Frame List|LAURA

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

3 2 9 3 1 3 1 SCAVVS 3030 7070 0 / 20 High

Standing MP

M

6 5 11 4 3 9 8 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

8 3 18 4 -2 13 7 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+16F)

Standing LK

L

4 3 9 4 3 4 3 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

7 4 14 4 -2 10 4 VVS 6060 100100 0 / 30 High

Standing HK

H

12 3 19 1 -4 12 7 CAV 9090 150150 0 / 50 High Triggers Crush Counter (+16F)

Crouching LP

(WHILE CROUCHING)

L

4 2 8 4 2 3 1 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

5 2 15 3 2 9 8 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

7 4 17 2 -2 12 8 SCAVVS 9090 150150 0 / 50 High

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 1 -1 SCAVVS 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

7 3 13 0 -1 5 4 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

9 3 22 D -14 D 0 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

3 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

4 3 6060 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

7 5 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 10 4040 7070 0 / 20 Mid Can cross-up

Jumping MK

(DURING JUMP)

M

5 7 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

5 6 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Step Elbow

+

H

17 2 17 4 -2 12 6 V 8080 120120 0 / 50 High

Twist Barrage

+

H

H

9 3 19 D -8 D 3 S*CA*VVS* 6060 100100 0 / 50 High S*CA*VS*Only on hit

Dual Crash

M

M

7 3 16 D -6 D 6 VVS* 6060 7070 0 / 30 High VS*Only on hit
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Seoi Throw

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 150150 0 / 70 Throw

Pullback Hold

(CLOSE TO OPPONENT)+

L

L

5 3 17 120120 150150 0 / 70 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Volty Line

M

M

20 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 20F - 22F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Linear Movement - Avante (Movement)

+

M

M

21 total frames

Linear Movement - Avante (Attack)

+

M

M

(HOLD BUTTONS)
30 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 30F - 32F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Linear Movement - Esquiva (Movement)

+

M

M

26 total frames SCA

Linear Movement - Esquiva (Attack)

+

M

M

(HOLD BUTTONS)
32 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 32F - 34F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Linear Movement - Finta (Movement)

+

M

M

M

M

17 total frames

Linear Movement - Finta (Attack)

+

M

M

M

M

(HOLD BUTTONS)
43 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 43F - 45F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Shock Stance

H

H

1 5 V-Gauge -600 / 0 V-Gauge Timer + 2500F
Gains the special moves Matsuda Sway and Shock Choke while active

Double Slap

(DURING GUARD)+

LMH

17 2 24 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Thunder Clap (Lv1)

+
19 40 47 total frames 0 -5 CA 6060 6060 5 / 30 High

Thunder Clap (Lv2)

+(HOLD BUTTONS)
41 80 68 total frames 9 0 CA 9090
*
9090
*
5 / 40 High

Thunder Clap (Lv3)

+(max hold button)
70 100 83 total frames 31 18 CA 120120
*
120120
*
5 / 50 High

EX Thunder Clap

+
17 170 41 total frames D 3 9090
*
9090
*
-300 / 0 High

L Bolt Charge

+

L

13 3 18 2 -2 6060 100100 20 / 20 High

M Bolt Charge

+

M

15 3 20 2 -7 6060 5050 20 / 20 High

H Bolt Charge

+

H

7 8 17+13 frame(s) after landing D 150150
*
200200
*
20 / 40 High 7F - Will not hit grounded opponents

EX Bolt Charge

+
14 3 22 0 -17 8080 5050 -300 / 0 High Armor from 3F to 16F

Split River

+

M

OR
D 7070 150150 0 / 20

Rodeo Break

+

M

OR
D 7070 150150 0 / 20

L Sunset Wheel

(CLOSE TO OPPONENT)+

L

5 2 60 D 160160
*
200200
*
20 / 100 Throw

M Sunset Wheel

(CLOSE TO OPPONENT)+

M

5 2 60 D 180180
*
200200
*
20 / 100 Throw

H Sunset Wheel

(CLOSE TO OPPONENT)+

H

5 2 60 D 190190
*
200200
*
20 / 100 Throw

EX Sunset Wheel

(CLOSE TO OPPONENT)+
18 2 60 D 180180
*
250250
*
-300 / 0 Throw 1F - 20F projectile invincibility

Matsuda Sway

(DURING V-TRIGGER II)

