Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Laura

Combos

Low Hit-Checks
COMBO 1
Crouching 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 , then cancel into either:
/

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.

Grounded Hit-Checks
COMBO 3
(Standing standing ) OR (standing standing )

105 damage, 213 stun (no knockdown)

A simple, three-hit combo to keep opponents grounded. In up-close situations, enemies tend to get antsy because of your Sunset Wheel threat. If they attempt to backdash against your standing , you earn around 100 points of damage with this combo. If they block the first standing , you can go into HK Sunset Wheel (from point-blank range; use LK or MK from farther away).

Occasionally, you may want to use a three-frame starter of standing linked into another standing for this combo (useful for faster frame traps or as a three-frame punish). Standing provides more frame advantage on block, so the version to use depends on if you want to follow up with Sunset Wheel or a throw.

COMBO 4
Crouching /

186 damage, 265 stun

A simple whiff-punish combo leading into a Split River or Rodeo Break ender. Crouching is one of a few moves that combo into MP Bolt Charge. Only use this if the hit is guaranteed since MP Bolt Charge is -7 on block, leaving Laura vulnerable. It’s also a good follow-up for a ranged, forward-jumping or hit-confirm.

COMBO 5
crouching standing , then cancel into either:

173 damage, 309 stun (no knockdown)

/

234 damage, 364 stun (requires one stock of EX Gauge)

A hit-check combo off of the first hit of Step Elbow (don’t execute the second portion of the target combo). LP Bolt Charge leaves Laura with a +2 frame advantage and next to the opponent for a throw or HK Sunset Wheel attempt.

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.

COMBO 6a
, crouching , then cancel with:

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

Twist Barrage canceled into Spark Show on block gives you a free 50/50 (see the Close Range Strategy section for details), but on hit, you can also juggle with the Twist Barrage launch effect. If you juggle with crouching , you can go for a Thunder Clap frame trap setup, with a possible combo if your opponent tries to attack into the floating projectile. Alternatively, you can dash under for a cross-up mix-up opportunity with a frame trap, Combo 3, or HK Sunset Wheel.

Without V-Gauge, you can simply cancel Twist Barrage into HP Bolt Charge for an EX Gauge-building combo.

COMBO 7
Standing , then juggle with:
Standing , then cancel into one of the following mix-up options:

225 damage, 351 stun (requires one stock of EX Gauge, causes air recovery into one of the below follow-ups)

or or

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 forces the opponent into an air recovery, you have a plethora of mix-ups to choose from. LP and MP Thunder Clap will place a slow-moving projectile between Laura and the enemy, while HP Thunder Clap forces the opponent to block some chip damage, which then leads into more potential pressure.

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.

COMBO 8
Standing standing

165 damage, 293 stun

This is a possible link off of a close standing non-counter-hit. If you opt to use standing without Linear Movement – Esquiva, you can link into standing . The advantage of using standing HP on its own this way is that you’re rewarded with more damage in case of a counter-hit, while at the same time remaining relatively safe. If you cancel into Linear Movement – Esquiva and your standing counter-hits, you only get a possible MP/EX Bolt Charge follow-up, as seen in Combo 16 (the variant that includes ).

COMBO 9
Standing standing ,

332 damage, 492 stun (requires one stock of EX Gauge)

A V-Trigger cancel combo initiated from your Dual Crash target combo. On block, it’s -2, and on hit, you can easily confirm and execute Spark Show to finish the sequence.

COMBO 10
Standing , then link into either:
Standing

402 damage, 312 stun (requires full V-Gauge and EX Gauge)

Standing /

259 damage, 430 stun (requires full V-Gauge)

With a max-range standing canceled into your V-Trigger, you can link into another standing for even more damage.

COMBO 11
Standing , then link into:

368 damage, 150 stun (requires full V-Gauge and EX Gauge)

Standing /

259 damage, 430 stun (requires full V-Gauge)

Crouching

152 damage, 270 stun (requires full V-Gauge)

With a full stock of V-Gauge, Laura’s standing can link into either her Critical Art or crouching from max range. Standing is one of her best attacks, and off of a standard hit, you can score around 370 points of damage (with a full EX Gauge) while transitioning into Spark Show. Otherwise, you can link into a standing combo.

Jump-Ins
COMBO 12
Forward jump cross-up /, standing standing , then cancel into either:

153 damage, 289 stun

/

214 damage, 344 stun (requires one stock of EX Gauge)

Laura has two cross-up jumping attacks that you can use to confirm into her Bolt Charge combos. You can substitute the first standing with crouching and chain into standing , but the standing variant is preferred in most cases because it pushes the opponent back less on block (which allows for easier command throw follow-ups in case your cross-up doesn’t connect).

COMBO 13
Forward jump cross-up , standing , into one of her many juggle options listed under Combo 7

Damage varies, see Combo 7

Standing is -2 and generally safe on block, so this two-level hit-check isn’t too dangerous to throw out off of a cross-up jumping attack. You can confirm whether the opponent guarded your jumping after you input standing , so you should be able to confirm into on hit. On a block-confirm, you can cancel standing into to distance Laura from having to defend against light attacks (or, you can cancel into EX Thunder Clap regardless for +3 advantage).

COMBO 14
Forward jump , crouching , then cancel into either:

457 damage, 333 stun (requires full EX Gauge)

standing ,

389 damage, 587 stun (requires one stock of EX Gauge)

A high-damage combo off of a clean forward jump. Used primarily as a punish if you make a good read on a thrown projectile or a whiffed, high-recovery attack.

Grounded Counter-Hits
COMBO 15
Counter-hit standing crouching /

201 damage, 319 stun

Laura’s threat of her Sunset Wheel command throw coupled with her three-frame standing jab can net you an easy counter-hit if the enemy tries to out-poke her at close range. This two-step hit-check gives you enough time to confirm into MP Bolt Charge on hit. Input standing into crouching , making sure to keep an eye on the “Counter” system message. When you see it, go ahead and cancel crouching into . Crouching is +1 on block, so it’s an excellent move in terms of tempo advantage.

COMBO 16
Counter-hit standing , then either:
Continue with Combo 7

296 damage, 492 stun (see Combo 7 for details)

, /

222 damage, 345 stun

A powerful counter-hit combo that’s easily confirmable on hit. This can lead into Combo 7 and its setups for more offensive opportunities.

You can easily and safely fish for counter-hits with standing Linear Movement – Esquiva because you can cancel the tailing recovery frames of this special backdash into MP Bolt Charge on a Crush Counter confirm.

COMBO 17
Counter-hit standing , then follow up with:

402 damage, 180 stun (requires full EX Gauge)

/

231 damage, 345 stun (requires one stock of EX gauge)

Standing standing /

321 damage, 555 stun (requires full V-Gauge)

150 damage, 270 stun (no knockdown)

Standing is a slow poke, but it’s one of Laura’s best mid-range attacks because it extends a large distance and is active for three frames. On a max-range counter-hit, you can link into either LP or EX Bolt Charge. At closer distances, you can link standing into an even beefier combo as your opponent is staggered.

COMBO 18
Counter-hit standing crouching , then cancel into:

412 damage, 258 stun (requires full EX Gauge)

standing ,

344 damage, 512 stun (requires full V-Gauge and one stock of EX Gauge)

/

237 damage, 355 stun

Standing is an excellent meaty attack for certain situations you set up yourself (such as off of the forced air recovery follow-up in Combo 7 or from a back throw into dash sequence). On a counter-hit confirm, you can link into crouching , which then combos into a couple of high-damage finishers.

COMBO 19
Counter-hit standing or crouching , then cancel into either:

436 damage, 282 stun (requires full EX Gauge)

/

261 damage, 379 stun

A combo confirmable off of counter-hit . Laura’s +6 on counter-hit, allowing for a link into standing or crouching .

This is a rather advanced combo because it takes a great amount of foresight, reaction, and anticipation to see a counter-hit off of Step Elbow. Input , then actively look for the “Counter” system message. When confirmed, follow up with standing or crouching .

COMBO 20
Counter-hit , then juggle into:

162 damage, 270 stun

Standing

189 damage, 315 stun

243 damage, 360 stun

Off of a counter-hit Volty Line mid-stage, you can juggle into LP Bolt Charge or standing for a moderate-damage combo. The most realistic scenario of a counter-hit Volty Line is if you hit the opponent’s backdash as they try to escape Laura’s throws. In the corner, you can juggle with HP Bolt Charge for even more damage.

Anti-Air Combos
COMBO 21
Anti-air , then juggle with either:

141 damage, 195 stun

114 damage, 150 stun

In some edge-case scenarios, you might get your opponent to land on one of Laura’s HP Thunder Claps (or charged Thunder Claps) from just past mid range. You can juggle with either Volty Line or LP Bolt Charge.