V-Skill
Volty Line 


| Startup |
22 |
|---|---|
| Active |
6 |
| Recovery |
22 |
| Guard Level |
H |
| On Hit |
±0 |
| On Guard |
-7 |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
90 |
| Stun |
150 |
| Meter Gain |
V60 |
Volty Line: Volty Line is one of Laura’s three V-Skills, and it is executed with an input of 

. It’s an overhead wheel kick that reaches just short of half-screen distance. Any attacks that are special-cancelable are also V-Skill-cancelable (with standing
being an exception, since it’s V-Skill-cancelable but not special-cancelable). This applies to all three V-Skills. While that’s a powerful trait to possess, especially as a grappler, using Volty Line in this way is usually not advised. It’s -7 on block and easily punishable by medium-strength combos, even at max distance. Furthermore, Laura doesn’t have a blockstring sequence with successive low attacks, so astute opponents will most likely block high after blocking your first low attack, nullifying this strategy entirely.
Volty Line is best used standalone, where you can force the enemy to react appropriately under your footsie pressure. Like Rashid’s Beak Assault overhead, Volty Line starts up at 23 frames, so it’s not too difficult to block if you’re looking for it. But, in conjunction with your crouching 



poke sequence, you can sneak it in if you’ve conditioned the enemy into blocking low at mid range. It also builds valuable V-Gauge on contact and deals more damage than a traditional overhead (90 versus 60).
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.
Additionally, Volty Line causes a Crush Counter when it counter-hits. This effect makes Volty Line an invaluable backdash deterrent when applying your close-range pressure. Players are much more likely to backdash away from a grappler like Laura, especially considering she doesn’t have conventional low hit-check combos. If you can make the appropriate read, you can hunt down your opponent’s backdash with Volty Line, earning a Crush Counter juggle. See Combo 20 for more details.
Linear Movement - Avante 




| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
22(18) |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Linear Movement - Avante: With an input of 



, Laura performs a crouch-dash toward the enemy. Linear Movement – Avante (or “forward” in English) is a command dash that can be canceled from any of her special-cancelable ground attacks. The main difference between this dash and her normal 
dash is that her hurtbox height is decreased during Linear Movement – Avante, but at the cost of five additional recovery frames (22 total frames compared to her normal dash at 17). When canceled into from Linear Movement – Esquiva, Linear Movement - Avante clocks in at 18 frames total, a reduction of four frames.
Linear Movement – Avante is an important asset in Laura’s offense-based gameplay, considering she can cancel her attacks with it to get into close range easily. However, you’re usually at a punishable disadvantage when using it this way. The best advantage you can get from canceling a blocked normal attack is standing
or crouching 





, at -2. V-Skill-canceling standing
isn’t too useful since standing MP has an extremely limited range, and you’re at +3 on guard without the V-Skill cancel anyway. The next best sequences are standing 





, which is -5 on guard, and crouching 





, at -2 on guard. The standing HP variant is punishable, but it’s practical because of how much range standing
covers, allowing Laura to get into point-blank range from outside of close range. It’s not a sequence you want to use often because experienced players will punish you on reaction, but if you can keep your opponent in a state of hesitation, you’ll be able to get away with it occasionally. Otherwise, you can use crouching
to get Laura into close range easily and safely (for the most part).
For instance, if you’re using standing
canceled into a safer special like LP Bolt Charge, Linear Movement – Esquiva, or EX Thunder Clap (or even normal Thunder Clap from range), you can sneak in a Linear Movement – Avante cancel intermittently because your opponent is probably worried about one of your other follow-ups.
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 and close-range offense.
Linear Movement - Esquiva 




| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
27 (total) |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
SP, V |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
Linear Movement - Esquiva: Linear Movement – Esquiva (or “elusive” in English) is performed with an input of 



and is the backdash variant to Linear Movement – Avante. It’s six frames longer than Laura’s normal backdash, but it has several unique properties that make it much more versatile. It can be canceled into from any special-cancelable attack, like Linear Movement – Avante, and then can even be canceled into other moves. Frames 15 through 26 of Linear Movement – Esquiva can be canceled into a special attack (except Sunset Wheel), or any of her other V-Skills. Essentially, you can skip the last 12 frames of this move with another one. You can use this trait creatively, especially with Linear Movement – Avante, LP/MP/EX Bolt Charge, and Thunder Clap.
For example, if you knock down an opponent and then get into close range, you can use a sequence of standing 











to bait out a throw-tech or whiffed attack. Laura will dodge it and then get back into close range for a surprise frame trap, throw, or command throw mix-up.
Another great use of this kind of V-Skill cancel into special cancel is in fishing for counter-hit standing 






. On a counter-hit confirm, you can cancel the recovery of Linear Movement – Esquiva with MP or EX Bolt Charge, as seen in Combo 16.
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.
V-Reversal
Double Slap 




| Startup |
15 |
|---|---|
| Active |
2 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-2 |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
60 |
| Stun |
0 |
| Meter Gain |
— |
Double Slap: After guarding an attack, Laura spins around with a double-handed slap to her opponent’s chest, knocking them down on hit. Laura’s V-Reversal is better than most others in terms of knockdown advantage. After a successful hit followed by a dash-in, you’re at +9 against quick-recovery and +14 against back quick-recovery—plenty of time to set up your next attack. At this point, you can basically go for any kind of frame trap, meaty, or command throw attempt.
If Double Slap is blocked, you’re left at -2 frame disadvantage, which is usually safe.
V-Trigger
Spark Show 


| Startup |
1 |
|---|---|
| Active |
— |
| Recovery |
4 |
| Guard Level |
— |
| On Hit |
— |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
— |
| Stun |
— |
| Meter Gain |
— |
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 poke
V-Trigger (see the Step Elbow/Twist Barrage description for an example setup).
Unlike 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.
Special Moves During Spark Show
V EX Thunder Clap 



| Startup |
17 |
|---|---|
| Active |
170 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
7 |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
120(60+30+30) |
| Stun |
120(60+30+30) |
| Meter Gain |
-300 |
V Split River / Rodeo Break
or
on MP or EX Bolt Charge hit
| Startup |
— |
|---|---|
| Active |
— |
| Recovery |
— |
| Guard Level |
— |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
99 |
| Stun |
135 |
| Meter Gain |
18 |
V LK Sunset Wheel 


| Startup |
6 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
180 |
| Stun |
220(100+120) |
| Meter Gain |
50(20+30) |
V MK Sunset Wheel 


| Startup |
6 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
190 |
| Stun |
220(100+120) |
| Meter Gain |
50(20+30) |
V HK Sunset Wheel 


| Startup |
6 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
200 |
| Stun |
220(100+120) |
| Meter Gain |
50(20+30) |
V EX Sunset Wheel 



| Startup |
19 |
|---|---|
| Active |
2 |
| Recovery |
52 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LM-A Hit |
— |
| LM-A Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
210 |
| Stun |
220(100+120) |
| Meter Gain |
-300 |