Zap Zap! - Laura SFV Guide
Introduction
Birthdate: Unknown
Birthplace: Brazil
Height: 5'9" (175 cm)
Weight: 159 lbs (72 kg)
Eye color: Brown
Hair color: Black
Fighting Style: Matsuda Jiu-Jitsu
Likes: Her younger brother (Sean Matsuda), meat dishes, fighting
First Appearance: Street Fighter 5
Brazilian Jiu-Jitsu is a style that has never been represented in Street Fighter, so we definitely made sure it was included in Street Fighter V. Since Brazilian Jiu-Jitsu is known for being methodical, we had to make sure that Laura felt methodical too so we emphasized mind games and reads. To do this, we gave her movement options that allow her to get in and out quickly. We also gave her the Bolt Charge attack, which leaves her next to the opponent. When she’s in close, the mind games truly begin.
—Peter Rosas, Associate Producer
Overview
- She hits like a truck, with even the simplest openings dealing more than 100 points of damage.
- For a grappler, she has an incredibly mobile ground game with her Linear Movement V-Skills that greatly enhance her footsies game.
- A few of her tick-into-command-throw blockstrings have tight windows of escape, putting the enemy in sticky coin-flip situations.
- Many of her knockdowns are from hit-throws or throws, limiting her opponent’s recovery options to quick-rising in place or staying floored.
- Thunder Clap would be an invaluable tool for conventional characters, but it’s an even better one for a grappler like Laura.
- Laura is limited in her combos; she only has a handful of hit-check combos and no practical anti-air Crush Counter ones.
- She’s primarily footsie-based, so she can be difficult to play for Street Fighter novices.
- She doesn’t have a conventional low hit-check combo like most characters, so her offense can be difficult to implement against knowledgeable players.
Laura is a ground-based, mobile grappler with a chargeable projectile attack. Her strengths lie in her ability to weave in and out of mid and close range, threatening with her powerful Sunset Wheel command throw. She’s reliant on having good Street Fighter fundamentals, so she can be reasonably hard to master. Her combos, however, aren’t too mechanically intensive.
Your objective is to play a solid mid-range game until you find an opening to score a throw-type knockdown, or to use an LP Bolt Charge combo to get in. Achieve this by:
- Getting into mid range as early as possible, holding your ground and pressuring your opponent into the corner
- Using Thunder Clap as a catalyst for the enemy to make bad decisions, and to clear a path through their defense
- Fishing with standing
into Linear Movement – Esquiva, weaving out of range with strong mid-range attacks
- Whiff-punishing attacks with crouching
LP Bolt Charge or crouching
MP Bolt Charge
Split River/Rodeo Break
Data
Attacks
Being effective with Laura requires you to really get into the mind of the opponent once you get into close range. This means that you'll have to keep pressuring as they retreat, anti-air them when they try to jump, command grab them if they block, and block if you feel they're itching to attack back. Once you're aware of your opponent's options, and can properly guess what they'll do next, you'll be surprised at how fast the wins will come.
—Peter Rosas, Associate Producer
V-System Pt. 1
There are two active frames prior to the overhead active frame that won’t connect with grounded opponents. These frames knock down airborne foes and are meant to stop opponents from jumping out of range. This trait is often more valuable than the overhead trait, since players may be inclined to jump away from Laura’s frightening mid-range and close-range offense.
With its crouching properties, you can use Linear Movement – Avante to get under certain attacks, including F.A.N.G.’s Nishikyu, Dhalsim’s Yoga Fire, and even some jumping attacks that would hit Laura’s head if she were standing or dashing normally. This is especially important against those two zoning characters since the parabolic arc on their projectiles can be an annoyance for a ground-based grappler like Laura. Linear Movement – Avante lets Laura crouch-dash under those projectiles when timed properly, advancing her closer to mount a mid-range
V- System Pt. 2
As the “elusive” name implies, you can use these techniques to weave out of and back into close range, keeping the enemy on their toes guessing what you’ll do next. Both Linear Movement - Avante and Esquiva are essential to Laura’s gameplay. Her walk speed is slower than average, so these ground mobility options make up for it.
However, since Laura’s V-Trigger is the three-bar variety, using Double Slap will usually sacrifice your powerful Spark Show V-Trigger power-up for the round. If you don’t gain extra V-Gauge from Crush Counters or Volty Line, you’ll have to sustain about 75 percent stamina damage to gain three bars of V-Gauge, so double-check your gauge before committing to using Double Slap to fend off aggressors. The upside is that if you do use a bar of V-Gauge for Double Slap, and you aren’t depending on Spark Show as a win condition, you can use Double Slap (with its incredible knockdown advantage) at least two more times in the round. It can easily swing the tempo back in your favor; as an in-your-face grappler, this can be vital.
If Double Slap is blocked, you’re left at -2 frame disadvantage, which is usually safe.
Spark Show: As its name implies, Laura’s Spark Show V-Trigger empowers her with the element of lightning. For roughly 13 seconds, Laura gains new properties on several of her moves, including more damage and stun to all of her special moves, as well as her Critical Art. Distance traveled is increased for both Linear Movement – Avante and Linear Movement - Esquiva. Thunder Clap lv.1 is automatically upgraded to Thunder Clap lv.2, and the required charge time for Thunder Clap lv.3 is reduced. EX Thunder Clap also gains an extra hit. Finally, EX Sunset Wheel gains extended dash range. These buffs are game-changing, especially the ones involving Thunder Clap.
Having a full V-Gauge allows for more extensive combos, letting you utilize V-Trigger cancels from Laura’s normal moves. Your mid-range pokes become more of a threat, as seen in several of the combos listed in the Combos section. Additionally, you can create some hard-to-escape 50/50 situations if you can force your opponent to block one of your high-advantage sequences of pokeUnlike other V-Trigger power-ups, none of Laura’s special moves consumes Spark Show gauge on use. During its duration, you’re free to use as many buffed Thunder Claps as you please.
Strategy - Long Range
Because she’s a grappler, you’ll always want Laura to be either in the opponent’s face with the threat of her command throw or at around footsie range, intimidating the enemy with her Linear Movement mobility options. However, Laura is no slouch when it comes to long-range play. With a serviceable projectile that handily deflects other projectiles from long range, she’s difficult to chip at effectively. Thunder Clap also forces other close-combat fighters to engage with Laura since they can’t sit back idly allowing her to build meter and dominate the stage with it. You aren’t going to be chipping out your opponents from full screen with Laura’s Thunder Clap, but it gives you a tool to help you do what you want to do, and that’s to get her closer.
Against zoning characters with projectiles (like Ken, Nash, and Ryu), you have a couple of tools to help Laura fight back without losing ground. You can trade with your own Thunder Clap projectile, or you can blow through single-hit ones with EX Bolt Charge. EX Bolt Charge can be done on reaction and a little anticipation, depending on how far Laura is from the enemy. Successfully connecting with it and canceling it into Split River/Rodeo Break scores you a knockdown. If you want to get Laura into close range afterward, you can immediately follow it with a dash-in, leaving her at ±0 (assuming the enemy quick-rises).
With a full EX Gauge, you can use Inazuma Spin Hold the same way, except Laura’s punish range is less relative to using EX Bolt Charge. Her Critical Art is invincible for the first four frames and travels far forward quickly, easily getting past projectiles for the throw.
At closer distances (around mid to long range), projectiles may be difficult to deal with without EX Gauge because of how slow Thunder Clap starts up (19 frames versus Ryu’s 13 with HP Hadoken). So, in a fireball fight, Laura will eventually lose ground or get hit out of the Thunder Clap animation, since she won’t be able to keep up with the barrage. Laura doesn’t have meterless moves to get around a good zoning game, nor does she have great aerial tools to deal with them. Therefore, when you find yourself in these scenarios, you’ll need to be patient and resort to blocking or neutral jumping. These options are perfectly acceptable, especially since you have plenty of stamina to play with.
If you can pin down your opponent’s projectile patterns, you can make an educated guess jump-in using jumpingAgainst other grapplers or melee-based characters, there usually won’t be much of a long-range game because you’ll both want to immediately engage mid-stage, with an emphasis on keeping ground or pushing each other to the corner. Remember that you do have a leg up against them in terms of having an actual projectile, so make good use of Thunder Clap (and even charged Thunder Clap if there’s a lull or point of hesitation in the action) to force out mistakes or to take ground control.
Strategy - Mid Range Pt. 1
Against most characters, Laura will normally be on offense, pressuring her opponent into the corner. To accomplish this at mid range, you need to be vigilant in your aggression. Everything you do from this range should instill fear so that Laura can eventually corner the target, especially if they’re taking a passive approach.
While standingStrategy - Mid Range Pt. 2
If you’ve conditioned your opponent into guarding low at mid range, you can try for a semi-risky Volty Line V-Skill overhead. Unlike most overhead attacks, Laura’s V-Skill deals a large amount of damage (90, versus the usual 60 for an overhead). Additionally, you gain valuable V-Gauge on block and hit. The downside is that if it’s blocked, it’s easily punishable (at -7) with either a medium or heavy-strength combo. Distancing Laura helps make it less punishable, but most characters will still be in range for at least a medium-attack punish. Although Volty Line starts up a bit slowly and is blockable on reaction, its best property is that it has an “anti-jump” property. There are two active frames prior to the overhead active frame that can hit opponents out of the air (however, these frames do not hit grounded characters). Essentially, Volty Line doubles as an overhead and as a high-damage punish for opponents trying to jump out of range from Laura (which many players are tempted to do against a grappler like her).
Another aggressive approach is to simply dash in with your normalStrategy - Close Range Pt. 1
Close range is where Laura truly shines. It’s where most of your damage will come from, with the obvious threat of her Sunset Wheel, high-advantage back throw, and three-frame standing jabs. Laura’s only deficiency at close range is that she doesn’t have access to a conventional low-hit check (aside from using full EX Gauge, as seen in Combo 1), but her throw threats make up for this shortcoming.
Strategy - Close Range Pt. 2
If you’re looking for a faster close-range attack from standing
- Off of a combo into MP/EX Bolt Charge
Split River/Rodeo Break, you’re left at ±0. This gives you a chance for a three-frame jab frame trap, a standing
for backdash reads, or a simple Sunset Wheel or throw.
- Off of Sunset Wheel, you’re left at -4. So, if you connect with a command throw, it’s best not to follow up with a dash-in. Instead, walk into close range and start your up-close offense over again. Or, you can throw out a Thunder Clap to force chip damage or an ill-timed jump.
- Off of an anti-air HP Bolt Charge (or a combo leading into it), you’re at -4. As with the Sunset Wheel follow-up, you’ll want to omit the forward dash against wary opponents and play it safe with a transition into a mid-range or close-range game.
- Off of a back throw into a dash-in, you’re at +2, which is the ideal advantage for a meaty Sunset Wheel. Your enemy has an extremely small window to get out of this setup. While it’s usually better to use forward throws to carry your foe into a corner, you’ll have to assess whether the corner is more important than this much knockdown advantage. A good setup is to back throw, forward dash, and then go for a mix-up between a standing
frame trap, HK Sunset Wheel, or a normal throw.
- Off of an LP Bolt Charge hit, you’re at +2, with both characters grounded. Sometimes this is better than a knockdown because it forces your opponent to think quickly on their feet. One of the best follow-ups to LP Bolt Charge hit is a standing
frame trap. With only a four-frame window, your opponent is forced to block or reversal with an invincible attack if they don’t have a three-frame jab. Thanks to your higher priority, you’ll beat out all four-frame light attacks.
Defensively, Laura lacks an invincible special attack, but she does have a three-frame standing
Spark Show
Under the effects of Spark Show, your strategy will largely remain the same. You’ll deal more damage across the board, with the bonuses of having enhanced mobility and better zoning capabilities.
The most notable changes for the neutral game include increased dash distance with both Linear Movement V-Skills and the transformation of Thunder Clap lv.1 to Thunder Clap lv.2, which decreases the charge time of Thunder Clap lv.3 to that of what Thunder Clap lv.2 is pre-Spark Show. Furthermore, V EX Thunder Clap deals more damage and knocks opponents higher up on hit.
These buffs empower your mid-range and long-range gameplay substantially. You can use Thunder Clap lv.2 on a whim, allowing for an easier advance into close range, especially considering the increased distance of your Linear Movement dashes.
For just about 13 seconds, your enemy will have to respect Laura from farther than usual thanks to her augmented moves. Since she can dash into close range from half-screen distance, you can apply all of your close-range strategies much more easily during Spark Show, while dealing even more damage and stun when successful. If you’re in the lead, you can opt to zone the enemy out and apply projectile pressure with Laura’s leveled-up Thunder Claps.
Pre-activation, when you’re sitting on a full V-Gauge, don’t be afraid to use Spark Show as a free momentum-starter off of Laura’s mid-range attacks. If you see a chance from footsie range, you can go for a Step ElbowVisual Guide/ TL;DR
Combos Pt. 1
Crouching
- 310 damage, 133 stun (requires full EX Gauge) Laura doesn’t have much in the way of low-check combos, but if you have a loaded EX Gauge, you can deal around 300 points of damage—a decent amount, considering how scary it is to sit there guarding against a grappler.
