S2 Laura: Now with 50/50 more grappling fun

OceanMachineOceanMachine Veteran of the Fireball WarsJoined: Posts: 7,347
edited March 16 in Laura
In this thread we discuss the whereabouts of our electric beauty in season 2. We already did that a lot in the other thread but I thought it would be better to have a new thread for the following year.

Here are the changes that has been found in the S2 beta by testing or datamining. Keep in mind that this comes from a beta and that therefore NONE of this is final Turns out all the changes were final.

These are therefore the changes according to Capcom's official patch notes.

HURTBOX
  • expanded hurtbox when character changes direction
  • changed the hurtbox when character changes direction while crouched

NORMALS
  • st. LK: hurtbox around the hitbox has been expanded forwards and downwards, and decreased upwards
  • st. MP: hurtbox during frames 1-3 of motion has been expanded forward
  • st. HP: adv on hit changed from +3 to +4; adv after VSF cancel changed from -1 to +1
  • st. MK: startup decreased from 6 to 5f; entire motion shortened by 1f; adv on hit/block changed from +2/-1 to +3/-2
  • st. HK: hurtbox during frames 1-7 expanded forward; hurtbox on the last 2 startup frames expanded forward; adv on CC changed from +17 to +16
  • cr. LP: recovery increased by 1f; hitstun increased by 1f, allowing L/EX bolt to connect after cancelling from it
  • cr. MP: hurtbox during frames 1-3 expanded forward; hitbox decreased upwards
  • cr. LK: adv. on block changed from -2 to 0 [S2.0: was +1]
  • cr. MK: upwards hitbox decreased (about a half); pushback greatly reduced on both hit and block
  • cr. HK: dmg -10
  • j. MK: downwards hitbox decreased

COMMAND NORMALS
  • f+HP: 1f faster startup (18f to 17f)
  • Twist Barrage (f+HP > st. HP): juggle potential increased
  • Dual Crash (st. MP > st. MK): adv on hit changed from +1 to +2

SPECIALS
  • Thunder Clap: meter gain decreased on activation and increased on hit/block
  • EX Thunder Clap: increased air juggle potential but strengthened limitation after juggle
  • L Bolt Charge: +1 active frames (3 to 4) [reverted back to S1]
  • Volty Line (V-Skill): non-VT damage -10 (80); adv on hit changed from 0 to +2 (+3 in VT); VT stun -20 (180); airborne from frame 14; added hurtbox around legs while active; expanded hurtbox around legs upwards and forwards while active
  • V-Reversal: 1f slower startup (16f to 17f); adv on KD decreased from +26 to +16 (-1 after dash vs qr); sends the opponent much farther away

THROWS & HIT THROWS
  • Forward throw: damage -10, stun -50; meter gain decreased
  • Back throw: adv on KD decreased from +20 to +17 (-1 after dash); stun -20; meter gain decreased
  • Split River (M Bolt Charge > P): damage -20 (70/90 in VT); adv on KD increased from +9 to +18 (+1 after dash vs qr)
  • Rodeo Break (M Bolt Charge > K): damage -20 (70/90 in VT); adv on KD increased from +17 to +18 (+1 after dash vs qr)
  • Sunset Wheel: 1f faster startup (6f to 15f); base damage +10 (L = 160); meter gain dramatically increased; motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly. In VT: stun +10 (230), adv on KD increased from +13 to +15 (-2 after dash vs qr), distance reduced
  • EX Sunset Wheel: 1f faster startup (19 to 18f); stun +50 (250/280 in VT); now projectile invincible during frames 1-20; adv on KD increased from +13 to +15 (-2 after dash vs qr); motion start point moved forward when receiving damage or motion is cancelled, hitboxes adjusted accordingly
Post edited by OceanMachine on
[SF5] Laura, Vega
[3S] Alex, Ken
[UNIEL] Orie
[Xrd] Leo
«1345678

