Laurence is a big defensive bullfighter who, fittingly enough, specializes in being hard to hit. He has a powerful invincible dodge, an anti-air flash kick with huge horizontal reach, and some dangerous Breakshots. Unfortunately, his normals don't allow him as good space control as one might assume, his combo/punishes are limited, and his dodge completely loses to command grabs. 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
Big body without many big normals to back it up
Poor mobility
No real way to press offense without baiting the opponent
Completely 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
6A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
-
-
-
-
-
-
-
High Avoid Attack 5AB
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
-
-
-
-
-
-
-
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
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
4/6C
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.
Feints
Ole BC
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 command 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.
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 the hitbox being 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
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 632146C
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.