COMBO 2
Crouching
- 185 damage, 265 stun (requires one stock of EX Gauge)
- 104 damage, 190 stun (no knockdown)
A generally useful poke combo initiated with crouching
. Use this to punish whiffed attacks quickly or to check your opponent’s low block. On block, LP Bolt Charge leaves Laura at -2 frame advantage, so be ready to defend against astute opponents. Avoid having EX Bolt Charge blocked, as it leaves Laura at a very punishable disadvantage.
Standing
- 105 damage, 213 stun (no knockdown)
Crouching
- 186 damage, 265 stun
- 173 damage, 309 stun (no knockdown)
- 234 damage, 364 stun (requires one stock of EX Gauge)
When spending meter to end with EX Bolt Charge, end with either Split River or Rodeo Break, depending on your desired position. See the Bolt Charge description for more details.
Combos Pt. 2
- 197 damage, 315 stun (requires full V-Gauge)
- 197 damage, 315 stun (requires full V-Gauge and one stock of EX gauge)
- 197 damage, 315 stun (requires full V-Gauge)
COMBO 6B
- 254 damage, 370 stun
Without V-Gauge, you can simply cancel Twist Barrage into HP Bolt Charge for an EX Gauge-building combo.
COMBO 7Standing
- 225 damage, 351 stun (requires one stock of EX Gauge, causes air recovery into one of the below follow-ups)
These Thunder Clap setups are designed simply to keep your opponent in blockstun for more pressure. Keep in mind that some characters can hit Laura with a quick low attack during her Thunder Clap animation, which causes the projectile to dissipate. If you scout your opponent on this type of reaction, you can opt to go for a meaty setup with Linear Movement – Avante instead (below).
It’s possible to dash under the falling opponent for an ambiguous left/right mix-up. The cross-up only works against the following characters: R. Mika, Ryu, Ken, Cammy, Vega, Karin, Nash, M. Bison, Dhalsim, and F.A.N.G.
A meaty overhead mix-up. It’s -5 on block, so use caution and assess whether you can take the risk since it’s punishable by all light attacks.
Crouching- 233 damage, 351 stun (causes knockdown)
- 281 damage, 391 stun (requires cornered opponent)
A simple combo utilizing the versatility of EX Thunder Clap. On block, Laura’s at +3 frame advantage. On hit, it gives you multiple follow-ups. Since standing
Otherwise, you can just sweep the opponent into a knockdown state, followed by a dash for frame trap pressure against their wakeup.
The HP Bolt Charge finisher works only if the target is cornered. It will work mid-stage if you have Spark Show activated, thanks to the improved EX Thunder Clap properties.
Combos Pt. 3
Standing
- 165 damage, 293 stun
Standing
- 332 damage, 492 stun (requires one stock of EX Gauge)
Standing
- 402 damage, 312 stun (requires full V-Gauge and EX Gauge)
- 259 damage, 430 stun (requires full V-Gauge)
Standing
- 368 damage, 150 stun (requires full V-Gauge and EX Gauge)
- 259 damage, 430 stun (requires full V-Gauge)
- 152 damage, 270 stun (requires full V-Gauge)
Combos Pt. 4
Forward jump cross-up
- 153 damage, 289 stun
- 214 damage, 344 stun (requires one stock of EX Gauge)
Forward jumping cross-up
- Damage varies, see Combo 7
Forward jump
- 457 damage, 333 stun (requires full EX Gauge)
- 389 damage, 587 stun (requires one stock of EX Gauge)
Combos Pt. 5
Counter-hit standing
- 201 damage, 319 stun
Counter-hit standing
- 296 damage, 492 stun (see Combo 7 for details)
- 222 damage, 345 stun
Counter-hit standing
- 402 damage, 180 stun (requires full EX Gauge)
- 231 damage, 345 stun (requires one stock of EX gauge)
- 321 damage, 555 stun (requires full V-Gauge)
- 150 damage, 270 stun (no knockdown)
Combos Pt. 6
Counter-hit standing
- 412 damage, 258 stun (requires full EX Gauge)
- 344 damage, 512 stun (requires full V-Gauge and one stock of EX Gauge)
- 237 damage, 355 stun
Counter-hit
- 436 damage, 282 stun (requires full EX Gauge)
- 261 damage, 379 stun
Counter-hit
- 162 damage, 270 stun
- 189 damage, 315 stun
- 243 damage, 360 stun
Anti-air
- 141 damage, 195 stun
- 114 damage, 150 stun
Credits
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.