Fatal Fury Special/Laurence Blood

From SuperCombo Wiki
< Fatal Fury Special
Revision as of 05:39, 27 March 2025 by Guruslum (talk | contribs) (→‎Move List)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
The Bloodthirsty Matador
Ffspeclaurence colors.png
Laurence has a single lane stage. Lane changing is not possible and Lane Blasts will send characters into the bulls for an additional 8 damage and 5 stun.

Introduction

Laurence has great pokes and fantastic air-to-airs which help him keep aggressive opponents in check — somewhat like a matador, which Laurence happens to be. His special moves and DM can also serve as safe chip tools if spaced correctly. Though oppressive at times, he is still a low tier. Laurence is tall and his movement stiff, so even with two (flawed) anti-fireball tools, he still lags behind in such matchups. Additionally, no matter how good his air normals are, he is still susceptible to anti-airs, and he has no reversals barring backdash. Laurence is designed for defensive play, but some matchups can leave him overwhelmed.

Pros Cons
  • Excellent pokes with good reach
  • Can dodge most projectiles easily
  • Good chip damage output
  • Big target due to his size
  • Weak anti-airs
  • Floaty jumps

Move List

General Hurtboxes

Standing Crouching Crawling Jumping Taunting
FFS Laurence Stand.png FFS Laurence Crouch.png FFS Laurence Crawl.png FFS Laurence Jump.png ¡Olé!
58F (4+51+3) duration, tied for the slowest jump in the game.

Close Standing Normals

c5A

c5A
FFS Laurence clP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 6 5 8 18 +3 +4 Kara Cancel

Doesn't link into anything so Laurence can't spam it.

c5B

c5B
FFS Laurence clK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 4 8 6 17 +2 +3 Kara Cancel, Upper: 1-3

Links into c5D as a meaty. Just be mindful of throw range.

c5C

c5C
FFS Laurence clP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 6 7 18 30 -1 -2 Kara Cancel

Comes out a frame faster than 2C, but risks getting f5C instead which you'll never want. This can, however, combo into DM if you're fast enough, as can c5D.

c5D

c5D
FFS Laurence clK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 6 15 11 31 -2 -3 Kara Cancel, Upper: 1-5

This and c5B have lowered hitboxes during the startup, but they become normal once the move is active. Susceptible to trades and proximity not giving you the move you want.


Far Standing Normals

f5A

f5A
FFS Laurence stA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 12 5 11 27 0 +1 Kara Cancel

Whiffs on crouchers and isn't fast, but it has long range and a disjointed hitbox. It's not seen often, but it can be used as a stuffing tool.

f5B

f5B
FFS Laurence stB.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 8 13 13 33 -10 -9 Kara Cancel

Laurence has bad anti-airs, but this is the best he's got. Air-to-airs are how he handles air control. I hope you have a Pokédex to fill, as this move will trade a lot.

f5C

f5C
FFS Laurence stC.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 6 9 28 42 -14 -15 -

This move has the same range as 2C, can't be cancelled, misses crouchers and gets hit by dodge attacks. f5D is a better poke.

f5D

f5D
FFS Laurence stD.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 6 13 22 40 -12 -13 -

This has the most range out of any of these normals, it's fast and it's safe at the ranges you'll want to use it. You can often use it from a late jump-in or after light Bloody Spin is blocked, where most opponents don't have the range to contest it even at disadvantage (Laurence himself will, however, thanks to this move). The hurtbox means you can't use it for tricky anti-airs, so it is best used on the ground to cap off a string.

Crouching Normals

2A

2A
FFS Laurence crP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 5 7 8 19 +1 +2 Kara Cancel

Laurence's crouch normals have the priority of lights and the range of heavies, and thus they're all exceptional. This one is very easy to spam. Laurence cannot link any of his lights together, but he can still use this to pressure and stagger.

2B

2B
FFS Laurence crK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Low 10 5 7 21 +4 +5 Kara Cancel

The startup lacks and you won't be using this for wicked high/lows or anything, but it's a great tool to start Laurence's pressure. It will also help lead to tick throws. It's also vital against Geese, who can counter 2A and get you in the corner when it's your turn.

2C

2C
FFS Laurence crP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 7 11 12 29 +1 0 Kara Cancel

Staple in Laurence's kit as a poke which special cancels, whether it be for combos or to help jail into Bloody Flash.

2D

2D
FFS Laurence crK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Low 11 9 21 40 KD -8 -

This move is a slide, and being such, you will die if you sneak this into your pressure. If you choose to use it as a trip, you have to space it. His hurtbox is also tall, so unlike some other slides in the game, this move doesn't anti-air or low profile anything.

Jumping Normals

jA

jA
FFS Laurence jP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 High 7 - - - - -

Laurence has exceptional air normals, and this is one of them. The range and priority is so good, and because it's a light, it stays out forever, so you can let it out early and draw its hitbox over huge portions of the screen. If you're on a lifelead and you've got the opponent cornered, you can neutral jump and use this as a wall. What keeps it in check is the floatiness of Laurence's jump, as well as jumping light attacks' inherent weaknesses. Dies to slides, of course.

jB

jB
FFS Laurence jK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 High 5 - - - - -

Another oppressive air normal which covers a different angle, but doesn't reach as far. This beats his jA. You'll want to use this when the opponent is closer, given it is less susceptible to anti-airs.

jC

jC
FFS Laurence jP.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 High 10 12 - - - - -

Not as useful as jA, given it doesn't stay out forever, but it is still an air-to-air. This option selects with his air throw for a win-win if you get it or not.

jD

jD
FFS Laurence jK.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 High 5 17 - - - - -

Laurence's jump-in of choice.

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Laurence CDf.png
Front Lane
FFS Laurence CDb.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 18 11 16 44 KD -8 Cancel, Lane Shift

Laurence is not blessed in this department at all, considering the startup takes forever. The range isn't great for your troubles, either. This move doesn't serve his gameplan anyway, so it's easy to ignore.

Back Lane 22 5 Mid 13 9 15 27 KD -5 Cancel, Lane Shift

A much better CD — it even has anti-air potential. It whiffs on crouchers, but Laurence has good pokes as is. Shame he doesn't get to use this on his own stage…

Lane Attack

Lane Attack
Flying Tomahawk/フライングトマホーク
A/B/C/D from opposite lane
FFS Laurence Lane Attack Front.png
Front Lane
FFS Laurence Lane.png
Back Lane
Lane attacks are good? Shocker. Sadly, Laurence's stage is one of the three in the game with only one lane, so this won't help you at all if you're losing the set.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 13 18 4 34 +5 +12 /
  • Straight and fast lane attack.
C/D 20 4 Overhead 13 39 4 55 +4 +11 /
  • Slower high-angle lane attack.
Lane Sway 20 3 Unblockable - - - - - - /

Laurence is the only character who has a hitbox on his normal lane switch animation, but only when going from the front lane to the back.

  • Unblockable.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Laurence Dodge.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 23 10 15 47 Air (+15) -6 Kara Cancel, Upper-Body Invuln 1-32F

The hitbox makes it look like an anti-air, but it's so slow to come out it's impractical — even against early jump lights. Its upward angle also makes it unsuitable for counterpokes. Instead, this move is designed to dodge fireballs; whether fast or slow, Laurence can tap this at fullscreen whenever a fireball comes close to him, and chances are it'll phase right through him. In theory, if the opponent jumps behind their fireball, the hitbox is geared to catch them (this never happens). However, if Laurence commits to this too much, he runs the risk of letting the opponent approach — especially if he reacts late every time. Best used if Laurence is at a lifelead.

Throws

Poncho Throw (4/6C)

Poncho Throw
Close 4/6C
FFS Laurence throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / -

Throws the opponent forward. Highly effective in corner pressure.

Poncho Breaker (4/6D)

Poncho Breaker
Close 4/6D
FFS Laurence D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16~32 (4 × 4~8) 0 Throw 1 1 / - - / -
  • Hold throw, opponent can mash to reduce hits. Has higher damage potential than the C throw, but it's pretty easy to mash.
  • If all hits connect on a one-lane stage, the opponent will be thrown into the background for an additional 8 damage. Unlike background damage from a Lane Blast, though, no stun will be inflicted.
Flying Buster (j2C)

Flying Buster
Close j2C
FFS Laurence airthrow.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / -

Laurence's air throw is good, but there's a lot less risk to throwing out a jump light for your air-to-airs. Still good for callouts.

  • Switches sides.


Special Moves

Bloody Saber (41236P)
Bloody Saber
41236A/C
FFS Laurence 41236P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 14 10 24 47 KD -16 -

A sword! This sees use as a way to end combos, particularly from 2C. This can combo from lights if you cancel fast enough. At the tip of 2C's range, it will miss, but the heavy version serves him there — or at least will net some chip. Bloody Spin is the better chip tool, as it isn't death on block, but this can be used to chip if you space it. It also blows through Geese's counters.

C 22 (5) 6 Mid 17 23 30 69 KD -31 -

This is a forward movement option. It doesn't go fullscreen like either of the Bloody Spins, but after a knockdown, this can get you to midscreen, which you may prefer. If the combo is guaranteed, use this from 2C over the light version for its greater damage. This is awful on block no matter how you space it, so use this sparingly.

