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Volty Sprink is Laura's second V-Skill in Street Fighter V.

Input
Volty Sprink Arcade-Button-MPunch+Arcade-Button-MKick
Thunder Spike Arcade-Button-MPunch+Arcade-Button-MKick>Arcade Button Punch
Heavy Heel Arcade-Button-MPunch+Arcade-Button-MKick>Arcade Button Kick

Description[]

VoltySprink

Executed by pressing Medium Punch and Medium Kick simultaneously, Laura springs herself forward and into the air. During the jump, she has a couple of follow-up options.

  • By pressing punch, Laura performs the Thunder Spike, which she fires a Thunder Clap at a downward angle.
  • By pressing kick, Laura performs Heavy Heel, which is a downward axe kick.

Tactics[]

Laura's second V-Skill gives her access to a command jump that can be used to avoid projectiles. While it require fast reactions and proper spacing, Laura can leap over fireballs and still be in range for a follow-up attack. Unlike other command jumps, Laura's trajectory remains the same. She cannot control the distance or the height of her leap. This can potentially put her at risk for an anti-air attack.

Volty Sprink can hit an airborne opponent, but whiffs if they are on the ground. The hitbox on the ascension makes her second V-Skill a decent combo extender. She can link her command jump attack from her Dual Crash or Twist Barrage target combos. Laura can also use Volty Sprink in combination with her command grab to apply more pressure on her opponent's wake up. If she suspects they're attempting to avoid her command throw with a neutral jump, she can use her second V-Skill to clip them out of the air and begin a juggle combo.

Laura can link her command jump into a couple of follow-ups, which helps her build V-Meter on hit and on block. Pressing punch performs an air fireball that's similar to Akuma's Zanku Hadoken. While the downward 45° is the same, the strength of the punch button determines the speed of the projectile. Pressing Light travels the slowest while the Heavy version descends the fastest. After throwing Thunder Spike, Laura bounces back a bit before descending. While this may help her avoid slow-moving projectiles, it is very unsafe on block. The only way to make safe is if Thunder Spike hits at a distance or anyway below the opponent's waist. Laura's air projectile can be used to extend combos from her target combos. While her first V-Trigger, Laura can charge up Thunder Spike to give herself additional damage and even better frame advantage.

Pressing any kick button allows her to perform the safer Heavy Heel follow-up. This attack is also an overhead. While it has the longer startup compared to Thunder Spike, it inflicts more damage and stun. It puts Laura +3 on hit, which enables her to link with her Standing Light Punch for a simple combo. On block, Laura is only at -2. Even though her turn is over, she can still defend herself against her opponent's faster normals. Similar to Thunder Spike, Heavy Heel is amplified when her Spark Show is active. It inflicts slightly more damage, puts her at +4 on hit and +1 on block.

While she may lose the element of surprise and enhanced mobility with her command dash using her first V-Skill, Volty Sprink has more mix-up potential with her cancelling from EX Thunder Clap. After ending a juggle combo with only the first hit of her EX projectile, Laura can corpse hop over her opponent and put them in a situation where they have to guess correctly since the Thunder Clap is still active. Another way is to link a standing EX Thunder Clap into her Volty Sprink to put them in a high-low guessing situation with her overhead attack. Even if she doesn't perform a follow-up attack and lands in front of her opponent, the active projectile keeps them on their heels. This opens them up for frame traps, throws and her command grab.

Gallery[]

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