Step Elbow 


| Startup |
18 |
|---|---|
| Active |
2 |
| Recovery |
17 |
| Guard Level |
HL |
| On Hit |
4 |
| On Guard |
-2 |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
12 |
| VTX Guard |
6 |
| Cancel |
V |
| Damage |
80 |
| Stun |
120 |
| Meter Gain |
50/25 |
Twist Barrage 




| Startup |
9 |
|---|---|
| Active |
3 |
| Recovery |
19 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-8 |
| LM-A Hit |
— |
| LM-A Guard |
D |
| VTX Hit |
D |
| VTX Guard |
3 |
| Cancel |
SP, V |
| Damage |
60 |
| Stun |
100 |
| Meter Gain |
50/25 |
Step Elbow/Twist Barrage: Laura lunges about a jump’s distance toward her enemy while delivering a descending elbow onto the opponent’s head. On hit or block, it can be canceled into a specialized standing
(Twist Barrage), which is then special-cancelable only on hit. If your two-hit target combo is blocked, you can’t make it safe by canceling into EX Thunder Clap or any other special attacks. However, it is V-Trigger-cancelable (+3 on block). This puts you at a perfect Sunset Wheel timing, since the enemy’s throw hurtbox appears on the same frame as a buffered Sunset Wheel follow-up after the screen freeze. This gives you a true 50/50 mix-up between HK Sunset Wheel and Combo 3.
The first hit of Step Elbow makes for an excellent hit-check initiation combo, similar to Ryu’s Solar Plexus Strike. On hit, you’re at +4, affording a link into Combo 5. On block, you’re at -2, so be ready to switch to defense against perceptive opponents.
Dual Crash 


| Startup |
7 |
|---|---|
| Active |
3 |
| Recovery |
16 |
| Guard Level |
HL |
| On Hit |
1 |
| On Guard |
-2 |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
9 |
| VTX Guard |
6 |
| Cancel |
V |
| Damage |
60 |
| Stun |
10 |
| Meter Gain |
30/15 |
Dual Crash: Laura’s other two-hit target combo is close-range standing
canceled into her standing
. It’s not special-cancelable, but it is V-Trigger-cancelable. Unlike most target combos in SFV, Dual Crash doesn’t punish you with too many extra recovery frames on block (standing
is usually -1 on block, whereas Dual Crash leaves you at -2). Its best use is as an easy hit-check into a Spark Show cancel combo, as seen in Combo 9.