Street Fighter X Tekken/Lars: Difference between revisions

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{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Silent Entry MK | qcf + mk | - | - | - | - | 31 | - |  - | - | - | - | -
| Silent Entry MK | qcf + mk | - | - | - | - | 31 | - |  - | - | - | - | -
| <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-35
| <br> Throw and projectile invulnerability frames 1-25
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{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Silent Entry HK | qcf + hk | H | 100 | 16 | 7 | 38 | knockdown |  -23 | - | 5 | 3 | 0
| Silent Entry HK | qcf + hk | - | - | - | - | 31 | - |  - | - | - | - | -
| <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 16-36
| <br> Throw and projectile invulnerability frames 1-25, can be canceled into Silent Entry 8 frames before the end.
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}}
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{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Silent Entry EX | qcf + k k | H | 180 | 41 | 7 | 62+4 | hard knockdown |  -55 | - | 3 | 3 | 0
| Silent Entry EX | qcf + k k | - | - | - | - | 31 | - |  - | - | - | - | -
| <br> 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
| <br> Can pass through opponent, Invulnerability frames 1-5, Throw and projectile invulnerability frames 1-25.
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Revision as of 16:20, 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 LP
lp 
H 30 5 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Far MP
mp 
H 60 7 5 12 +4 0 SM,EX,SA,CA 2 0(for 2 frames),1 1 Attacking arm crushes airborne attacks frames 7-11.
Pretty solid anti air for people jumping further in front of you than DP can reach.
Far HP
hp 
H 90 11 2 22 +2 -4 - 3 1 1 Forces standing.
Far LK
lk 
L 30 7 3 9 +5 +1 - 1 1 1 -
Far MK
mk 
H 60 13 2 12 +7 +3 - 2 1 1 -
Far HK
hk 
H 90 27 2 11 +13 +7 SM,EX,SA,CA 3 1 1 Forces standing.
Slow startup but very long range and advantageous on hit/block. High risk of punish if they see and neutral jump over it.
Close LP
lp (near opponent) 
L 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Close MP
mp (near opponent) 
H 60 6 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Close HP
hp (near opponent) 
H 90 5 3 23 0 -6 SM,EX,SA,CA 3 1 1
Close LK
lk (near opponent) 
H 30 4 3 7 +7 +3 SM,EX,SA,CA 1 1 1 -
Close MK
mk (near opponent) 
L 60 8 5 9 +7 +3 SM,EX,SA,CA 2 1 1 -
Close HK
hk (near opponent) 
H 90 10 3 18 +5 -1 - 3 1 1 Forces standing.
Crouch LP
d + lp 
H 30 4 2 7 +7 +4 SM,EX,SA,CA 1 1 1 -
Crouch MP
d + mp 
H 60 6 3 9 +9 +5 SM,EX,SA,CA 2 1 1 -
Crouch HP
d + hp 
H 70,20 8 2(7)2 14 +10 +4 1st hit SM,EX,SA,CA 3 1 1 Forces standing.
Crouch LK
d + lk 
L 30 5 2 7 +8 +4 SM,EX,SA,CA 1 1 1
Crouch MK
d + mk 
L 60 8 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Crouch HK
d + hk 
L 90 10 2 18 hard knockdown 0 - 3 1 - -
Safe on block sweep with decent range.
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 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump HP
ub / u / uf --- hp 
M 100 8 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK
ub / u / uf --- lk 
M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump MK
ub / u / uf --- mk 
M 70 7 3 until ground+4 +16 +5 - 2 1 1 -
Cross up.
Jump HK
ub / u / uf --- hk 
M 100 11 3 until ground+4 +20 +8 - 3 1 1 -
Launcher
hp + hk 
H 100 13 2 54 switch -34 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel
f + hp + hk (while blocking) 
H 60,60 6 3(9)2 21+8 hard knockdown - - - - - Invulnerability frames 1-8, Resembles EX Lightning Screw

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
Silent Entry LK
qcf + lk 
- - - - 23 - - - - - -
Throw and projectile invulnerability frames 1-22
Silent Entry MK
qcf + mk 
- - - - 31 - - - - - -
Throw and projectile invulnerability frames 1-25
Silent Entry HK
qcf + hk 
- - - - 31 - - - - - -
Throw and projectile invulnerability frames 1-25, can be canceled into Silent Entry 8 frames before the end.
Silent Entry EX
qcf + k k 
- - - - 31 - - - - - -
Can pass through opponent, Invulnerability frames 1-5, Throw and projectile invulnerability frames 1-25.
 ???
hcf + lk 
H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
 ???
hcf + mk 
H 20x2 13 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
 ???
hcf + hk 
H 20x2 15 7 18 -1 -4 - 3,3 0,0 0 Whiffs on airborne opponent
 ???
hcf + k k 
H 30x2 10 7 13 +6 +1 - 3,3 0,0 0
Projectile invulnerability frames 1-6
 ???
Spinner Ball --- p 
H 70 12 6 19 float -3 - 3 3 0 -
 ???
Spinner Ball --- k 
M 50 28 7 27(31 on whiff) hard knockdown -13 - 3,3 3,3 0
Airborne frames 18-31
 ???
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
 ???
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.
 ???
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
 ???
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
 ???
dp + p p 
H 90 6 6 28 0 -17 - 3 3 0
Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent
 ???
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 --- k 
H 120 21 6 26 knockdown -10 - 10 0 0
Airborne frames 18-30
 ???
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.
 ???
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.
 ???
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.
 ???
dp + k k 
- - 10 - 18 - - - - - -
Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22
 ???
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.
 ???
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.
 ???
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.
 ???
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.
 ???
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.
 ???
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