|
|
Line 260: |
Line 260: |
| }} | | }} |
| }} | | }} |
| | |
| | ===Ole=== |
|
| |
|
| {{MoveData | | {{MoveData |
Revision as of 06:42, 24 November 2020
Gameplay Overview
Laurence is a big defensive matador who, fittingly enough, specializes in being hard to hit. He centers around playing the midrange game and baiting his opponent with his Ole dodge, and punishing their whiffs accordingly. To complement this, his Breakshots are versatile and have good damage, and he is difficult to punish himself unless he makes a wrong guess with Bloody Cutter. Unfortunately, his close-range defense is lacking at times, as his otherwise reliable Ole completely loses to throws, and it's possible to stuff his other attempts to get out of pressure if he's reckless. To play Laurence, you need to read your opponent well and frustrate them into making a big enough mistake to capitalize on. And his stage theme is a serious banger too.
Pros |
Cons
|
- BC sidestep will avoid nearly everything and allow unique punishes
- Strong chipping potential
- Versatile and damaging Breakshots
- Good safety on a surprising amount of stuff
|
- Mediocre normals
- Poor mobility
- No feint of any kind
- Crumbles against characters with command grabs
- Very limited combo chains
- Unique execution compared to others thanks to multiple charge specials
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5A (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5B (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
n.5C (within px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Command
Swiping Kick 6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back Kick 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Ole
Ole 5BC
Ole! Try again?
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
37
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Rather than have a feint, Laurence possesses this gameplan-defining dodge. It is completely invincible to anything except throws for the entire duration, can be special cancelled, and has followups that fill the roles of punish and high/low mixup. Learn to love, use, and abuse this move for every single bit of its worth, because Laurence needs it to do anything worthwhile.
|
|
(During Ole) 5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Y
|
-
|
-
|
The simplest followup for Ole, it's basically n.5B with all the same uses as it. That being: cancel this into light Bloody Spin for a quick bit of damage and the knockdown.
|
|
(During Ole) 5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A strange kick that looks a lot like 5AB. It whiffs on crouchers, but that's fine because it sets up for the overhead followup. Note that you can cancel this on whiff, and even before the hitbox comes out. There's really no reason to actually hit them with this unless you really need the reach.
|
|
(During Ole 5C) 632C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Laurence's overhead. It requires a lot of setup thanks to being locked behind an Ole followup, but it's fast and can score a quick bit of damage if you psyche your opponent into fearing the sweep.
|
|
(During Ole) 2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A basic sweep. There's not much to this. It mostly exists to make people get hit by the overhead.
|
|
Jumping
j.A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
j.B
Neutral Jump Diagonal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
j.C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Hop
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Neutral Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
Diagonal Jump
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
L
|
-
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Throw
Backbreaker 4/6C
Buster!
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Basic throw. Leaves the opponent just far enough away that he can't pressure them much afterwards.
|
|
Special Moves
Bloody Mixer mash A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6x5 (23)
|
1x5
|
21
|
29
|
20
|
8
|
5
|
HL
|
N
|
N
|
N
|
Stationary mashing move with less reach than the animation suggests. It can erase fireballs and is good if the opponent is forced to block it, but the slow startup and input both severely hamper this. The plus frames enable a rare combo or two afterwards, if you somehow manage to trick your opponent into letting Laurence actually combo them.
|
|
Bloody Spin 63214A/C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
6+21 (24)
|
1+2
|
11
|
2+24
|
22
|
KD
|
-4
|
HL
|
N
|
Y
|
N
|
Light Psycho Crusher. Can get Laurence closer to the opponent and force a quick bit of chip damage. It's difficult to punish without the use of Breakshots, particularly when spaced. This is your primary meterless combo tool off of light attacks. The launch property lets it occasionally convert into Bloody Cutter if connected with later in the travel path. A useful Breakshot, though C Bloody Spin and Bloody Cutter both outshine it in most situations.
|
C
|
6, 5, 10x3 (31)
|
1x2, 2x3
|
19
|
5+37
|
19
|
KD
|
-3
|
HL
|
N
|
Y
|
N
|
Heavy Psycho Crusher. Slightly safer on block than light Bloody Spin, but the multihitting nature of this move gives the opponent more time to prepare a Breakshot. Only n.5C and 5D will actually combo into this, albeit the damage payoff is huge when juggled into Bloody Cutter afterwards. This also works wonders when used as a Breakshot against moves with long active/recovery periods like Rick's Shooting Star.
|
|
Bloody Cutter [2]8C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
42
|
7
|
10
|
10
|
41
|
KD
|
-23
|
HL
|
N
|
y
|
Y
|
Your anti-air of choice. This is what you juggle into off of Bloody Spin if circumstances allow. Despite the invincibility not lasting through the active frames, this move's travel speed and strong hitbox placement lets it snipe jumps from a great distance away. It is a swiss army knife on defense: it is a quick and damaging Breakshot, it cancels from Ole, and generally can still manage to stuff a bunch of attacks. Just don't let it get blocked or you'll die.
|
|
Bloody Saber [4]6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
7
|
20
|
7
|
31
|
-10
|
-12
|
HL
|
N
|
N
|
N
|
A mixed bag of a move. It's Laurence's longest reaching attack outside of Bloody Spin, does solid damage, and has strong priority when spaced. The main problem is its awful recovery time leaving Laurence noticeably disadvantaged even on hit, and it's additionally very easy to crouch under or otherwise low profile. You can still get a few clean hits with this at midrange, but relying on it will let the opponent close in and bully you to no end.
|
|
Desperation Move
Bloody Flash 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10x6, 21x2
|
0
|
22
|
5(7)5(7)15(5)7(5)
|
19
|
KD
|
-3
|
HL
|
N
|
N
|
N
|
A disappointingly flashy move that doesn't work as much other than a bit of free damage if you can force them to block it. This does very high damage if all of the hits connect, but this only happens from point blank. Be warned that whiffing this attack will let the opponent hop into the sway plane and punish you with ease.
|
|
Super Desperation Move
Bloody Shadow 641236C
10f invincible
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
90
|
0
|
1+9
|
3
|
31
|
KD
|
-12
|
HL
|
N
|
N
|
N
|
Big damage super that is your ultimate weapon once you hit red life. It has decent comboability, but its synergy with Ole is the real star of the show. The ability to cancel into this from Ole can give your dodges incredible threat when you confirm the opponent's whiff. This allows it to play the part of a devastating anti-air, but not in the traditional sense, as it doesn't fully connect against airborne opponents for proper. Rather, time the Ole dodge so your opponent's attack whiffs through you and tag their landing recovery. Strictly not a move you can just throw out and hope for the best.
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy