Sfv laura move list

Added: Brandilyn Mikesell - Date: 11.03.2022 02:58 - Views: 10197 - Clicks: 6313

Her best buttons: - j. HP on hit. Can frame trap into itself, but loses to fast normals. Can frametrap into cr. Pros - Her V-Skill dash is one of the most useful in the game, you can cancel it out of almost every normal she has. But don't abuse it or you will get counter hit a lot. You can easily bait fireballs with its back-forth dash too. You can V-Reversal early in a round and still get to use V-Trigger. MP is an awesome antiair too. Cons - No links whatsoever, only on counter hits. Once again, think Makoto with no hit confirms.

Maybe only useful for training your opponent to block and then eat a command throw. If you press cr. It loses to normals and to throws. Her EX command throw is even worse. The only redeeming factor is that she does a mini-dash during her EX, so it might get opponents off guard.

But don't expect to use any version as a reversal. Which brings us to my main issue with Sfv laura move list It's unsafe on block but at least is not counter-hit punishable. As of the final beta build Laura's forward dash is 17 frames, which is actually faster than her VS forward avante which is 21 frames. Similarly, her 21 frame backdash appears to be faster than her VS backdash equiva which comes in at 26 frames. So one might "why use the VS dash at all if the regular dash is faster"? Besides the difference in dash distance, you can cancel the VS dash like a special move, which is useful during air reset situations where you can dash under the opponent for a cross under or meaty command throw ; Also her VS backdash can have its recovery cancelled into the forward dash, so you can quickly back off and rush back in for a command throw or frame trap setup.

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All this is obviously subject to change in the final build, but I thought I'd share for those interested. Good range but a bit slow and very unsafe on block. Goes farther than her normal dash but it's quicker. If you hold the buttons, she will dash and do her overhead. Goes about the same than normal backdash but it's quicker. You will end up a bit farther up than you were, so it's good for baiting fireballs at mid distance so you can jump-in and combo.

Notes: - You can cancel into it from any normal on both hit and block except for s. Use it to get in or out. That means if you press a button you may get a trade or even get counter hit. Don't abuse it. Use Sfv laura move list to dash forward to avoid crossups if you react fast enough.

Followup with HP Bolt Charge for damage or reset him with a normal for mixups. Use it to bait reversals or trying to score a crush counter with s. HK at the correct distance. MP, s. MK if you hit it. It's not possible on block. Her move names are a little tricky. Bolt charge sounds like a name for a fireball but it's actually her elbow attack. Maybe they should add Sfv laura move list electricity spark effects rather than just the whirlwind around her elbow so it's less confusing. Thanks for keeping the list up to date with each character announcement :D.

Don't forget to use EX thunderclap. This is very important for set-ups and pressure also using EX thunderclap while your opponent is down, it could eliminate their wake chances. Laura is a character who does not have the traditional Sf V combos but she excels at her mixup game. She can pull off resets mid combo and can ambiguously land on either side potentially giving her massive dmg reward if the opponent guesses wrong.

Since Laura has a command grab and the dash speed of SF V being so high she can do dash in command grab on knock down opponents for some tricky gimmicks. Her fireball can also protect her as she advances through the screen. Alot of her moves push her forward so she is very good at punishing her opponents with short but dangerous hard hitting combos. Her Vskill is also a dash or a overhead which can trick your opponents HOWEVER it is very risky to use it as an overhead as it can be punished heavily but can be very rewarding when you land it and keeps the opponent guessing.

Her footsies are also decent her crouch. Her other moves can get you split river or rodeo break which allows you to pick the side you land on and then follow up with lauras mix up game. If your playing Laurafocus on her mix up game. Try to get the opponent knocked down or in the corner and don't let them keep you out.

Note that all combos that start with QCB. LP CR. HP F. LP QCB. K CR. K S. K F. K QCB. K Crush Counters S. Laura doesn't have a lot of combos, but many of the combos that she does have are really good. She has solid footsie and poke game with her standing heavy kick being an effective tool for crush counters and spacing. No matter which way you decide to play her spacing is key to controlling the pacing for her matches.

Her worst match-ups I've seen online are; Karin as her rekkas can completely go over or through Lauras fireballs. Ryu having better fireballs,hurricane kick going through Laura's fireballs,and parries. Nash simply due having better tools to close the distance gap and pressure he can put on you. Her best match-ups are; Ken as compared to Ryu his moves hit harder but can be punished much more easily on block.

Zangief is the same thing as Birdie. Match-ups that can go any way; Chun-li has excellent jump-ins and solid range on her specials. Rainbow Mika has solid damage output compared to Laura but lacks same mobility options. Cammy can go over Laura's projectiles and do alot of damage but lacks the Health to last long against Laura's command grabs should start putting on the pressure. Can potentially frametrap into cr.

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MP cancellable, good range. You can easily bait fireballs and mix up your play a lot. MK] isn't cancellable into anything useful and she can't follow up. I would advise using any dfollow up and it can be counter hit. Re: V skill overhead, you can make it plenty safer by hitting it from max distance. With proper spacing, its actually tricky for your opponent to punish properly. Another sneaky thing is to use it from just outside max range. It recovers quickly so you can go immediately into command grab after whiffing the overhead. Laura is all about conditioning the opponent. Like has been stated, she had no links or reversals, but when played efficiently she does not need those attributes.

H Bolt Charge is an anti-air command grab with a very high roughly 70 degrees trajectory. EX Bolt Charge is roughly the same as M, but faster, slightly better damage, and most importantly, armor. In other words, if you're willing to spend an EX, it might be Laura's best tool Sfv laura move list dealing with fireballs at midrange.

For beginners, the hardest things to do are learning how to punish the enemy using Laura and what to do on wake up. Step 1 - The Punish! Just remember the most important thing is to mash light jab into light bolt elbow.

If you're mashing jab to get out of a pressure, motion it into light bolt so you can react on hit, always, because it's safe on block so even if you mess up not all is lost! Opponent's string of normals ended? If they blocked the jab or cr mk?

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You can still light bolt for the semi-safe chip! Remember this is not the most favorable position for Laura as it puts her in a situation. Step 2 - Getting the combo and mixup! If light bolt hits, go into command grab instantly. Only way to get out of it Sfv laura move list jump which means you can choose to do command grab or hard bolt for anti air.

Step 3 - Covering Options If you messed up and your light bolt gets blocked, it is safe but you have no advantage, if your opponent mashes jab together with you after the block, they will almost always win assuming perfect timing after block stun.

You can mash jab and hope your opponent is stupid enough to hit a button that isn't light and that can go into another light bolt. BUT, assuming your opponent is not a complete fool, it's best to go back into a defensive state and bait another mistake. Note that you can get grabbed after a blocked light bolt so get ready for tech or jump! EX bolt.

It has armor and WILL save you from wake up pressure, corner pressure, fireball pressure It will even go through single hit ex fireballs, including Nash's and Bison's dictatorso mash away! I kid, don't abuse it THAT much. Once you have done this once or twice on wake up, you can safely wake up any other time without mashing it as your opponent will be wary of going near you, almost as if you have a shoryuken up your sleeves! Unless your ex meter is empty. Tournament. Street Fighter 5: Champion Edition. Dragon Ball FighterZ.

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Sfv laura move list

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Street Fighter V moves list: Laura, M. Bison, Nash, and Necalli