Comments

  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    edited December 2016
    Available tick throws
    (frame gap on block/hit)
    • st. LK > fwd/back throw (2f/1f gap)
    • cr. LK > fwd/back throw (4f/3f gap, whiffs on hit, very short hitstop on block)
    • cr. MK > fwd/back throw (6f/5f gap)
    • f+HP > fwd/back throw (7f/1f gap)
    • st. LP > sunset wheel (3f/2f gap)
    • st. HP > sunset wheel (7f/1f gap)
    • st. LK > sunset wheel
    • st. MK > sunset wheel (7f/2f gap, whiffs on counter-hit)
    • st. LK, st. MK > sunset wheel (7f/2f gap)
    • cr. LP > sunset wheel (3f/1f gap)
    • cr. LK > sunset wheel
    • cr. MK > sunset wheel
    • cr. MK x2 > sunset wheel
    • f+HP > sunset wheel
    • st. HP xx EX clap > sunset wheel (2f gap; in VT +7 on block)

    Video demo here:
    image
    Post edited by OceanMachine on
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • Tiers4FearsTiers4Fears Joined: Posts: 283
    Thanks for starting this. I'll be biting my nails until Tuesday to see if this list turns out to be accurate!
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    edited December 2016
    I just took a closer look at her V-Reversal in the beta. Not only the advantage on hit has been greatly nerfed (it was at least +23 or something on quickrise I think, now it's +16) but it also sends the opponent much farther away. If they backroll they basically go a full screen away from you and you're not in range for anything after dash, not even st. HK. On quickrise both your EX grab and your f+HP will whiff. It is definitely just a gtfo move right now.
    It will be hard for people like me that relied heavily on her V-Reversal to keep momentum to adapt to this change but whatever, I guess I'll just have to be more careful and not give up my turn so easily.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • zektbackzektback Joined: Posts: 329
    God I hope these are true buffs for her. She would be completely viable after these changes! The possibilities!!!!
  • LosLos Joined: Posts: 671
    Her vreversal is +26 on quick rise now.
    So this basically is an indirect buff to those vreversals that strike but don't knock down (like ken's and gief's)
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    They basically removed all oki off V-Reversals, so yes, only a few characters can continue pressure after that - namely Chun, Ken, Gief and Cammy (since now it doesn't knock down anymore). What strikes me though is that they also increased the knockback by a lot... there's almost no reason whatsoever to use it right now other than giving you some breathing room. Like you needed any...
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • DevilJin 01DevilJin 01 Ibuki and Juri BUFFZ Joined: Posts: 51,534
    I thought she was gonna lose all her grab oki? How were you supposed to have fun without that?

    Kunoichi is always in V Trigger

    BUFF CITY.  Population IBUKI


    SFV: Ibuki (Main Bae), Juri (Buffed Bae), Chun Li (Needs Buffs Bae)

    KOF XIV: Nakoruru/Iori/KDash

    SFIV: Nobody hate that shit (PROTIP: Everyone on SRK hates SFIV)

    3S: Ibuki (main), Alex

    If I ever pick up Xrd: Johnny

    PSN: PervyJin01

    CFN: PervyJin01 (PS4) Twitch: c88deviljin01

  • DrGulagDrGulag Joined: Posts: 262
    edited December 2016
    All the buffs are there in the official list. We in there boys.

    Embrace your dark side, because there will be....salt. This character is going to be so hated come next summer.

    tumblr_oiczr7bcHd1qclsj2o1_400.gif
    Post edited by DrGulag on
  • NaokiB4UNaokiB4U Joined: Posts: 1,266
    edited December 2016
    Official changes from the PDF:


    LAURA
    Hurtbox:
     Expanded hurtbox when character changes direction
     Changed the hurtbox when character changes direction while crouched
    Seoi Throw (Forward throw):
     Decreased damage 130 to 120
     Decreased stun damage 200 to 150
     Decrease CA meter gain
     Changed so the collision box doesn't move forward during attack motion
    Pullback Hold (Reverse grab):
     Increased the recovery on-hit 3F
     Decreased stun damage 170 to 150
     Decreased CA meter gain
     Changed so the collision box doesn't move forward during attack motion
    Standing LK:
     Hurtbox around the hitbox has been expanded forwards and downwards, and decreased
    upwards.
    Standing MP:
     Hurtbox during 1F - 3F of motion has been expanded forward
    Standing MK:
     Changed hitbox startup 6F to 5F
    o Entire motion has been shortened 1F
     Changed advantage on-hit +2F to +3F
     Changed advantage on-block -1F to -2F
    Standing HP:
     Changed advantage on-hit +3F to +4F
    Standing HK:
     Hurtbox during 1F - 7F of motion has been expanded forward
     Hurtbox 2F-1F before hitbox startup has been expanded forward
     Changed advantage on crush counter +17F to +16F
    Crouching LP:
     Motion recovery has been changed 7F to 8F
    o No changes to advantage on-hit or block
     Increased hitstun on-hit by 1F
    o No change to advantage on-hit
    Crouching LK:
     Advantage on-block has been changed -2F to +1F
    Crouching MP:
     Hurtbox during 1F- 3F of motion has been expanded forward
     Hitbox during 2F of activation has been decreased upwards
    Crouching MK:
     Upwards hitbox has been decreased
    Crouching HK:
     Decreased damage 100 to 90
    Jumping MK:
     Downwards hitbox has been decreased
    Dual Crash(Standing MP to Standing MK) :
     Advantage on-hit has been changed +1F to +2F
    Twist Barrage (6+HP to HP):
     Hitbox startup has been changed 18F to 17F
     In-air combo limit has been relaxed
    V-Skill - Volty Line (Standard/V-Trigger):
     Decreased standard version damage 90 to 80
     Decreased stun damage for V-Trigger version 200 to 180
     Advantage on-hit for standard version has been changed ±0F to +2F
     Advantage on-hit for V-Trigger version has been changed ±0F to +3F
     Added hurtbox around the legs when hitbox is active
     Expanded hurtbox around legs upwards and forwards while hitbox is active
    V-Reversal - Double Slap:
     Hitbox startup has been changed 15F to 16F
     Advantage and distance on-hit has been changed
    Thunder Clap:
     Decreased CA meter gain on activation
     Increased CA meter gain on-hit and block
    o Meter gain increases per level
    EX Thunder Clap:
     Increased juggle potential when used in-air combo
     Strengthened limitation on in-air combo when used during in-air combo
    L Bolt Charge:
     Extended the hitbox active frames 3F to 4F
    M Bolt Charge to Split River (Including V-Trigger):
     Decreased damage for standard version 90 to 70
     Decreased damage for V-Trigger version 110 to 90
     Advantage on-hit has been changed 9F to 18F
    M Bolt Charge to Rodeo Break (Including V-Trigger):
     Decreased damage for standard version 90 to 70
     Decreased damage for V-Trigger version 110 to 90
     Advantage on-hit has been changed 17F to 18F
    Sunset Wheel (Standard):
     Hitbox startup has been changed 6F to 5F
     Increased damage for standard version by 10 each
    o L: 150 to 160、M: 160 to 170、H: 170 to 180
     Increased CA meter gain on activation and hit
     The motion start point has been moved forward when receiving damage or motion is cancelled.
    o The position of hitbox, hurtbox, and collision box has been adjusted.
    Sunset Wheel (V-Trigger):
     Hitbox startup has been changed 6F to 5F
     2F have been removed from recovery after hit
     Increased stun damage 220 to 230
     Increase CA meter gain on activation and hit
     Decreased distance after hit
     The motion start point has been moved forward when receiving damage or motion is cancelled.
    o The position of hitbox, hurtbox, and collision box has been adjusted.
    EX Sunset Wheel (Standard/V-Trigger):
     Hitbox startup has been changed 19F to 18F
     2F have been removed from recovery after hit
     Increased stun damage for standard version 200 to 250
     Increased stun damage to V-Trigger version 220 to 280
     Added projective invincibility to hurtbox between 1F -20F during motion
     The motion start point has been moved forward when receiving damage or motion is cancelled.
    o The position of hitbox, hurtbox, and collision box has been adjusted.
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    edited December 2016
    I am literally crying tears of joy...
    God I'm so fucking happy nobody played her in Japan. She got 95% buffs just because of that.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • zektbackzektback Joined: Posts: 329
    Omg........yall, the command grab is officially 5f. Her overhead with advantage on hit, I...I dont know what to do with myself! God bless us Laura players! Everyone!
  • LosLos Joined: Posts: 671
    Holy shit it's real
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    I'm trying to understand the implications of the new EX fireball juggle properties. It looks like there's more space between the first two hits of the fireball when you hit an airborne opponent. It looks like my old Rose juggle shenanigans (st. HP CC xx EX fireball > H Bolt) now works consistently. I can even do st. HP CC xx EX fireball, st. LP/MP reset and have the opponent land with the fireball still going on. It's still very specific though since st. HP isn't really a good AA button.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • thisRalfthisRalf Joined: Posts: 67
    Wow. Just wow. There are no words. She is going to be a contender this season. I'm looking forward to crushing players with her.

    Besides Bison. From bottom tier straight to the top with those changes...

    Can anybody tell me what her frame data is on her standing VS on block?
  • LosLos Joined: Posts: 671
    I'm trying to understand the implications of the new EX fireball juggle properties. It looks like there's more space between the first two hits of the fireball when you hit an airborne opponent. It looks like my old Rose juggle shenanigans (st. HP CC xx EX fireball > H Bolt) now works consistently. I can even do st. HP CC xx EX fireball, st. LP/MP reset and have the opponent land with the fireball still going on. It's still very specific though since st. HP isn't really a good AA button.

    What if you cc a back dash?
  • Tiers4FearsTiers4Fears Joined: Posts: 283
    I'm in shock. That is all.
  • MaryokutaiMaryokutai Joined: Posts: 614
    edited December 2016
    DrGulag wrote: »
    All the buffs are there in the official list. We in there boys.

    Embrace your dark side, because there will be....salt. This character is going to be so hated come next summer.

    tumblr_oiczr7bcHd1qclsj2o1_400.gif

    Next summer? You mean January.

    Urien and Bison will be pretty dominant online as well.
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    Los wrote: »
    I'm trying to understand the implications of the new EX fireball juggle properties. It looks like there's more space between the first two hits of the fireball when you hit an airborne opponent. It looks like my old Rose juggle shenanigans (st. HP CC xx EX fireball > H Bolt) now works consistently. I can even do st. HP CC xx EX fireball, st. LP/MP reset and have the opponent land with the fireball still going on. It's still very specific though since st. HP isn't really a good AA button.

    What if you cc a back dash?

    Nope, the two hits still connect immediately.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    I updated my first post with the official patch notes.
    I'm looking forward tonight for all the new tech we will be able to find!
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • LosLos Joined: Posts: 671
    Now, does she have a 16 frames advantage after a knockdown to use our new and improved lp elbow with 4 active frames? Sadly I think it will be +0 at best after EX command grab
  • cogumerlimcogumerlim Joined: Posts: 198
    I started playing SFV as Laura, but switched to Alex after he was released. But now I'm seriously considering coming back to Laura for Season 2. She looks definitely amazing. Will she be able to do Ex Clap + hp bolt outside VT?
    cogumerlim.jpg
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    cogumerlim wrote: »
    Will she be able to do Ex Clap + hp bolt outside VT?

    Nope
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • zektbackzektback Joined: Posts: 329
    So does this mean that her st.mp didnt actually get hitbox adjustments and ex fb in vtrigger on block isnt +7? Aw. Eh Im still ok with her changes.
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    zektback wrote: »
    So does this mean that her st.mp didnt actually get hitbox adjustments and ex fb in vtrigger on block isnt +7? Aw. Eh Im still ok with her changes.

    It did but not the way we thought. And I think the fb will still be +7 due to the changes in how it hits.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • TMNTempsTMNTemps brozhear Joined: Posts: 4,188
    Los wrote: »
    Now, does she have a 16 frames advantage after a knockdown to use our new and improved lp elbow with 4 active frames? Sadly I think it will be +0 at best after EX command grab

    yes, provided I interpreted the patch notes correctly... after Vtrigger command grab she recovers 15f before opponent, so LP elbow will hit on its last active frame. link c.MP on normal hit, link c.HP on CH, 3f trap on block with s.LK/c.LP. same goes for EX grab in or out of vtrigger

    other stuff that looks like it should work on paper but needs tested.