Bloody Spin ([4]6K)
Bloody Spin
[4]6B/D
FFS Laurence 46K.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 12 (3x2) 3 Mid 16 4+(4)+4+(4)+4 22 57 Air (-3) -1 -

As a Psycho Crusher, this move serves as a mobility option after a knockdown or as a chipping tool. Laurence will be left at a minor disadvantage after the latter, but where the spacing leaves him, most characters will not be able to beat his pokes. You can use it to chip at range, but like most moves of this nature, it's designed to get beat by dodge attacks. Not a combo tool.

D 18 (4x2) 6 Mid 20 [3 (3)]×4+3 25 71 KD -5 -

Lands him further than the light version, although both travel fullscreen. Deals more chip but it's not as safe.

Bloody Cutter ([2]8C)
Bloody Cutter
[2]8C
FFS Laurence 28C-1.png
FFS Laurence 28C-2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
24 (6) 6 Mid 33 11 16 59 KD -9 -

YOLO. This move tracks the opponent's position and is designed to call out fireballs, but it's easy to mess with if the opponent simply hesitates. It's a guaranteed punish on block; either you'll get thrown or you'll eat a full combo — depends on the opponent's reactions. Either way, you're screwed. Additionally, it has no air-to-air capacity whatsoever, so the opponent can beat it if they're jumping. This attack should only be used if you have to take risks or if you have a really good read on the opponent's patterns; as good as Dodge Attack is for avoiding fireball chip, it doesn't make any progress. Either way, it's best to play the game of inches with the priority of his normals if you can. As a final note, the attack is a mid, but on crouchers, it will hit frontal if they're tall, behind for everyone else and whiff if they're short.


Desperation Move

Bloody Flash (34123616BD)

Bloody Flash
34123616B+D
FFS Laurence DM-1.png
FFS Laurence DM-4.png
FFS Laurence DM-5.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12×3) 4 Mid 18 16+9 (5) 7 25 79 KD -2 Projectile

The input makes it way too unwieldly to use as an anti-air on command, but the DM still works as a chipping tool. It combos from his close heavies if you're fast enough, but the window for this is very small, so it is much easier to get it as a string ender from 2C, which lets you start with 3. As far as chipping goes, there are three points of impact: the first swing with short range, the second swing with long range and the non-projectile hitbox at the end which won't hit anyone. Most likely, you will only get the second of these; this leaves a gap for the opponent to backdash, but this risks getting hit when performed too early. In the corner, you can do this raw just outside of throw range, and they won't be able to backdash out. Wherever he lands it, if blocked, he'll be pushed fullscreen, so you can forget about punishing him. This is a very good move to make progress with, but it still requires practice — especially at crucial points, where its input can lead to fluster.

Combos

  • Any light > 41236A
  • c5C/c5D/2C > 41236C
  • jD, c5C/c5D > 34123616BD
  • Meaty c5B, c5D > 41236C

Strategy

The Basics

2A is Laurence's best poke for pressure, which you can use with crawl to stagger. 2B is better as a start for its better frame data and how it hits low, but it's also slower to come out. 2C is a prime ground poke for its priority, range and ability to cancel. f5D can be used to end strings, usually after blocked Bloody Spin against most characters. 2D is a gamble and isn't worth it most of the time.

Laurence's anti-airs are c5D and f5B — both of which will often trade. It is often better to paint the air with jA and jB instead. Laurence's air throw is also good, as it overlaps with jC, which has the exact same hitbox as jA; being a heavy, though, it lacks permanence. Laurence can use his air normals to control space in the corner and stop his opponent's approach, but he takes forever to land and he's a target for anti-airs.

Bloody Spin and spaced Bloody Saber are decent tools to chip. Bloody Saber is your combo ender, but it should be confirmed into as it is horrible on block. Light Bloody Spin leaves Laurence at a slight disadvantage, but he can usually press f5D or 2A.

To avoid fireballs, Laurence can of course jump or lane shift, but he can also use his Dodge Attack, where his upper body is invincible for half a second. This, however, makes zero progress, so it's only good when he can stall on a life lead. He can also use Bloody Cutter for hard callouts, but it's punishable and often the only thing Laurence has at the ranges he'll fish for it. It is tempting for its high damage, but it often isn't worth it.

Advanced Strategy

On low health, Laurence can use this sequence to chip: jD 2C 34123616BD. There is a gap between 2C and the DM for the opponent to backdash out of, but if mistimed, they eat the DM. If they time it, they're now closer to the corner, so it's a win-win. A meaty DM chips off a quarter of their health when close, and in the corner, they cannot backdash to escape. He can still be hit by reversals.

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki