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Street Fighter V/Laura

From SuperCombo Wiki

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
SFV-Laura Portrait.jpg
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
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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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
Stand LP
5LP
Startup Active Recovery Hit
3 2 9 3
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs1 vs2 vt1 vt2
Laura's only 3F normal
FATonline.png
5MP
Stand MP
5MP
Startup Active Recovery Hit
6 5 11 4
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: 16
    • V-Trigger: 16
  • Cancel options: sp su vs1 vs2 vt1 vt2
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)
Good frametrap and pressure tool
FATonline.png
5HP
Stand HP
5HP
Startup Active Recovery Hit
8 3 18 4
Damage Stun Attack Block
80 150 H -2
  • Crush Counter: Stagger, 16 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vs1 vs2 vt1 vt2
+13 when canceled into forward V-Skill after Crush Counter
+7 when canceled into backwards V-Skill after Crush Counter
+4 when canceled into backwards->forward V-Skill after Crush Counter
Cancel window starts after active frames (which means meaty v-skill cancels are more advantageous)
FATonline.png
5LK
Stand LK
5LK
Startup Active Recovery Hit
4 3 9 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good frametrap and pressure tool
FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
7 4 14 4
Damage Stun Attack Block
60 100 H -2
  • Confirm windows:
    • V-Trigger: 15
  • Cancel options: vs1 vs2 vt1 vt2
-2 oB infinite blockstring pressure (sarcasm)
FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
12 3 19 1
Damage Stun Attack Block
90 150 H -4
  • Crush Counter: Stagger, 16 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: 17
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Decent range poke that moves Laura forward
FATonline.png
2LP
Crouch LP
2LP
Startup Active Recovery Hit
4 2 8 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into cr.LP / cr.LK
FATonline.png
2MP
Crouch MP
2MP
Startup Active Recovery Hit
5 2 15 3
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vs1 vs2 vt1 vt2
Quite lenient cancel window (16F hit confirm window)
Similar in use to cr.HP but trades range for speed
FATonline.png
2HP
Crouch HP
2HP
Startup Active Recovery Hit
7 4 17 2
Damage Stun Attack Block
90 150 H -2
  • Confirm windows:
    • Specials & CA: 22
    • V-Trigger: 22
  • Cancel options: sp su vs1 vs2 vt1 vt2
Fantastic whiff punish tool
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)
FATonline.png
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into cr.LP / cr.LK
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
7 3 13 2
Damage Stun Attack Block
50 100 L -1
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vs1 vs2 vt1 vt2
Very lenient cancel window (17F hit confirm window)
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
9 3 20(22) KD
Damage Stun Attack Block
90 150 L -14
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 74 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
2 extra recovery frames (22) on block and whiff
FATonline.png
8LP
Jump LP
8LP
Startup Active Recovery Hit
3 5 - 8(9)
Damage Stun Attack Block
40 70 M 5(6)
Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
FATonline.png
8MP
Jump MP
8MP
Startup Active Recovery Hit
4 3 - 12
Damage Stun Attack Block
60 100 M 9
Hits above Laura (decent air-to-air)
Has no hurtbox extension whatsoever
Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
FATonline.png
8HP
Jump HP
8HP
Startup Active Recovery Hit
7 5 - 11(15)
Damage Stun Attack Block
90 150 M 8(12)
Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
Laura's bottom hurtboxes pull up a little bit on frame 7 and onward
FATonline.png
8LK
Jump LK
8LK
Startup Active Recovery Hit
4 10 - 5(9)
Damage Stun Attack Block
40 70 M 2(6)
Can cross up
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
5 7 - 8(12)
Damage Stun Attack Block
60 100 M 5(9)
Can cross up
Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
5 6 - 11(15)
Damage Stun Attack Block
90 150 M 8(12)
Very fast startup for a heavy jump-in
Top of Laura's jumping hurtbox shrinks down a bit for entire move duration
Laura's bottom hurtboxes pull up a little bit on frame 5 and onward
Laura's been watching too much Keijo!!!!!!!!
FATonline.png

Command Normals

6HP
Step Elbow
6HP
Startup Active Recovery Hit
17 2 17 4
Damage Stun Attack Block
80 120 H -2
  • Confirm windows:
    • Target Combos: 22
    • V-Trigger: 16
  • Cancel options: vt1 vt2
FATonline.png

Target Combos

6HP > 5HP
Twist Barrage
6HP > 5HP
Startup Active Recovery Hit
17+9 3 21 KD
Damage Stun Attack Block
54 90 H*H -8
  • Knockdown: 93 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 22
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches grounded opponents into a free juggle state
Cancelable into any special / v-skill on hit (except for the Sunset Wheel grabs)
FATonline.png
5MP > 5MK
Dual Crash
5MP > 5MK
Startup Active Recovery Hit
6+7 3 18 KD
Damage Stun Attack Block
60*54 (114) 100*63 (163) H*H -6
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 16
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches grounded opponents into a limited juggle state
Cancelable into any special / v-skill on hit (except for the Sunset Wheel grabs)
FATonline.png

Throws

LPLK
Seoi Throw
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
FATonline.png
4LPLK
Pullback Hold
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T KD
  • Knockdown: 65 KD Adv, 16 Quick Rise Adv, 16 Back Rise Adv.
FATonline.png

Special Moves

236LP
LP Bolt Charge
236LP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 18 2
Damage Stun Attack Block
60 100 H -2
Combos into from lights and leaves Laura up close on hit for a +2 mixup (great pressure tool)
Juggle Limit / Increase / Start: 7 / 2 / 2
FATonline.png
VT1 Startup Active Recovery Hit
12 3 18 2
Damage Stun Attack Block
70 150 H -2
  • Cancel options: su
+10 damage and +50 stun during V-Trigger 1
Cancels into Super (Critical Art) on hit / block
Combos into from lights and leaves Laura up close on hit for a +2 mixup (great pressure tool)
Juggle Limit / Increase / Start: 7 / 2 / 2
236MP
MP Bolt Charge
236MP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
60 50 H -7
Can cancel into the Split River / Rodeo Break follow-ups on hit only
Juggle Limit / Increase / Start: 0 / 0 / 2 (Only +1 Juggle Start on airborne)
FATonline.png
VT1 Startup Active Recovery Hit
15 3 20 2
Damage Stun Attack Block
70 100 H -7
+10 damage and +50 stun during V-Trigger 1
Can cancel into the Split River / Rodeo Break follow-ups on hit only
Juggle Limit / Increase / Start: 0 / 0 / 2 (Only +1 Juggle Start on airborne)
236HP
HP Bolt Charge
236HP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
7 8 17+13 KD
Damage Stun Attack Block
60*90 (150) 50*150 (200) H -
  • Knockdown: 66 KD Adv, 17 Quick Rise Adv, 17 Back Rise Adv.
Upper body invincible on frames 1-11
Airborne on frames 7-31
Juggle Limit: 5
FATonline.png
VT1 Startup Active Recovery Hit
7 8 17+13 KD
Damage Stun Attack Block
70*110 (180) 100*150 (250) H -
  • Knockdown: 66 KD Adv, 17 Quick Rise Adv, 17 Back Rise Adv.
+10 damage and +50 stun during V-Trigger 1
Upper body invincible on frames 1-11
Airborne on frames 7-31
Juggle Limit: 5
236PP
EX Bolt Charge
236PP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
12 3 22 0
Damage Stun Attack Block
80 50 H -17
One hit of armor on frames 3-14
Can cancel into the Split River / Rodeo Break follow-ups on hit only
Juggle Limit / Increase / Start: 0 / 6 / 2
FATonline.png
VT1 Startup Active Recovery Hit
12 3 22 0
Damage Stun Attack Block
90 100 H -17
+10 damage and +50 stun during V-Trigger 1
One hit of armor on frames 3-14
Can cancel into the Split River / Rodeo Break follow-ups on hit only
Juggle Limit / Increase / Start: 0 / 6 / 2
236MP > P
Split River
236MP > P
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
60*63 (123) 50*135 (185) H -
  • Knockdown: 67(68) KD Adv, 18(19) Quick Rise Adv, 18(19) Back Rise Adv.
Switches side with the opponent
Denies back-roll (Throw)
+1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
FATonline.png
VT1 Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
70*81 (151) 100*135 (235) H -
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
+18 damage during V-Trigger 1
Switches side with the opponent
Denies back-roll (Throw)
+1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
236MP > K
Rodeo Break
236MP > K
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
60*63 (123) 50*135 (185) H -
  • Knockdown: 67(68) KD Adv, 18(19) Quick Rise Adv, 18(19) Back Rise Adv.
Stays on same side of the opponent
Denies back-roll (Throw)
+1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
FATonline.png
VT1 Startup Active Recovery Hit
- - - KD
Damage Stun Attack Block
70*81 (151) 100*135 (235) H -
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 18 Back Rise Adv.
+18 damage during V-Trigger 1
Stays on same side of the opponent
Denies back-roll (Throw)
+1 extra KDA (+68/19/19) when followed up from EX Bolt Charge resulting in +2 mixup after a forward dash
214P
Thunder Clap Lvl 1
214P
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
19 40 26 2
Damage Stun Attack Block
60 60 H -5
  • Cancel options: su vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
1-hit Projectile (Lvl 1 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 45 frames (Lvl 1 Thunder Claps)
Can cancel into V-Skill 1 and 2 during V-Trigger 1
Juggle Limit / Increase / Start: 0 / 1 / 1
FATonline.png
VT1 Startup Active Recovery Hit
19 80 28 2
Damage Stun Attack Block
60 60 H -5
  • Cancel options: su vs1 vs2
Projectile immediately disappears if Laura is successfully hit
1-hit Projectile (Lvl 1 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 80 frames (double the duration of non-V-Trigger Lvl 1 Thunder Claps)
Juggle Limit / Increase / Start: 0 / 1 /1
214P (brief-hold)
Thunder Clap Lvl 2
214P (brief-hold)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
36 80 25 11
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 2
  • Cancel options: su vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
2-hit Projectile (Lvl 2 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 80 frames (Lvl 2 Thunder Claps)
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
FATonline.png
VT1 Startup Active Recovery Hit
25 80 27 11
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 2
  • Cancel options: su vs1 vs2
Projectile immediately disappears if Laura is successfully hit
2-hit Projectile (Lvl 2 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 80 frames (Lvl 2 Thunder Claps)
Startup reduced from 41 -> 26 in this V-Trigger 1 version
V-Skill cancel data is less advantageous (+4 on hit) if only the first hit of the projectile hits when canceled (like when performed mid-screen)
Juggle Limit / Increase / Start: 0*0 / 0*1 / 0*1
214P (hold)
Thunder Clap Lvl 3
214P (hold)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
70 100 13 31
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 18
  • Cancel options: su vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
3-hit Projectile (Lvl 3 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 100 frames (Lvl 3 Thunder Claps)
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
FATonline.png
VT1 Startup Active Recovery Hit
40 100 13 31
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 18
  • Cancel options: su vs1 vs2
Projectile immediately disappears if Laura is successfully hit
3-hit Projectile (Lvl 3 Thunder Claps)
Speed and reach of projectile depends on strength of button used (LP/MP/HP)
LP Projectile Speed: 0.005
MP Projectile Speed: 0.015
HP Projectile Speed: 0.027
Projectile persists for 100 frames (Lvl 3 Thunder Claps)
Startup reduced from 70 -> 40 in this V-Trigger 1 version
V-Skill cancel data is less advantageous (+4/+3) if only the first hit of the projectile connects when canceled (like when performed mid-screen)
Juggle Limit / Increase / Start: 0*0*0 / 0*0*1 / 0*0*1
214LPMP
LPMP Thunder Clap
214LPMP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
17 60 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Cancel options: vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
2-hit Projectile
Projectile Speed: 0.006
Projectile persists for 60 frames
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
Can cancel into V-Skill 1 and 2 during V-Trigger 1
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
17 80 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Projectile immediately disappears if Laura is successfully hit
Projectile persists for 80 frames (double the normal LPMP Fireball duration in this V-Trigger 1 version)
2-hit Projectile
Projectile Speed: 0.016
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
214LPHP
LPHP Thunder Clap
214LPHP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
17 170 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Cancel options: vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
2-hit Projectile
Projectile Speed: 0.016
Projectile persists for 170 frames
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
Can cancel into V-Skill 1 and 2 during V-Trigger 1
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
17 190 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Projectile immediately disappears if Laura is successfully hit
Projectile persists for 190 frames (20 extra frames duration in this V-Trigger 1 version)
2-hit Projectile
Projectile Speed: 0.028
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
214MPHP
MPHP Thunder Clap
214MPHP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
17 170 24 KD
Damage Stun Attack Block
60*30 (90) 60*30 (90) H 3
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Cancel options: vs1 vs2 vt1 vt2
Projectile immediately disappears if Laura is successfully hit
2-hit Projectile
Projectile Speed: 0.028
Projectile persists for 170 frames
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
17 190 24 KD
Damage Stun Attack Block
60*30*30 (120) 60*30*30 (120) H 7
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
  • Cancel options: vs1 vs2
Projectile immediately disappears if Laura is successfully hit
Projectile persists for 190 frames (20 extra frames duration in this V-Trigger 1 version)
2-hit Projectile
Projectile Speed: 0.006
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)
On hit, do st.HP xx V-Skill (hold slightly) for cross under or st.hp xx V-Skill (tap) for same side
V-Skill cancel data is less advantageous (only +1 on block) if only the first hit of the projectile is blocked when canceled (like when performed mid-screen)
Juggle Limit / Increase / Start: 0*0 / 0*2 / 0*1
63214LK
LK Sunset Wheel
63214LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
70*90 (160) 100*100 (200) T KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Throw Distance: 1.23
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
4F slower start-up than MK/HK version but has more range
FATonline.png
VT1 Startup Active Recovery Hit
9 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*130 (230) T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Increased range of about 10% during V-Trigger 1
+1 KDA during V-Trigger 1
Throw Distance: 1.38
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
4F slower start-up than MK/HK version but has more range
63214MK
MK Sunset Wheel
63214MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
70*100 (170) 100*100 (200) T KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Throw Distance: 1.11
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
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VT1 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
80*110 (190) 100*130 (230) T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Increased range of about 10% during V-Trigger 1
+1 KDA during V-Trigger 1
Throw Distance: 1.26
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
63214HK
HK Sunset Wheel
63214HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
70*120 (190) 100*100 (200) T KD
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Throw Distance: 0.91
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
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VT1 Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
80*130 (210) 100*130 (230) T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Increased range of about 10% during V-Trigger 1
+1 KDA during V-Trigger 1
Throw Distance: 1.06
Denies back-roll (Throw)
Cannot cancel into this from normals or back+V-Skill
63214KK
EX Sunset Wheel
63214KK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
18 2 60 KD
Damage Stun Attack Block
80*100 (180) 100*150 (250) T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Moves forward before grabbing
Projectile Invincible on frames 1-20
Can't cancel into from normal attacks or back V-Skill
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VT1 Startup Active Recovery Hit
18 2 60 KD
Damage Stun Attack Block
80*130 (210) 130*150 (280) T KD
  • Knockdown: 64 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
Increased range during V-Trigger 1
Moves forward before grabbing
Projectile Invincible on frames 1-20
Can't cancel into from normal attacks or back V-Skill

Critical Art

236236K
Inazuma Spin Hold
236236K
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
4 2 52 KD
Damage Stun Attack Block
130*30x4*100 (350) 0 T KD
  • Knockdown: 50 KD Adv, 1 Quick Rise Adv, 1 Back Rise Adv.
Fully invincible on frame 1-5
All brazillian characters must form a ball and spin while causing electricity
FATonline.png
VT1 Startup Active Recovery Hit
4 2 52 KD
Damage Stun Attack Block
130*30x4*120 (370) 0 T KD
  • Knockdown: 50 KD Adv, 1 Quick Rise Adv, 1 Back Rise Adv.
Fully invincible on frame 1-5
VT1 Enhanced Version has bonus 20 damage on final hit

Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Volty Line
MPMK (VS1)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
20 6 22 2
Damage Stun Attack Block
70 130 M -7
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 93 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
Overhead
First 2 active frames can only hit airborne targets and then hits grounded opponents on 22nd frame (+5/-4 on last active frame)
Airborne on frames 20-22
First active frame can hit cross-up (behind Laura)
Builds 100/50 V-Gauge on hit/block
Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
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VT1 Startup Active Recovery Hit
20 6 21 4
Damage Stun Attack Block
90 160 M -6
Overhead
+20 damage and +30 stun during V-Trigger 1
First 2 active frames can only hit airborne targets and then hits grounded opponents on 22nd frame (+7/-3 on last active frame)
Airborne on frames 20-24
First active frame can hit cross-up (behind Laura)
Spends 1500 V-Timer (50% V-Timer) when canceling into any versions of Laura's V-Skill from Thunder Claps during V-Trigger 1
6MPMK (VS1)
Linear Movement Avante
6MPMK (VS1)
Startup Active Recovery Hit
- - 21(20) -
Damage Stun Attack Block
- - - -
21 frames total when used standalone, but 18 frames when canceled from LM:E (backwards V-Skill)
Can be performed with 1F shorter duration (20F) if buffered into during the 5F buffer window of SFV (and having already released the MP+MK buttons before the move starts)
Increased distance during V-Trigger
Crouch sized hurtbox during this dash
Counter-hit state on frames 1-17
Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
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4MPMK (VS1)
Linear Movement Esquiva
4MPMK (VS1)
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
Frames 15-26 can be canceled into Specials / Super / V-Skill 1 follow-ups
Increased distance during V-Trigger
Counter-hit state on frames 1-25
Spends 1000 V-Timer (50% V-Timer) when canceled into from Thunder Claps during V-Trigger 1
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4MPMK (VS1) > MPMK
Linear Movement Finta
4MPMK (VS1) > MPMK
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
Dashes back -> forward
Cannot cancel into anything during this forward dash follow-up
Counter-Hit state for entire duration of the forward dash (frames 1-16)
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V-Skill 2