    MP elbow follow-up. dash, s.LP - stops 3 framers and will hit a backdash before it is airborne.

    f+HP is no longer a follow-up to these knockdowns. since KD got 1 frame longer, and elbow is 1 frame faster, you will run out of active frames right before they get up unless you manually delay your move 1 frame

    Forward throw. immediate f+HP - since it is now 1f faster, hits meaty so you can link c.MP on hit, c.HP on counterhit. only -1 on block

    Anti-air elbow. immediate f+HP, same as above.

    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • LosLos Joined: Posts: 671
    Unless they changed lp elbow's startup, it won't hit on its last active frame after ex command grab.
    frame 13 - 1st active frame: -2
    frame 14: -1
    frame 15: +0 [hits]
    frame 16: +1 [wasted]
  • TMNTempsTMNTemps brozhear Joined: Posts: 4,188
    Los wrote: »
    Unless they changed lp elbow's startup, it won't hit on its last active frame after ex command grab.
    frame 13 - 1st active frame: -2
    frame 14: -1
    frame 15: +0 [hits]
    frame 16: +1 [wasted]

    When you look at the frame data, the numbers listed for KD advantage are equivalent to how many frames your opponent is laying on the ground without a hitbox. You can't hit them until the frame after that ends - so now that EX grab is +15 on quick rise, you will hit on frame 16 and be +1 on block

    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • Tiers4FearsTiers4Fears Joined: Posts: 283
    I'm still in shock. Practicing new oki. That was my biggest fear but she still has options. This is the first time I've EVER played a character who got buffed. Like ever. I know there is still a lot to flesh out with the whole cast and gief looks impossible but this is like the best Xmas gift ever so far haha.
  • thisRalfthisRalf Joined: Posts: 67
    I'm still in shock. Practicing new oki. That was my biggest fear but she still has options. This is the first time I've EVER played a character who got buffed. Like ever. I know there is still a lot to flesh out with the whole cast and gief looks impossible but this is like the best Xmas gift ever so far haha.

    Same here. I have some sort of tick in me that makes me select low-tier characters from the get go. Most of the time they stay trash, but this is the first time one of my characters got buffed almost across the board. Who knows if she will be dominant or not, but for the first time I'm playing a character people will be forced to treat with respect from the get-go, not just because I started landing big damage.
  • thisRalfthisRalf Joined: Posts: 67
    I think I'm gonna main Mika now. Farewell boys

    Been lurking for awhile... so this **seems** like crazy talk. Seems.
  • BoodzBoodz CFN: Booodz Joined: Posts: 16
    Laura is too good now, looks like I'm moving to FANG. I need that low tier OS
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    Alex is also worse than before now. We have the choice.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • zektbackzektback Joined: Posts: 329
    Just, oh god having her link cr.lp into lp elbow from her heavy punch. ITS TOO MUCH TO HANDLE AT ONCE!!!
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    I confirm that the EX fireball is still +7 in VT in the live version. They either forgot about that or they didn't notice at all...
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • MaravillaMaravilla Joined: Posts: 113
    Guys, please don't get excited, she sucked in s1 and will suck in s2.
  • HiyaMayaHiyaMaya Joined: Posts: 555
    Maravilla wrote: »
    Guys, please don't get excited, she sucked in s1 and will suck in s2.

    Thats the spirit. If we keep that up maybe she wont be nerfed in season 3...
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    Wow sorry, but did cr. MP xx VSB always push her so far back? She bounces like half a screen away right now.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • MaravillaMaravilla Joined: Posts: 113
    They needed to fix her fireball, not give her a damn 1 more frame on vTrigger gimmick. Sorry.
  • VinushikaVinushika Joined: Posts: 112
    I confirm that the EX fireball is still +7 in VT in the live version. They either forgot about that or they didn't notice at all...

    Can confirm. Note though this does not mean you can do 2MP > EX Fireball > Command Throw and get it off every time the opponent doesn't have EX for a DP; they can still jump or backdash out of it.

    It does make for crazy blockstrings though, like 2MP > EX Bolt > 2HP.
    Let's fight like gentlemen.
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    Maravilla wrote: »
    They needed to fix her fireball, not give her a damn 1 more frame on vTrigger gimmick. Sorry.

    I think you missed the 80 other buffs...
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • zektbackzektback Joined: Posts: 329
    Seems like her st.lp, st.hp, lp elbow, and st.hk will be her go to meaties. Using her command grab, you can shift a tad bit forward and get them with either st.hp or hk to score a CH. Using rodeo break you can dash up and use st.lp and get a CH. Same with her forward throw. Back throw, eh?

    I know I said it before...but the 5f command grab.....

    Men___Male_Celebrity_Famous_Actor_Paul_Walker_extremely_happy_050756_.jpg
  • OceanMachineOceanMachine Veteran of the Fireball Wars Joined: Posts: 7,347
    edited December 2016
    I was so used to the shitty oki after Split River that I now just whiff st. RHs all day. Gonna take a while to stop going autopilot.

    btw I'm... actually liking the new V-Reversal. It really works as a proper GTFO button against oppressive characters like Rog or Urien as it sends them all the way back to the opposite corner. We basically got Chun's EX SBK now.
    [SF5] Laura, Vega
    [3S] Alex, Ken
    [UNIEL] Orie
    [Xrd] Leo
  • Tiers4FearsTiers4Fears Joined: Posts: 283
    edited December 2016
    I was so used to the shitty oki after Split River that I now just whiff st. RHs all day. Gonna take a while to stop going autopilot.

    btw I'm... actually liking the new V-Reversal. It really works as a proper GTFO button against oppressive characters like Rog or Urien as it sends them all the way back to the opposite corner. We basically got Chun's EX SBK now.

    Yeah I had that problem, too, lol. Dash up jab feels so cheap but it's what we got lol.

    I know it's only been a few hours but I don't think Laura will be the new Mika. She's gotten better but the general nerfs to throw loops and v-reversal make her a little less scary and she still doesn't have nearly as many ways in as s.1 Mika had. JMHO. I rarely had a chance to test out the new combos with Cr. LP and St. MK. Gonna have to remember to work those in.

    Wrecked several Akuma's and boy is it funny how quickly he dies! I know people are figuring him out but I don't think we have too much to worry about. *knocks on wood*

    Cammy still has great wakeup pressure and I'm guessing some of her normals have less pushback because I couldn't interrupt like I used to. Gonna have to study that.
  • AlkipotAlkipot Purse first, ass last Joined: Posts: 1,666
    st mk, 5 frame command grab and + on hit overhead feels really, really good. Don't even get me started on the dp nerfs lol.
    SFV CFN - EvilMuffinMan (Laura, Guile, Birdie)
    Watch my terrible SFV/For Honor/UFC2 play here!
    http://www.youtube.com/user/Alkipot
  • Heavy_MentalHeavy_Mental Fueled by caffeine and salt. Joined: Posts: 1,233
    I know it's only been a few hours but I don't think Laura will be the new Mika. She's gotten better but the general nerfs to throw loops and v-reversal make her a little less scary and she still doesn't have nearly as many ways in as s.1 Mika had. JMHO. I rarely had a chance to test out the new combos with Cr. LP and St. MK. Gonna have to remember to work those in.

    Laura lost back throw loops which is unfortunate but she's gained new and more damaging loops. She can loop EX Sunset Wheel into itself and in V-Trigger, she can follow up meterless Sunset Wheel with the EX version as well. It also should be easier than ever to get away with unsafe meterless Sunset Wheel "loops" in V-Trigger now. After VT Sunset Wheel knockdown, the threat of eating a meaty LP Bolt Charge into cr.MP xx MP Bolt Charge for 243 damage and 425 stun because of a jump or backdash attempt ought to scare everyone but the most skittish of players into blocking.

    The buff to cr.LP is great because it allows Laura to combo cr.LK, cr.LP xx LP Bolt Charge. The positioning leaves you close enough to loop that same combo if your opponent tries to press buttons or jump.

