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
9
-
8
4
14
-2
-6
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
17
-5
-9
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
10
7
22
-3
-9
HL
N
-
-
n.5A (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
5
2
9
4
0
HL
Y
-
-
n.5B (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
4
12
0
-4
HA
Y
-
-
n.5C (within px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12,12
-
12
3,2
18
6
0
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
9
-
6
4
8
4
0
HL
Yes
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
7
7
4
5
1
L
Yes
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
24
-
9
7
20
KD
-7
L
No
-
-
Command
Swiping Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
13
3
20
1
-3
LH
Yes
-
-
Back Kick 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
9
7
20
-11
-11
LH
Yes
-
-
Ole
Ole 5BC
Ole! Try again?
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
37
-
-
-
-
Y
-
-
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
11
-
7
4
17
-5
-9
LH
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
14
-
10
10
19
-6
-9
LH
N
-
-
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
35
-
10
3
30
3
-13
H
N
-
-
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
14
-
9
7
20
KD
-7
L
N
-
-
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
9
-
6
8
7
+7
+3
H
N
-
-
Diagonal Hop
9
-
9
6
7
+7
+3
H
N
-
-
Neutral Jump
9
-
6
9
6
+8
+4
H
N
-
-
Diagonal Jump
9
-
6
11
6
+8
+4
H
N
-
-
j.B
Neutral JumpDiagonal Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
8
Till landing
7
+7
+3
H
N
-
-
Diagonal Hop
11
-
8
Till landing
7
+8
+4
H
N
-
-
Neutral Jump
11
-
7
7
6
+8
+4
H
N
-
-
Diagonal Jump
11
-
7
8
6
+8
+4
H
N
-
-
j.C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11,11
-
7
1,4
8
+15
+9
H
N
-
-
Diagonal Hop
11,11
-
10
1,5
8
+15
+9
H
N
-
-
Neutral Jump
11,11
-
7
1,4
8
+15
+9
H
N
-
-
Diagonal Jump
11,11
-
7
1,4
8
+15
+19
H
N
-
-
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. Time the Ole dodge so your opponent's attack whiffs through you and tag their landing recovery. Try not to hit them in the air, because it doesn't fully connect on airborne opponents. Strictly not a move you can just throw out and hope for the best.
Chain Attacks
Combos
Meterless
Close B/2B/Ole>5B xx 63214A
This is your most reliable punish. Laurence doesn't have a confirmable low so most of your damage will come from baits and punishes than actual mix-ups.
5CC, [2]8C
This is your meterless punish against really unsafe stuff like DPs. Hold down the moment you input the second C. The charge timing is very lenient.
(In the corner) 5CC xx 63214C, [2]8C.
Laurence's highest meterless route against most of the cast.
(In the corner, Andy and Rick only) [Jumping B>C, 5CC xx 63214C, [2]8C]x2
Their hurtbox is wide enough for 63214C to combo even after all being pushed that much. The first rep stuns so you can do it again. Very situational and character specific.
Metered
(S-Power) 5C xx 641236BC.
You need to be pretty close with the 5C for your super to combo all hits as it pushes away too much.
(P-Power) 5CC xx 641236C
The hitbox is big enough for you to combo into it.
(P-Power, Corner, against Andy or Rick) Jumping BC, 5CC xx 63214C, [2]8C, Jumping BC, 5CC XX 641236C.
Laurence's ToD and an extremely hard to set-up one. If you land this there is 100% chance people will spam the coin button.