MPMK (VS2)
Volty Sprink
MPMK (VS2)
Startup Active Recovery Hit
11 2 25+14 KD
Damage Stun Attack Block
60 100 H -
Initial Leap attack can only hit airborne opponents
Airborne on frames 9-37
Variable KDA
KDA after Target Combos xx V-Skill 2 > P: +104/45/50 (1 less KDA if you use LP Fireball after MP>MK xx V-Skill 2)
Cancels into Thunder Spike (Air Projectile) or Heavy Heel (Air Kick) follow-ups on frames 19-24
Initial Leap attack builds 50 V-Gauge on Hit
Juggle Limit / Increase / Start: 2 / 1 / 2
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MPMK (VS2) > P
Thunder Spike
MPMK (VS2) > P
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
19+13 - air+10 -
Damage Stun Attack Block
60 60 H -
Projectile immediately disappears if Laura is successfully hit
1-hit Projectile
Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
MP Projectile persists for 55 frames (travels medium distance)
HP Projectile persists for 80 frames (travels furthest distance)
Very variable frame advantage on grounded opponents
Builds 50/25 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 3 / 2 / 1
FATonline.png
VT1 Startup Active Recovery Hit
19+14 - air+10 -
Damage Stun Attack Block
60 60 H -
This version is 1F slower start-up overall during V-Trigger 1 for some reason
1-hit Projectile
Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
MP Projectile persists for 55 frames (travels medium distance)
HP Projectile persists for 80 frames (travels furthest distance)
Very variable frame advantage on grounded opponents
Builds 50/25 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 10 / 1 / 1
MPMK (VS2) > K
Heavy Heel
MPMK (VS2) > K
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
19+16 2 air+10 3
Damage Stun Attack Block
70 100 H -2
Not actually an Overhead
Spiked knockdown on airborne opponents (variable KDA)
KDA after Target Combos xx V-Skill 2 > K: +77/18/23
Builds 50/25 V-Gauge on Hit/Block
Juggle Limit / Increase: 5 / 1
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VT1 Startup Active Recovery Hit
19+16 2 air+10 4
Damage Stun Attack Block
70 100 H 1
Increased frame advantage on hit / block (+3/-2 -> +4/+1)
Not actually an Overhead
Spiked knockdown on airborne opponents (variable KDA)
Juggle Limit / Increase: 5 / 1

V-Trigger 1

HPHK (VT1)
Spark Show
HPHK (VT1)
Startup Active Recovery Hit
1 - 4(9) -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 3000 frames (~50 seconds)
Reduces charge time (start-up) for lvl 2-3 Thunder Claps as well as double the duration (active frames) of lvl 1 Thunder Clap
Enhances V-Skill 1/2 and Critical Art
Enhances damage and range on all versions of Sunset Wheel
Allows canceling from Thunder Claps into V-Skill 1/2 on hit / block / whiff (costs 50% of remaining V-Timer)
FATonline.png
MPMK (VS2) > P (hold)
Thunder Spike Lvl 2
MPMK (VS2) > P (hold)
Startup Active Recovery Hit
19+28 - air+10 -
Damage Stun Attack Block
60*30 (90) 60*30 (90) H -
2-hit Projectile
This (hold) version is only available during V-Trigger 1
Duration / Speed / Trajectory of the projectile depends on strength of button used (LP/MP/HP)
LP Projectile persists for 50 frames (travels shortest distance and disappears before it touches the ground)
MP Projectile persists for 55 frames (travels medium distance)
HP Projectile persists for 80 frames (travels furthest distance)
Very variable frame advantage on grounded opponents
Builds 70/35 V-Gauge on Hit/Block
Juggle Limit / Increase / Start: 10*10 / 0*1 / 1*1
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V-Trigger 2

HPHK (VT2)
Shock Stance
HPHK (VT2)
Startup Active Recovery Hit
1 - 5(9) -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 2500 frames (~42 seconds)
Gives access to new moves (Matsuda Sway & Shock Choke) while active
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HPHK
Matsuda Sway
HPHK
Startup Active Recovery Hit
4(13) 30 12 -
Damage Stun Attack Block
- - - -
Strike and Projectile invincible on frames 3-33
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
The sway itself spends 200 V-Timer (8% of V-Timer)
Canceling into normals and unique spends 1000 V-Timer (40% of V-Timer)
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HPHK > HPHK
Matsuda Sway > Shock Choke
HPHK > HPHK
Startup Active Recovery Hit
13+7 2 51 19
Damage Stun Attack Block
100 0 T -
A throw that leaves the opponent in an extended hitstun for follow-up combos
Invincible to airborne strikes and projectiles on frames 1-8
Overall startup is 20 frames if you include the prior Sway
Strike and Projectile invincible on frames 3-21 if you include the prior Sway (as well as invincible to airborne strikes on frames 14-21)
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)
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2HPHK
Shock Choke
2HPHK
Startup Active Recovery Hit
7 2 60 19
Damage Stun Attack Block
100 0 T -
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
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HPHK > MPMK (VS1)
Matsuda Sway > V-Skill 1 Dash
HPHK > MPMK (VS1)
Startup Active Recovery Hit
13 - 21 -
Damage Stun Attack Block
- - - -
Fully projectile invincible for the entire duration of the V-Skill dash
If you count the initial Sway startup frames as well then this move is Strike invincible on frames 3-13 and Projectile invincible on frames 3-34
Cancels into Shock Choke on frames 18-19 of the V-Skill dash (overall frames 31-32 if you count the initial Sway startup frames as well)
Laura is in a counter-hit state on frames 1-17 on the dash (overall frames 1-30 if you count the initial Sway startup frames as well)
This dash follow-up auto-corrects upon its startup (like if the opponent goes behind Laura during her prior Matsuda Sway animation)
The V-Skill dash itself doesn't cost any V-Timer
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HPHK > MPMK (VS1) > HPHK
Matsuda Sway > V-Skill 1 Dash > Shock Choke
HPHK > MPMK (VS1) > HPHK
Startup Active Recovery Hit
13+18+7 2 51 19
Damage Stun Attack Block
100 0 T -
A throw that leaves the opponent in an extended hitstun for follow-up combos
Invincible to airborne strikes and projectiles on frames 1-8 (frames 32-39 overall if you include the prior Sway > V-Skill dash)
Overall startup is 38 frames if you include the prior Sway > V-Skill dash
Strike invincible on frames 3-13 and Projectile invincible on frames 3-39 if you include the prior Sway > V-Skill dash
This grab follow-up spends 1000 V-Timer (40% of V-Timer)
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HPHK > MPMK (VS1) (hold)
Matsuda Sway > V-Skill 1 Dash > Volty Line
HPHK > MPMK (VS1) (hold)
Startup Active Recovery Hit
13+19 6 22 2
Damage Stun Attack Block
70 130 M -7
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 93 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
First 2 active frames can only hit airborne targets and then hits grounded opponents (+5/-4 on last active frame)
Airborne on frames 19-21 (frames 43-45 if you include the prior Sway > V-Skill dash)
Strike and Projectile invincible on frames 3-13 and Projectile invincible on frames 3-29 if you include the prior Sway > V-Skill dash
This V-Skill overhead doesn't cost any V-Timer
FATonline.png
HPHK > MPMK (VS2)
Matsuda Sway > V-Skill 2 Leap
HPHK > MPMK (VS2)
Startup Active Recovery Hit
13+11 2 25+14 KD
Damage Stun Attack Block
60 100 H -
This version of V-Skill 2 (and the follow-ups) behave exactly like normally outside of V-Trigger 2, except that the initial Leap is now Projectile Invincible on frames 1-15 (overall frames 3-29 if you count the initial Sway startup frames as well)
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Neutralize
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 20 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Double Slap
6PPP
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
Strike and Projectile invincible on frames 1-31
FATonline.png


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