Street Fighter X Tekken/Lars: Difference between revisions

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| Flying Cask | lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| SHB | lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
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| Quarter Deck | b + lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| Raging Thunder | b + lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
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=== Special Moves ===
=== Special Moves ===

Revision as of 12:22, 12 May 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Lars

Sfxt Lars face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far\Close LP
lp 
H 30 4 4 8 +5 +1 SM,EX,SA,CA 1 1 1 -
Far MP
mp 
H 60 6 3 15 +3 -1 SM,EX,SA,CA 2 1 1 -
Far HP
hp 
H 90 9 5 19 +3 -3 - 3 1 1
Far LK
lk 
L 30 8 5 12 0 -4 SM,EX,SA,CA 1 1 1 -
Far MK
mk 
H 60 8 9 13 -1 -5 - 2 1 1 -
Far HK
hk 
H 90 13 4 22 -1 -6 - 3 1 1 -
Close MP
mp (near opponent) 
H 60 6 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Close HP
hp (near opponent) 
H 90 13 4 27 -5 -11 SM,EX,SA,CA 3 1 1
Close LK
lk (near opponent) 
H 30 4 4 10 +3 -1 - 1 1 1 -
Close MK
mk (near opponent) 
L 60 5 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Close HK
hk (near opponent) 
H 90 8 10 15 0 -5 SM,EX,SA,CA 3 1 1 -
Crouch LP
d + lp 
H 30 5 4 5 +8 +4 SM,EX,SA,CA 1 1 1 -
Crouch MP
d + mp 
H 60 6 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP
d + hp 
H 80 7 6 29 -9 -15 SM,EX,SA,CA 3 1 1
Crouch LK
d + lk 
L 30 5 4 10 +3 -1 SM,EX,SA,CA 1 1 1
Crouch MK
d + mk 
L 60 7 6 15 0 -4 SM,EX,SA,CA 2 1 1 -
Crouch HK
d + hk 
L 90 11 4 29 hard knockdown -13 - 3 1 - -
Jump LP
ub / u / uf --- lp 
M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP
ub / u / uf --- mp 
M 70 8 10 until ground+4 +16 +5 - 2 1 1 -
Jump HP
ub / u / uf --- hp 
M 100 13 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK
ub / u / uf --- lk 
M 40 5 12 until ground+4 +12 +4 - 1 1 1 -
Jump MK
ub / u / uf --- mk 
M 70 6 12 until ground+4 +16 +5 - 2 1 1 -
Jump HK
ub / u / uf --- hk 
M 90 7 4 until ground+4 +20 +8 - 3 1 1 -
Launcher
hp + hk 
H 100 13 2 54 switch -32 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
f + hp + hk (while blocking) 
H 120 11 6 26 hard knockdown -11 - - - - Invulnerability frames 1-11, Resembles ???


Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Storm Axle
f + mk 
M 90 18 2 13 +1 -2 - 3 1 0 Ground bounce against airborne opponent. Hits crouching opponent on frame 19, Airborne frames.
Fast overhead with great range, and is mostly safe on block. Can't combo after it unless you get an aerial CH, but still a very strong tool for pressure thanks to its low risk. Also can use to avoid low attacks and corpse hop.


Throws

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
SHB
lp + lk 
throw 130 5 2 20 hard knockdown - - - - - -
Raging Thunder
b + lp + lk 
throw 130 5 2 20 hard knockdown - - - - - -

Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Giga Jacker LP
qcf + lp 
H 80 14 7 38 knockdown -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-34
Giga Jacker MP
qcf + mp 
H 90 15 7 38 knockdown -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-35
Giga Jacker HP
qcf + hp 
H 100 16 7 38 knockdown -23 - 5 3 0 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 16-36
Giga Jacker EX
qcf + p p 
H 180 41 7 62+4 hard knockdown -55 - 3 3 0 Chrg.png Ex.png
Chargeable: 51F for Super Art, Airborne frames 21-42 and 53-90, Projectile invulnerable until the end of active frames, Ground bounce against airborne opponent
Spinner Ball LK
hcf + lk 
H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball MK
hcf + mk 
H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball HK
hcf + hk 
H 20x2 15 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
Spinner Ball EX
hcf + k k 
H 30x2 10 7 13 +6 +1 - 3,3 0,0 0 Ex.png
Projectile invulnerability frames 1-6
Lyonnaise Break
Spinner Ball --- p 
H 70 12 6 19 float -3 - 3 3 0 -
Perfect Press
Spinner Ball --- k 
M 50 28 7 27(31 on whiff) hard knockdown -13 - 3,3 3,3 0 **LC
Airborne frames 18-31
Panini Flip
Spinner Ball --- d + k 
L,H 30,25x2 21 4(10)3 29 float -14 - 3,3,3 0,1,1 0 Upper body projectile invulnerability frames 1-35, Airborne frames 36-45
Cracker LP
dp + lp 
H 60 6 5 29 -5 -22 - 3 3 0 Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent
This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo.
Cracker MP
dp + mp 
H 70 11 5 29 0 -17 - 3 3 0 Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent
Cracker HP
dp + hp 
H 80 16 5 29 0 -17 - 3 3 0 Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent
Cracker EX
dp + p p 
H 90 6 6 28 0 -17 - 3 3 0 Ex.png
Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent
Pound Cake
Cracker --- p 
M 50 23 4 24 -3 -11 - 5 0 0 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce.
Cracker Jacker
Cracker --- k 
H 120 21 6 26 knockdown -10 - 10 0 0 **LC
Airborne frames 18-30
Special Step LK
dp + lk 
- - 10 - 23 - - - - - - Upper body projectile invulnerability frames 1-21
Special Step is Bob's main anti-fireball tool. Often followed up with Apres Sweep (LK) as a relatively safe way to reset to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos.
Special Step MK
dp + mk 
- - 11 - 23 - - - - - - Upper body projectile invulnerability frames 1-22
MK Special Step is the middle ground for cancel timing and distance, but it's much closer to the LK version than the HK version.
Special Step HK
dp + hk 
- - 14 - 23 - - - - - - Upper body projectile invulnerability frames 1-25
HK Special Step moves the farthest, but it has the longest delay before followups come out.
Special Step EX
dp + k k 
- - 10 - 18 - - - - - - Ex.png
Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22
Langue Washer
Special Step --- lp 
H 80 11 2 22 float -2 - 3 3 0 Upper body projectile invulnerability frames 1-5
This is the second-fastest Special Step followup and combos off of heavy attacks. Causes a float state on hit which can be followed up. Safe on block and pushes back to mid-range.
Spiral Rocky
Special Step --- mp 
H 50,20x2,40 18 12 41 knockdown -15 - 5,5,5,5 0,0,0,2 0 Upper body projectile invulnerability frames 1-17, Airborne frames 20-48
This move is good for tagging out because it hits multiple times. It is also hard for opponents to interrupt because of the invulnerability frames.
Granchi Cannon
Special Step --- lp + mp 
H 100 18 5 17 wall bounce +2 - 1 2 0 Crumples on counter hit, Upper body projectile invulnerability frames 1-4
Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very high damage on counterhit.
Apres Sweep
Special Step --- lk 
L 50 5 3 30 0 -9 LP+MP 3 0 0 Upper body projectile invulnerability frames 1-30
This is the fastest Special Step followup and combos off of medium attacks.
Cutting Coppa
Apres Sweep --- lp + mp 
H 80 18 3 24 knockdown -5 - 3 3 0 -
Causes high pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish.


Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Giga Meteo
qcf + 3p 
H 320 23 5 72 hard knockdown -55 - 5 - - 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent
Cross Art
qcf + mp + mk 
H 150+ 9 4 45 switch -27 - 3 - - **LC
61 frames cinematic freeze before attack begins, Invulnerability frames 1-12

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A

The Basics

N/A

Advanced Strategy

N/A

Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Lars