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Laura Matsuda

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Street Fighter/Laura Matsuda
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Laura Matsuda (ララ・マツダ/松田, Rara Matsuda) is a video game character from the Street Fighter series who debuted in Street Fighter V. She is a lively and free-spirited Brazilian woman and the older sister of Sean.

Laura Matsuda
Boom! That's how you start the fight and finish it quickly!
~ Laura
Articles About Laura Matsuda
Laura Matsuda
Origin
Origin Street Fighter V
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter V
Voiced by Japanese: Yoko Hikasa
English: GK Bowes
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday July 30
Height 175 cm / 5'9"
Weight 72 kg / 159 lbs
Ethnicity Brazilian
Status Alive
Alignment Neutral Good
Archetype Battle Junkie
Occupation Professional Wrestler
Time Period Modern
Language Spanish
Combat Style Matsuda Grappling Techniques
Homeworld Earth
Relationships
Affiliations Sean, Ryu, Ken Masters, Zangief, Rainbow Mika, Karin Kanzuki, Chun-Li
Enemies M. Bison, Shadaloo

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
Laura Matsuda, along with her siblings Sean and Fabio, was born in Brazil. Their father, Yuichiro Matsuda, and paternal grandfather, Kinjiro Matsuda, were Japanese, which accounts for the family name. Yuichiro married Brenda, and together they had three children: Fabio, Laura, and Sean. Laura also has two maternal cousins, Enzo and Manuela Da Silva, who practice capoeira.

Laura was trained by her grandfather Kinjiro in the family’s Matsuda Jiu-Jitsu style. After Sean leaves to train under Ken Masters, Laura becomes the successor to the family martial art.

Street Fighter V Arcade
As the successor of Matsuda Jiu-Jitsu, Laura sets out to challenge powerful opponents and spread awareness of her family’s fighting style. Before leaving home, she affectionately teases and hugs Sean. Her journey leads her to Birdie, whom she convinces to fight by offering him a free meal. Afterward, she asks him about strong fighters, and he directs her to Karin. Following their match, Laura repeats her question, and Karin points her toward Ryu. When Laura eventually finds and battles the wandering warrior, he speaks to her about the Satsui no Hado.

Later, Laura encounters and fights Zangief, who is impressed enough to give her tickets to a wrestling scouting event. During R. Mika’s character story, Laura faces Mika in a wrestling match while Zangief observes. Before the bout is interrupted, Laura cheerfully remarks that Mika was tougher than she initially expected.

After Shadaloo’s defeat, Laura runs into Blanka sitting in the middle of the street, admiring his collection of Blanka-chan dolls. Unaware of what he is doing, Laura accidentally steps on one of the dolls while scolding him for blocking the road, which leads to a fight that Blanka ultimately wins. Amused, Laura laughs and apologizes for crushing the doll.

Blanka explains that he was promised popularity but ended up with far too much unsold merchandise. Laura concludes that the manufacturer took advantage of him, and together with Sean, suggests that Blanka try selling the Blanka-chan dolls in Japan, believing they would be well received there. Laura even gives Blanka money to help pay for his trip to Japan.

Street Fighter V A Shadow Falls
In the main story, Laura later teams up with Alex for a tag-team match against Zangief and R. Mika. Grabbing the ring announcer’s megaphone, she excitedly declares to the crowd that the match will be an epic showdown. Laura, Zangief, and R. Mika energize the audience, while Alex reacts with indifference. The event is ultimately postponed when a blackout occurs, caused by one of Shadaloo’s Seven Moons.

Laura is later revealed to be carrying one of the chess pieces referenced by Sean, who is nearly captured by F.A.N.G. and Shadaloo soldiers before Ken intervenes. Laura arrives to find Ken, Cammy, Chun-Li, and Sean, the latter holding his sister in a headlock. Mistaking Ken for an enemy attempting to seize the chess pieces, Laura confronts him until Sean explains that Ken and the others saved him from Shadaloo. Realizing her mistake, Laura apologizes and proposes a deal: if Ken allows her to join their group due to the chess piece she possesses, she will incorporate Matsuda Jiu-Jitsu into his online karate lessons. Ken agrees, and Laura enthusiastically joins their mission to stop Shadaloo.