    St.MK is going to be a fun normal to explore. On normal hit, it doesn't really offer much (St.MK -> st.LP xx Bolt Charge does a paltry 135 damage and 243 stun) but on counter-hit, it can confirm into itself or cr.MP. It's got significantly less pushback than cr.MP so it's great for setting up 3f frame trap conversions that didn't exist before. For example, if you wanted to catch people mashing 3f buttons after hit LP Bolt Charge, you'd either have to do CH st.LP/st.LK into cr.MP xx MP Bolt Charge or raw cr.MP xx VT into followup to get any significant damage. Now you can do CH st.MK into cr.MP xx MP Bolt Charge or CH st.MK -> st.MK xx VT. The only downside is that if st.MK is blocked, you lose your turn. It's a low risk option because st.MK pushes back far enough on block to put you outside of the range of reversal throw and low-hitting lights. You can just walk back to safety and your opponent will have to risk doing a slower move to punish.
    “In the long run men hit only what they aim for. Therefore though they should fail immediately, they had better aim at something high." - Henry David Thoreau
  • MaryokutaiMaryokutai Joined: Posts: 614
    Haven't played a real match so far but I like some of her new confirms. Being able to link LP/LK after HP is really good and so is the cr.LK, cr.LP -> l. Bolt Charge of course.

    One thing I don't like is how they want you to go for grabs more. At least that's what I think they do since all her strike specials have lower damage now while her grabs have been buffed. I just don't like gogn for command grabs in this game because everyone holds up all the time. But I guess that's where her new combos come into play to force the opponent to block. We'll see how it goes, I'l hop online for a bit later today.
  • NaokiB4UNaokiB4U Joined: Posts: 1,266
    Maryokutai wrote: »
    Haven't played a real match so far but I like some of her new confirms. Being able to link LP/LK after HP is really good and so is the cr.LK, cr.LP -> l. Bolt Charge of course.

    One thing I don't like is how they want you to go for grabs more. At least that's what I think they do since all her strike specials have lower damage now while her grabs have been buffed. I just don't like gogn for command grabs in this game because everyone holds up all the time. But I guess that's where her new combos come into play to force the opponent to block. We'll see how it goes, I'l hop online for a bit later today.

    Fairly certain this was a sweeping change and all characters had a bunch of damage reductions.
  • Heavy_MentalHeavy_Mental Fueled by caffeine and salt. Joined: Posts: 1,233
    edited December 2016
    Maryokutai wrote: »
    Haven't played a real match so far but I like some of her new confirms. Being able to link LP/LK after HP is really good and so is the cr.LK, cr.LP -> l. Bolt Charge of course.

    One thing I don't like is how they want you to go for grabs more. At least that's what I think they do since all her strike specials have lower damage now while her grabs have been buffed. I just don't like gogn for command grabs in this game because everyone holds up all the time. But I guess that's where her new combos come into play to force the opponent to block. We'll see how it goes, I'l hop online for a bit later today.

    St.HP used to be +3 on hit so it could always link into st.LP. The new st.LK doesn't change anything. What's sick about st.HP now is that due to the increased frame advantage (+3 > +4), if you hit on the second or third active frames, you can link into cr.MP. Before you could only link cr.MP if you hit on the third active frame. In the corner, you can do forward throw, take a tiny step forward, then hit them with a meaty st.HP. Once you condition your opponent to block, you can walk forward even more and then scoop them up with LK Sunset Wheel.

    Also, the nerfs on her Bolt Charge followups were to compensate for the buffs to their frame advantage. Now she gets a free dash forward into +1 after both punch and kick followups. I don't think Capcom necessarily want you to go for more grabs, though they are extremely rewarding now.
    Post edited by Heavy_Mental on
    “In the long run men hit only what they aim for. Therefore though they should fail immediately, they had better aim at something high." - Henry David Thoreau
  • thisRalfthisRalf Joined: Posts: 67
    edited December 2016
    Scrubbing Scrubenheimer here. Played a lot last night. Laura is more dangerous, her pressure is crazy now, and low lp to bolt really catches folks off guard.

    Standing VT on hit is a pleasure now. You don't have to worry about being slapped for using it even on hit anymore. Combine that with her other buffs and you have the other player freaking out over you getting in close.

    Side note, I have not been able to use her ex grab through a fireball yet. Plus whiffing and getting hit on that is instant crush counter.

    Oh yeah, Ryu and Ken lost their teeth. They are now forced to play keep away from Laura the entire match. Good m times. Juri is surprisingly more effective.

    Take all this with a grain of salt, I'm far from pro, I finally rolled over 300 wins and got into gold, only to end up 3 points away from gold again.
«1345678
Sign In or Register to comment.