H

H

45 total frames 3F - 33F attack & projectile invincibility
Subject to counter hit during move duration

Shock Choke

(DURING MATSUDA SWAY)

H

H

7 2 51 19 6060
*
00 0 / 80 Throw Uses 1000F V-Gauge Timer

Linear Movement - Avante (Movement)

(DURING MATSUDA SWAY)

M

M

21 total frames Projectile invincible while active

Linear Movement - Avante (Attack)

(DURING MATSUDA SWAY)

M

M

(HOLD BUTTONS)
30 6 22 2 -7 7070 150150 V-Gauge 0 / 80 Mid 43F - 45F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents
Performed during Linear Movement - Avante (Movement)
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Inazuma Spin Hold

+
1+3 2 52 D 350350 00 -900 / 0 Throw 1F - 5F full invincibility

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

3 2 9 3 1 3 1 SCAVVS 3030 7070 0 / 20 High

Standing MP

M

6 5 11 4 3 9 8 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

8 3 18 4 -2 13 7 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+16F)

Standing LK

L

4 3 9 4 3 4 3 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

7 4 14 4 -2 10 4 VVS 6060 100100 0 / 30 High

Standing HK

H

12 3 19 1 -4 12 7 CAV 9090 150150 0 / 50 High Triggers Crush Counter (+16F)

Crouching LP

(WHILE CROUCHING)

L

4 2 8 4 2 3 1 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

5 2 15 3 2 9 8 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

7 4 17 2 -2 12 8 SCAVVS 9090 150150 0 / 50 High

Crouching LK

(WHILE CROUCHING)

L

4 2 8 2 0 1 -1 SCAVVS 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

7 3 13 0 -1 5 4 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

9 3 22 D -14 D 0 V 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

3 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

4 3 6060 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

7 5 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 10 4040 7070 0 / 20 Mid Can cross-up

Jumping MK

(DURING JUMP)

M

5 7 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

5 6 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Step Elbow

+

H

17 2 17 4 -2 12 6 V 8080 120120 0 / 50 High

Twist Barrage

+

H

H

9 3 19 D -8 D 3 S*CA*VVS* 6060 100100 0 / 50 High S*CA*VS*Only on hit

Dual Crash

M

M

7 3 16 D -6 D 6 VVS* 6060 7070 0 / 30 High VS*Only on hit
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Seoi Throw

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 150150 0 / 70 Throw

Pullback Hold

(CLOSE TO OPPONENT)+

L

L

5 3 17 120120 150150 0 / 70 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Volty Line

M

M

20 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 20F - 22F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

VVolty Line

M

M

20 6 21 4 -6 9090 160160 Mid 20F - 24F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents
Can be canceled into from Thunder Clap (uses 1,000 V-Timer)

Linear Movement - Avante (Movement)

+

M

M

21 total frames Can be canceled into from Thunder Clap during V-Trigger (uses 1,500 V-Timer)

Linear Movement - Avante (Attack)

+

M

M

(HOLD BUTTONS)
30 6 22 2 -7 7070 130130 V-Gauge 0 / 100 Mid 30F - 32F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

VLinear Movement - Avante (Attack)

+

M

M

(HOLD BUTTONS)
30 6 21 4 -6 9090 160160 Mid 30F - 34F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Linear Movement - Esquiva (Movement)

+

M

M

26 total frames SCA Can be canceled into from Thunder Clap during V-Trigger (uses 1,500 V-Timer)

Linear Movement - Esquiva (Attack)

+

M

M

(HOLD BUTTONS)
32 6 22 2 -7 8080 130130 V-Gauge 0 / 100 Mid 32F - 34F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

VLinear Movement - Esquiva (Attack)

+

M

M

(HOLD BUTTONS)
32 6 21 4 -6 9090 160160 Mid 34F - 38F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Linear Movement - Finta (Movement)

+

M

M

M

M

17 total frames

Linear Movement - Finta (Attack)

+

M

M

M

M

(HOLD BUTTONS)
43 6 22 2 -7 8080 130130 V-Gauge 0 / 100 Mid 43F - 45F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

VLinear Movement - Finta (Attack)

+

M

M

M

M

(HOLD BUTTONS)
43 6 21 4 -6 9090 160160 Mid 43F - 47F Triggers Crush Counter (D)
Frames 1F – 2F will not hit grounded opponents

Spark Show

H

H

1 4 V-Gauge -900 / 0 V-Gauge Timer + 3000F
While active, special moves, V-Skill, and the CA are strengthened
V-Skill can be canceled into from V-Thunder Clap

Double Slap

(DURING GUARD)+

LMH

17 2 24 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Thunder Clap (Lv1)

+
19 40 47 total frames 0 -5 17 12 CAV 6060 6060 5 / 30 High

Thunder Clap (Lv2)

+(HOLD BUTTONS)
41 80 68 total frames 9 0 25 16 CAV 9090
*
9090
*
5 / 40 High

Thunder Clap (Lv3)

+(max hold button)
70 100 83 total frames 31 18 33 20 CAV 120120
*
120120
*
5 / 50 High

VThunder Clap (Lv1)

(DURING V-TRIGGER I)+
19 80 47 total frames 0 -5 CAVS 6060 6060 5 / 30 High

VThunder Clap (Lv2)

(DURING V-TRIGGER I)+(HOLD BUTTONS)
26 80 53 total frames 9 0 CAVS 9090
*
9090
*
5 / 40 High

VThunder Clap (Lv3)

(DURING V-TRIGGER I)+(max hold button)
40 100 53 total frames 31 18 CAVS 120120
*
120120
*
5 / 50 High

EX Thunder Clap

+
17 170 41 total frames D 3 D 16 V 9090
*
9090
*
-300 / 0 High

VEX Thunder Clap

+
17 190 41 total frames D 7 VS 120120
*
120120
*
-300 / 0 High

L Bolt Charge

+

L

13 3 18 2 -2 6060 100100 20 / 20 High

M Bolt Charge

+

M

15 3 20 2 -7 6060 5050 20 / 20 High

H Bolt Charge

+

H

7 8 17+13 frame(s) after landing D 150150
*
200200
*
20 / 40 High 7F - Will not hit grounded opponents

VL Bolt Charge

+

L

13 3 18 2 -2 7070 150150 20 / 20 High

VM Bolt Charge

+

M

15 3 20 2 -7 7070 100100 20 / 20 High

VH Bolt Charge

+

H

7 8 17+13 frame(s) after landing D 180180
*
250250
*
20 / 40 High 7F - Will not hit grounded opponents

EX Bolt Charge

+
14 3 22 0 -17 8080 5050 -300 / 0 High Armor from 3F to 16F

VEX Bolt Charge

+
14 3 22 0 -17 9090 100100 -300 / 0 High Armor from 3F to 16F

Split River

+

M

OR
D 7070 150150 0 / 20

Rodeo Break

+

M

OR
D 7070 150150 0 / 20

VSplit River

+

M

OR
D 9090 150150 0 / 20

VRodeo Break

+

M

OR
D 9090 150150 0 / 20

L Sunset Wheel

(CLOSE TO OPPONENT)+

L

5 2 60 D 160160
*
200200
*
20 / 100 Throw

M Sunset Wheel

(CLOSE TO OPPONENT)+

M

5 2 60 D 180180
*
200200
*
20 / 100 Throw

H Sunset Wheel

(CLOSE TO OPPONENT)+

H

5 2 60 D 190190
*
200200
*
20 / 100 Throw

VL Sunset Wheel

(CLOSE TO OPPONENT)+

L

5 2 60 D 180180
*
230230
*
20 / 100 Throw

VM Sunset Wheel

(CLOSE TO OPPONENT)+

M

5 2 60 D 200200
*
230230
*
20 / 100 Throw

VH Sunset Wheel

(CLOSE TO OPPONENT)+

H

5 2 60 D 210210
*
230230
*
20 / 100 Throw

EX Sunset Wheel

(CLOSE TO OPPONENT)+
18 2 60 D 180180
*
250250
*
-300 / 0 Throw 1F - 20F projectile invincibility

VEX Sunset Wheel

(CLOSE TO OPPONENT)+
18 2 60 D 210210
*
280280
*
-300 / 0 Throw 1F - 20F projectile invincibility
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Inazuma Spin Hold

+
1+3 2 52 D 350350 00 -900 / 0 Throw 1F - 5F full invincibility

VInazuma Spin Hold

+
1+3 2 52 D 370370 00 -900 / 0 Throw 1F - 5F full invincibility