During the final assault on Shadaloo, Laura is seen fighting alongside the other warriors, holding back Shadaloo soldiers and the Dolls.

Appearance

General Description: Laura is a robust, voluptuous woman with a powerful, athletic build. She has light tan skin, long black hair, and a confident posture that emphasizes her physical strength and flexibility.

Facial Features: Laura has light brown eyes and expressive features. Her hair is asymmetrically styled, with the right side worn loose while the left side begins in cornrow braids that blend into the rest of her hair at the back.

Clothing/Outfit:

  • Default Outfit: Sleeveless martial arts gi designed to expose her upper torso, featuring a bright green uwagi with yellow lining and a tie at the center. She wears matching bright green martial arts pants with yellow accents, secured by a black belt. The waist detailing resembles a green thong-like design, with black shin guards worn underneath the pants over bare feet. She accessorizes with multicolored bracelets similar to Elena’s. The overall color scheme mirrors the Brazilian flag.
  • First Alternate Costume: Bright green short-sleeved mini shirt exposing much of her upper body, with the word “bonita” printed at the center. She wears denim short shorts with visible black thong straps, brown gladiator-style sandals, yellow and red bracelets on both wrists, and a red choker with a gold circular ornament.
  • Second Alternate Costume: Yellow open jiu-jitsu gi jacket with black outlines, black bikini top underneath, bright green buruma secured with a black jiu-jitsu belt worn low on the waist, black leg wraps over bare feet, and black fingerless gloves. Her braids are tied into a high ponytail.
  • Premium Swimsuit Costume: Yellow basketball jersey with green side panels, “The Leons” written on the front, Sean’s name on the back, and the number 5 displayed. She wears golden hoop earrings, three gold bracelets on each arm, and gold anklets. A hidden variation removes the jersey, revealing a blue and purple one-piece sling swimsuit underneath.

Special Features: Laura’s asymmetrical braided hairstyle, vibrant Brazilian-inspired color palette, and distinctive bracelets are consistent visual traits across her appearances.

Alternate Forms/Disguises: Laura features multiple outfit swaps and alternate costumes that emphasize different aspects of her personality, ranging from martial artist to casual and athletic themes.

Personality

  • Free-Spirited and Energetic: Described as bohemian and socially unorthodox, Laura has a lively, thrill-seeking personality and approaches life with enthusiasm and openness.
  • Proud Martial Artist: Much like Makoto, she is driven to promote and uphold her family’s fighting style, taking great pride in her martial heritage.
  • Friendly and Approachable: Laura is very easy to befriend, often offering advice to others and engaging them warmly, as reflected in her character-specific versus quotes.
  • Protective: She is deeply protective of her younger brother, Sean, and reacts strongly to any perceived threat against him.
  • Quick to Jump to Conclusions: Laura can be impulsive, as shown when she initially mistook Ken for an enemy intending to harm Sean before the misunderstanding was clarified.

Goals

  • Spread aroung Matusda Jiu Jitsu (Ongoing).

Relationships

Sean Matsuda

Laura often teases her younger brother and treats him casually, frequently engaging in playful banter and mock fighting. She dotes on him in her own way, though this behavior tends to frustrate Sean, who feels she does not take him seriously. Laura appears largely unaware of this and views their interactions as normal sibling behavior.

Ken Masters

Laura first jumped to conclusions and assumed Ken was trying to mess with her brother, but after understanding she was wrong she quickly apologizes and makes a deal with Ken that if Ken allows her to join their group because of the chess piece, he will put Matsuda Jiu-Jitsu as part of his online karate. Ken agrees to the deal with Laura being excited to join them stop Shadaloo.

Ryu

After sparring with Ryu, Laura quickly recognizes him as one of the strongest fighters she has encountered. She develops immediate respect for his discipline and ability, openly acknowledging the depth of his strength and inner power.

Rainbow Mika

Laura meets R. Mika through Zangief, who introduces them due to Laura being part of his circle of fellow grapplers. The two form a respectful relationship based on their shared fighting styles and dedication to their craft. They acknowledge each other’s fighting skill, style, strength, and purpose.

Zangief

Laura holds Zangief in high regard as a wrestler and combatant, and this respect is returned. Their win quote dialogue suggests they were acquainted prior to the events of Street Fighter V.

General Information

Name: Laura Matsuda[1]

Origin: Street Fighter V

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter V

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous

Age: Unknown

Blood Type: O[2]

Birthday: July 30[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Brazil[7]

Story Role: Supporting Character, Older Sister

Legacy: Local Legacy initially, Global Legacy after meeting Ken Masters (After fighting with Ken, she offered to go along with and help them if she can promote Matsuda Jiu-Jiitsu by using Ken's online karate class[8])

Influence: Event Influence

Language: Spanish[9]

Ethnicity: Brazilian[10]

Religion: N/A

Classification: Fighter

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Professional Wrestler

Combat Style: Matsuda grappling techniques[11]

Affiliations: Sean, Ryu, Ken Masters, Zangief, Rainbow Mika, Karin Kanzuki, Chun-Li

Enemies: M. Bison, Shadaloo

Height: 175 cm[12]/5'9"[13]

Weight: 72 kg[14]/159 lbs[15]

Status: Alive

Alignment: Neutral Good (Aided Ken Masters and co in stopping Shadaloo from releasing the black moons)

Potential

Archetypal Tiering: Battle Junkie

Codex Statistics

Grade: A

Tier: 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[20]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[21])

Attack Potency: Room level (Potency) (Fought against Street Fighter V Era Ryu[22], where she pushed him to the point where the Satsui no Hado started leaking out of him from how heated the fight got[23]. Ryu is comparable to Chun-Li, who can[24] fight against[25], Juri Han, who can blow up the inside of a building[26] and cause a jet plane to explode[27]. Casually defeated 3 Shadaloo grunts off screen[28]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[29], and broke three cinderblocks with one attack[30]. The Street Fighter cast can break[31] apart cars overtime with various hits[32]. They can also destroy metal barrels[33]. Along with destroy stone walls overtime[34]. Can destroy barrels in a single hit[35]. The Street Fighter cast can break[36] apart cars overtime with various hits[37]. They can also destroy metal barrels[38]. Along with destroy stone walls overtime[39]. Can fight and harm Sagat[40], who broke a large rock in half[41]. Can destroy barrels in a single hit[42], Can fight and harm Zangief[43], who overpowered a large bear[44]. Should be comparable to Adon[45], who broke a chunk off a statue's head[46]. Should be comparable to characters like Birdie, who bent a large piece of metal[47]. Can destroy barrels in a single hit[48]. The cast is able to destroy barrels with a single hit[49])

Durability: Room level

Striking Strength: Room Class (Potency)

Lifting Strength: Class 50 (Laura should be comparable to Hugo, who can lift a semi-truck[50])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[51]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[52]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[53])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[54], even during the Alpha series[55])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[56]. Can go through intense battles and long periods of training)

Range: Standard Melee. At least Several Meters with Electricity Manipulation (With Thunder Clap, sends out a projectile of electricity that electrocutes on hit multiple times and reaches a short distance from the target[57])

Intelligence: Unknown Intelligence

Knowledge: At least Master level (Fought and pushed back a holding back Street Fighter V Era Ken Masters[58]. Her fighting style was praised by Karin Kanzuki[59]. Fought against Street Fighter V Era Ryu[60], where she pushed him to the point where the Satsui no Hado started leaking out of him from how heated the fight got[61]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[62]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[63]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[64]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[65]. Fighters get stronger as they learn various and more powerful techniques[66]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[67])


Powers and Techniques






Equipment

Nothing notable.


Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[182]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[183]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[184]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[185]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[186]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[187]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[188]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Step Elbow

Laura advances forward and delivers a straight, horizontal elbow strike.

Twist Barrage

Laura steps in with an elbow strike; if it connects, she follows with a rising elbow to continue the attack.

Dual Crash

Laura strikes upward with her elbow, immediately chaining into a forceful knee to the opponent’s body.

Seoi Throw

Laura grips the opponent’s arm, pivots forward, and flips them over her hips, slamming them to the ground.

Pullback Hold

Laura seizes the opponent’s arm and pulls them in, vaulting onto their back to force them face-down. She then pins them while wrenching the arm backward, straining the shoulder and upper limb.

Bolt Charge

Laura lunges forward with a powerful elbow strike. This move can transition into follow-ups:

  • Split River: Laura swings over the falling opponent, traps one leg with her own, and applies a leg lock that pressures the hamstring and ankle.
  • Rodeo Break: Laura captures an arm, flips over the opponent, and drags them down, landing into a tight cross armbar.

Thunder Clap

Laura releases a slow-moving projectile charged with electricity. Charging the technique increases its range and damage.

Sunset Wheel

Laura grabs the opponent, strikes them with an elbow, hoists them onto her shoulders, and performs a high somersault before slamming them down and locking them in a shoulder hold.

Inazuma Spin Hold

Laura rushes forward to grab the opponent, leaps into the air, and spins violently while discharging electricity. She repeatedly slams them into the ground and across multiple directions before ending in a crushing choke.

Double Slap

After blocking an attack, Laura retaliates with a spinning, two-handed strike infused with electricity.

Volty Line

Laura performs a tumbling wheel kick that strikes from above, catching opponents off guard.

Volty Sprink

Laura springs forward into the air and can transition into additional attacks:

  • Thunder Spike: Laura fires an electrically charged blast downward.
  • Heavy Wheel: Laura descends with a powerful axe kick.

Spark Show

Laura channels electricity through her wrists, boosting her movement speed, attack power, and stun potential for a short duration.

Shock Stance

Laura surges her body with electricity, granting access to evasive movement and grappling techniques. While active:

  • Matsuda Sway: Laura twists and shifts her body to evade incoming attacks.
  • Shock Choke: Laura captures the opponent during the sway and applies an electrified choke that strains the neck and arm.


Other

Standard Tactics: Laura utilizes her Matsuda jiu jitsu techniques along with her electricity. This employs grapples, air grapples, elbows, punches, and kicks, along with rubbing her own hair to release electrical attacks.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[194]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[195] and here[196]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter V

Profiles
Hello everyone! Let's take a look at our new, electrifying fighter! For details about her family, click here, and click here for her command list!
  • Name: Laura Matsuda
  • Height: 175 cm
  • Weight: 72 kg
  • Blood Type: O
  • Birthdate: July 30
  • Birthplace: Brazil
  • Likes: Her brothers, meat, fighting
  • Dislikes: Boredom, vegetables
  • Fighting Style: Matsuda grappling techniques

Laura is Sean's big sister, and is good friends with Zangief, another grappler. She leads a freewheeling, thrilling life, so she tends to not go home sometimes and instead travels. Sean is bad at handling Laura's tendencies, but really cares and worries about his big sis.

With her voluptuous body and her tenacious fighting style, she fights with all she's got every time, as expected from your typical passionate southerner!

She is the (planned) inheritor of the Matsuda fighting style, so she seeks opponents to show just how strong her family is.

Original on the left. Street Fighter V

Trivia

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[205]?

A: Akuma's punch causes the island to start collapsing[206], and specifically causes an explosion of this size in comparisson to the island[207], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[208]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[209], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[210]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[211] and cause a jet plane to explode[212], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[213]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[214]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[215], his ending in Alpha 3 has him easily kill M. Bison[216]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[217], and ends up winning[218], and him calling the Raging Demon a pitifully weak move[219]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[220], while Groan only plays when he's fighting Gen or Evil Ryu[221], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[222]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[223] suggest it to be equal[224] in power to[225] Akuma, several[226] characters[227] note[228] that[229] it isn't[230], as strong[231] as the[232] real Akuma[233]. The real Akuma even considers SiRN Akuma a mockery[234]. C. Viper notes the simulation is only passable as a simulation[235].

Battle Records

3 - 0 - 3


  • Birdie - Fight[236]
    • Conditions: None.
    • Location: Brazil
  • Zangief - Fight[238]
    • Conditions: None.
    • Location: Russia


None.


  • Rainbow Mika - Fight[239]
    • Conditions: None.
    • Location: Russia
    • Note: The fight was interrupted from Zangief coming into the match to show her to learn more.
  • Karin Kanzuki - Fight[240]
    • Conditions: None.
    • Location: Kanzuki Estate
    • Note: The after fight implied that they both countered each other.
  • Ken Masters - Fight[241]
    • Conditions: None.
    • Location: Brazil
    • Note: The fight was stopped by Sean, though Laura was overpowering a holding back Ken.

References

  1. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  2. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  3. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  4. Street Fighter Memorial Archives Beyond the World
  5. Final Fight Arcade Intro
  6. Street Fighter Memorial Archives Beyond the World
  7. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  8. Street Fighter V A Shadow Falls
  9. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  10. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  11. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  12. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  13. Street Fighter V Laura Story Mode
  14. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  15. Street Fighter V Laura Story Mode
  16. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  17. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  18. Street Fighter Alpha 3 Game Manual Page 8
  19. Street Fighter VI Trainng Tutorial
  20. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  21. Sakura Ganbaru!, Volume 1, Chapter 1
  22. Street Fighter V Laura Story
  23. Street Fighter V Laura Story
  24. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  25. Super Street Fighter IV - Juri VS Chun Li Cinematic
  26. Super Street Fighter 4 Juri OVA
  27. Super Street Fighter 4 Juri OVA
  28. Street Fighter V A Shadow Falls
  29. Street Fighter 1987
  30. Street Fighter 1987
  31. Street Fighter II: The World Warrior Car Minigame
  32. Street Fighter IV: Arcade Edition Car Minigame
  33. Street Fighter II
  34. Street Fighter II Turbo 16-Bit
  35. Street Fighter II
  36. Street Fighter II: The World Warrior Car Minigame
  37. Street Fighter IV: Arcade Edition Car Minigame
  38. Street Fighter II
  39. Street Fighter II Turbo 16-Bit
  40. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  41. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  42. Street Fighter II
  43. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  44. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  45. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  46. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  47. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  48. Street Fighter IV: Arcade Edition
  49. Street Fighter V: Arcade Edition
  50. Ultra Street Fighter IV Hugo Cutscenes
  51. Street Fighter Alpha Super Combos
  52. Street Fighter IV Dan Ending
  53. Street Fighter Alpha 3 - Sagat Story
  54. Street Fighter 2: Champion Edition
  55. Street Fighter Alpha 3 Guile's Sonic Boom
  56. Street Fighter 2: Turbo Game Manual Page 10
  57. Street Fighter V Laura Move List
  58. Street Fighter V A Shadow Falls
  59. Street Fighter V Laura Story
  60. Street Fighter V Laura Story
  61. Street Fighter V Laura Story
  62. Street Fighter 2: Turbo Game Manual Page 10
  63. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  64. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  65. Street Fighter Alpha 3 Game Manual Page 8
  66. Street Fighter VI Training Tutorial
  67. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  68. Street Fighter 1 Fighter Defeated Cutscene
  69. Street Fighter 1 Ending
  70. Street Fighter 1 Minigame
  71. Street Fighter 1 Minigame
  72. Street Fighter VI Karate Minigame
  73. Street Fighter VI Karate Minigame
  74. Street Fighter VI Karate Minigame
  75. Street Fighter VI Scrap Heap Minigame
  76. Street Fighter VI Scrap Heap 2 Minigame
  77. Street Fighter 6 All Jump Animations
  78. Street Fighter III 3rd Strike Game Manual Page 14
  79. Street Fighter 2: Turbo Game Manual Page 10
  80. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  81. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  82. Street Fighter Alpha 3 Game Manual Page 8
  83. Street Fighter VI Training Tutorial
  84. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  85. Street Figher V Perfect Parry
  86. Street Fighter 6 Perfect Parry
  87. Street Fighter V Stun Animation
  88. Street Fighter Series
  89. Street Fighter III 3rd Impact Game Manual Page 15
  90. Street Fighter VI Ball Block Blitz
  91. Street Fighter Alpha Game Manual page 4
  92. Street Fighter III 3rd Impact Game Manual Page 14
  93. Street Fighter IV Game Manual Page 12
  94. Street Fighter 6 Perfect Parry
  95. Street Fighter Alpha Game Manual page 4
  96. Street Fighter III 3rd Strike Game Manual Page 15
  97. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  98. Street Fighter VI Training Tutorial
  99. Street Fighter Alpha Game Manual page 7
  100. Street Fighter Alpha 3 Game Manual Page 12
  101. Street Fighter Alpha 3 Game Manual Page 12
  102. Street Fighter VI Training Tutorial
  103. Street Fighter VI Training Tutorial
  104. Street Fighter V F.A.N.G. Gameplay
  105. Street Fighter V F.A.N.G. Gameplay
  106. Street Fighter 6 World Tour Kimberly Cutscenes
  107. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  108. Street Fighter 6 World Tour Akuma Mastery
  109. Street Fighter IV Game Manual Page 12
  110. Street Fighter Alpha Super Combos
  111. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  112. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  113. Street Fighter IV Game Manual Page 16
  114. Street Fighter 6 World Tour Lily Hawk Cutscenes
  115. Street Fighter 6 World Tour Lily Hawk Cutscenes
  116. Street Fighter VI Training Tutorial
  117. Street Fighter V Movie: A Shadow Falls
  118. Street Fighter Alpha 3 Game Over/Bad Ending
  119. Street Fighter V Karin Story
  120. Street Fighter V Karin Story
  121. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  122. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  123. Super Street Fighter IV - Juri OVA
  124. Super Street Fighter IV - Juri OVA
  125. Super Street Fighter IV - Juri OVA
  126. Super Street Fighter IV - Juri OVA
  127. Street Fighter IV Game Manual Page 15
  128. Street Fighter IV Game Manual Page 16
  129. Ultra Street Fighter IV Ryu Move List
  130. Street Fighter IV Game Manual Page 15
  131. Ultra Street Fighter IV Ryu Move List
  132. Street Fighter IV Game Manual Pages 15-16
  133. Street Fighter IV Game Manual Page 16
  134. Street Fighter IV Game Manual Page 16
  135. Sakura Ganbaru!, Volume 1, Chapter 1
  136. Street Fighter V Official Online Manual
  137. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  138. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  139. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  140. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  141. Street Fighter V Menat Story Ending
  142. Winter Street, U.S.A. | Street Fighter III: New Generation
  143. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  144. Frosty Boulevard | Street Fighter V
  145. Holly Jolly Beatdown | Street Fighter V
  146. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  147. Volcanic Rim | Street Fighter IV
  148. Street Fighter III: 2nd Impact Akuma Move List
  149. Street Fighter V Kolin's Crtical Art
  150. Street Fighter Blanka Electricity
  151. Ultra Street Fighter IV C. Viper vs Dan
  152. Street Fighter V: A Shadow Falls
  153. Street Fighter V: A Shadow Falls
  154. Street Fighter V: A Shadow Falls
  155. Street Fighter V Movie: A Shadow Falls
  156. Street Fighter V Movie: A Shadow Falls
  157. Street Fighter V F.A.N.G. Gameplay
  158. Street Fighter V F.A.N.G. Gameplay
  159. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  160. Street Fighter V Necalli Story Mode
  161. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  162. Street Fighter VI Akuma Moveset
  163. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  164. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  165. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  166. Street Fighter V Menat Story Ending
  167. "Laura is on the local volleyball team. Rashid likes soccer." (ララちゃんは地元のバレーボールチームに入っている。ラシードはサッカーが好き。)
  168. Web Archive link if Twitter Link dies
  169. Street Fighter V Laura Move List
  170. Street Fighter V Laura Move List
  171. Street Fighter V Laura Move List
  172. Street Fighter V Laura Move List
  173. Street Fighter V Laura Move List
  174. Street Fighter V Laura Move List
  175. Street Fighter V Laura Move List
  176. Street Fighter V Laura Move List
  177. Street Fighter V Laura Move List
  178. Street Fighter V Laura Move List
  179. Street Fighter V Laura Move List
  180. Street Fighter V Laura Move List
  181. Street Fighter V Laura Move List
  182. Street Fighter VI Training Tutorial
  183. Street Fighter VI Training Tutorial
  184. Street Fighter VI Training Tutorial
  185. Street Fighter VI Training Tutorial
  186. Street Fighter VI Training Tutorial
  187. Street Fighter VI Training Tutorial
  188. Street Fighter VI Training Tutorial
  189. Street Fighter Alpha Game Manual page 4
  190. Street Fighter IV Game Manual Page 15
  191. Street Fighter IV Game Manual Page 16
  192. Street Fighter 6 Online Manual
  193. Street Fighter V A Shadow Falls
  194. Street Fighter III Third Impact Game Manual Page 18
  195. Street Fighter IV Game Manual Page 12
  196. Street Fighter VI Online Manual
  197. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  198. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  199. IGN Article "New Street Fighter 5 Character Laura Leaked" Oct 1, 2015 11:33 pm
  200. Gamest Mook Vol. 81: Street Fighter III Fan Book, page 89: Mother, Brenda and Sean's 7-year-old brother and 6-year-old sister's family of 6 (母, ブレンダとショーンの7歳上の兄と6歳上の姉の6人家族 Haha, burenda to shōn no 7-sai-jō no ani to 6-sai-jō no ane no 6-ri kazoku)
  201. Street Fighter V Website The Character Guides Character Guide 116: Laura Matsuda
  202. Street Fighter V Website The Character Guides Character Guide 009: Rufus
  203. "Laura is on the local volleyball team. Rashid likes soccer." (ララちゃんは地元のバレーボールチームに入っている。ラシードはサッカーが好き。)
  204. Web Archive link if Twitter Link dies
  205. Street Fighter Alpha 2 Ryu Arcade Ending
  206. Street Fighter Alpha 2 Ryu Arcade Ending
  207. Street Fighter Alpha 2 Ryu Arcade Ending
  208. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  209. Street Fighter IV Aftermath
  210. Street Fighter 4 - Intro: Chun Li
  211. Super Street Fighter 4 Juri OVA
  212. Super Street Fighter 4 Juri OVA
  213. Street Fighter V - E. Honda Arcade Mode Ending
  214. Final Fight Revenge Haggar Super Attack
  215. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  216. Street Fighter Alpha 3 Akuma Ending
  217. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  218. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  219. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  220. Street Fighter Alpha 3 OST Feel the Cool
  221. Street Fighter Alpha 3 OST Groan
  222. Street Fighter Alpha 3 Game Over
  223. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  224. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  225. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  226. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  227. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  228. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  229. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  230. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  231. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  232. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  233. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  234. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  235. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  236. Street Fighter V Laura Story
  237. Street Fighter V Laura Story
  238. Street Fighter V Laura Story
  239. Street Fighter V R. Mika Story
  240. Street Fighter V Laura Story
  241. Street Fighter V A Shadow Falls