMK (VS1)
HPHK > MPMK (VS1) > HPHK
HPHK > MPMK (VS1) (hold)
HPHK > MPMK (VS2)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP