Street Fighter X Tekken/Lars: Difference between revisions

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{{SFxTCharacterHeader|Lars|Lars|
{{SFxTCharacterHeader|Lars|Lars|
TBW
Point
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TBW}}
Lars is a very solid character overall with many strengths that allow the player to play him in a variety of ways depending on your play style or the current match up. He has great normals for poking so he can be played as a defensive footsie-based character, but he also has great normals for pressuring so you can play him as an offensive character with good frame traps, mixups, and damage. Lars also has great mobility with a solid walk speed, his Silent Entry going nearly full screen while projectile invincible, his Avalanche Stomp also going nearly full screen and leaping over many attacks, and several forward-moving normals that get him into range to start pressuring. Lars also has a few strong anti-air options to shut down jump-happy foes, with his meterless invincible DP and his far {{mp}} in which the arm is invincible to airborne attacks. This is a character that many players can feel comfortable playing thanks to his plethora of options fitting almost any play style they would like on their team, as well as being a fairly easy character to pick up and play compared to other Tekken characters.
 
|
* Possesses a true invincible DP with a high launch, allowing for tag cancels into several damaging jump-in juggles
* Very dangerous with meter thanks to a very fast side-switching EX Silent Entry (qcf+KK) into follow-ups that lead to combos, EX Dynamic Entry being a 17 frame full screen way to get in and be plus on block, and EX Lightning Screw as an invincible reversal that leads to damaging juggles
* Long-range normals like cr.MK that can be cancelled into special attacks and Cross Rushes
* f+MK overhead starts up quickly, crushes most lows, has long range, and is safe on block (-2), making it a somewhat abusable attack
* Able to approach opponents at will thanks to good normals for footsies, and great mobility with respectable walk speed, near full screen projectile-invincible Silent Entry, and Avalanche Stomp that can leap over many attacks
* Great frame trap and pressure options thanks to many normals being very advantageous on block
* Several good options to set up Pandora combos
|
* Almost all of his most combo-friendly normals are crouching attacks, making him very vulnerable to raw launches during block strings, although he does have some decent standing attack options for pressure
* His DP, the Lightning Screw (dp+K), does not possess enough block stun for a safe tag
* Lightning Screw lacks horizontal damage, which limits its use as a punishing reversal
* Both of his follow-ups from Silent Entry are unsafe on block; furthermore, empty Silent Entries are even more unsafe on block, forcing Lars to commit to an attack every time he utilizes this move if the opponent has quick enough reflexes to punish empty Silent Entry
* Dynamic Entry and its follow-ups are unsafe and can be interrupted on block with good timing
* Normals start a couple frames slower than average to compensate for their fast recovery, long range, and conversion options
}}


== Moves ==
== Moves ==
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| Far LP | lp | H | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1
| Far LP | {{lp}} | H | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|  
| Good range and forward movement for a light attack.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far MP | mp | H | 60 | 7 | 5 | 12 | +4 | 0 | SM,EX,SA,CA | 2 | 0(for 2 frames),1 | 1
| Far MP | {{mp}} | H | 60 | 7 | 5 | 12 | +4 | 0 | SM,EX,SA,CA | 2 | 0(2f),1 | 1
| Attacking arm crushes airborne attacks frames 7-11.
| Attacking arm crushes airborne attacks frames 7-11.
| Pretty solid anti air for people jumping further in front of you than DP can reach.
| Pretty solid anti air for people jumping further in front of you than DP can reach. Also has a good hitbox for beating opponents that try to counter-poke your cr.MK with something like cr.LP.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HP | hp | H | 90 | 11 | 2 | 22 | +2 | -4 | - | 3 | 1 | 1
| Far HP | {{hp}} | H | 90 | 11 | 2 | 22 | +2 | -4 | - | 3 | 1 | 1
| Forces standing.
| Forces standing.
|  
| Good range and hitbox, can be used to whiff punish with a heavy attack into a launcher for less scaling on your partner's tag-in combo.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far LK | lk | L | 30 | 7 | 3 | 9 | +5 | +1 | - | 1 | 1 | 1
| Far LK | {{lk}} | H | 30 | 7 | 3 | 9 | +5 | +1 | - | 1 | 1 | 1
| -
| -
|  
| Very slow for a light attack, however it has pretty great range and moves him forward.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far MK | mk | H | 60 | 13 | 2 | 12 | +7 | +3 | - | 2 | 1 | 1
| Far MK | {{mk}} | H | 60 | 13 | 2 | 12 | +7 | +3 | - | 2 | 1 | 1
| -
| -
|  
| Fairly long range and moves him forward while also being plus on block, making this a good mid-range poke to move in close to start pressure.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HK | hk | H | 90 | 27 | 2 | 11 | +13 | +7 | SM,EX,SA,CA | 3 | 1 | 1
| Far HK | {{hk}} | H | 90 | 27 | 2 | 11 | +13 | +7 | SM,EX,SA,CA | 3 | 1 | 1
| Forces standing.
| 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.
| Slow startup but very long range and advantageous on hit/block. High risk of punish if they see and neutral jump over it.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close LP | lp (near opponent) | L | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1
| Close LP | {{lp}} (Near Opponent) | H | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|  
| Worse frame advantage than close LK, but it has less pushback.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close MP | mp (near opponent) | H | 60 | 6 | 2 | 13 |  +6 |  +2 | SM,EX,SA,CA | 2 | 1 | 1
| Close MP | {{mp}} (Near Opponent) | H | 60 | 6 | 2 | 13 |  +6 |  +2 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|  
| Slightly worse frame advantage than his other good close normals, but it is still an option for hit-confirming into cr.MP.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close HP | hp (near opponent) | H | 90 | 5 | 3 | 23 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | 1
| Close HP | {{hp}} (Near Opponent) | H | 90 | 5 | 3 | 23 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | 1
|  
|  
|
| Very fast for a heavy attack at only 5 frames of startup and leads into Rising Storm for a damaging punish combo.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close LK | lk (near opponent) | H | 30 | 4 | 3 | 7 |  +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1
| Close LK | {{lk}} (Near Opponent) | H | 30 | 4 | 3 | 7 |  +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
| Solid standing normal to start a hit-confirm with to avoid getting hit with a raw launch.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close MK | mk (near opponent) | L | 60 | 8 | 5 | 9 |  +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1
| Close MK | {{mk}} (Near Opponent) | H | 60 | 8 | 5 | 9 |  +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|  
| Great normal for meaties since it has a lot of active frames and is advantageous on block and links into other normals on hit, as well as being a standing normal so you don't have to worry about raw launches on wakeup.
}}
}}
{{SFxTFrameDataRow
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| Close HK | hk (near opponent) | H | 90 | 10 | 3 | 18 | +5 | -1 | - | 3 | 1 | 1
| Close HK | {{hk}} (Near Opponent) | H | 90 | 10 | 3 | 18 | +5 | -1 | - | 3 | 1 | 1
| Forces standing.
| Forces standing.
|  
| Really not much reason to use this move, pushback on hit/block is way too high for him to follow up with anything.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LP | d + lp | H | 30 | 5 | 4 | 5 |  +8 |  +4 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LP | {{d}} + {{lp}} | H | 30 | 4 | 2 | 7 |  +7 |  +4 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|  
| Good frame advantage on hit/block and semi-fast startup makes this a good tool to start pressure.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MP | d + mp | H | 60 | 6 | 4 | 11 |  +6 |  +2 | SM,EX,SA,CA | 2 | 1 | 1
| Crouch MP | {{d}} + {{mp}} | H | 60 | 6 | 3 | 9 |  +9 |  +5 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|  
| Very advantageous on hit/block making this a great button for frame traps and hit-confirming into either cr.MK or cr.HP.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HP | d + hp | H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 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.
|  
| Good normal for either leading into a frame trap or following up from cr.MP to combo into Rising Storm.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LK | d + lk | L | 30 | 5 | 4 | 10 |  +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LK | {{d}} + {{lk}} | L | 30 | 5 | 2 | 7 |  +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1
|
|  
|  
| His fastest {{low}} attack and very advantageous on hit/block.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MK | d + mk | L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1
| Crouch MK | {{d}} + {{mk}} | L | 60 | 8 | 2 | 15 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|  
| Very long range low poke that can combo into LP Dynamic Entry combos or Boost Chain into your partner; great button for playing footsies with.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HK | d + hk | L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | -
| Crouch HK | {{d}} + {{hk}} | L | 90 | 10 | 2 | 18 | {{hardknockdown}} | 0 | - | 3 | 1 | -
| -
| -
|  
| Safe on block sweep with decent range.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump LP | ub / u / uf --- lp | M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1
| Jump LP | {{ub}} / {{u}} / {{uf}} {{---}} {{lp}} | M | 40 | 5 | 4 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump MP | ub / u / uf --- mp | M | 70 | 8 | 10 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump MP | {{ub}} / {{u}} / {{uf}} {{---}} {{mp}} | M | 70 | 6 | 5 | Until Ground + 4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump HP | ub / u / uf --- hp | M | 100 | 13 | 4 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump HP | {{ub}} / {{u}} / {{uf}} {{---}} {{hp}} | M | 100 | 8 | 4 | Until Ground + 4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump LK | ub / u / uf --- lk | M | 40 | 5 | 12 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump LK | {{ub}} / {{u}} / {{uf}} {{---}} {{lk}} | M | 40 | 5 | 5 | Until Ground + 4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump MK | ub / u / uf --- mk | M | 70 | 6 | 12 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump MK | {{ub}} / {{u}} / {{uf}} {{---}} {{mk}} | M | 70 | 7 | 3 | Until Ground + 4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|  
| Cross up.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump HK | ub / u / uf --- hk | M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1
| Jump HK | {{ub}} / {{u}} / {{uf}} {{---}} {{hk}} | M | 100 | 11 | 3 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1
| -
| -
|  
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Launcher | hp + hk | H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | -
| Launcher | {{hp}} + {{hk}} | H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | -
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters
| Crushes crouching attacks frames 1-14, launches opponent while switching characters.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Guard Cancel | f + hp + hk (while blocking) | H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | -
| Cross Cancel | {{f}} + {{hp}} + {{hk}} (while blocking) | H | 60,60 | 6 | 3(9)2 | 21+8 | {{hardknockdown}} | - | - | - | - | -
| Invulnerability frames 1-11, Resembles ???
| Invulnerability on frames 1-8, resembles EX Lightning Screw.
|  
| Fairly reliable alpha counter overall that allows for a safe raw tag, however it can sometimes be low-profiled by some moves/spacing.
}}
}}
|}
|}
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{{SFxTFrameDataRow
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| Storm Axle | f + mk | M | 90 | 18 | 2 | 13 | +1 |  -2 | - | 3 | 1 | 0
| 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.
| 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.
| 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.
}}
}}
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{{SFxTFrameDataRow
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| SHB | lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| SHB | {{lp}} + {{lk}} | {{throw}} | 130 | 5 | 2 | 20 | {{hardknockdown}} | - | - | - | - | -
| -
| -
|
| Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Raging Thunder | b + lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| Raging Thunder | {{b}} + {{lp}} + {{lk}} | {{throw}} | 130 | 5 | 2 | 20 | {{hardknockdown}} | - | - | - | - | -
| -
| -
|
| Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.
}}
}}
|}
|}
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| ??? | qcf + lp | H | 80 | 14 | 7 | 38 | knockdown |  -23 | - | 5 | 3 | 0
| Silent Entry LK | {{qcf}} + {{lk}} | - | - | - | - | 23 | - |  - | - | - | - | -
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-34
| Throw and projectile invulnerability on frames 1-22.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | qcf + mp | H | 90 | 15 | 7 | 38 | knockdown |  -23 | - | 5 | 3 | 0
| Silent Entry MK | {{qcf}} + {{mk}} | - | - | - | - | 31 | - |  - | - | - | - | -
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 14-35
| Throw and projectile invulnerability on frames 1-25.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | qcf + hp | H | 100 | 16 | 7 | 38 | knockdown |  -23 | - | 5 | 3 | 0
| Silent Entry HK | {{qcf}} + {{hk}} | - | - | - | - | 31 | - |  - | - | - | - | -
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art, Reflects projectiles frames 14-20, Airborne frames 16-36
| Throw and projectile invulnerability on frames 1-25, can be canceled into Silent Entry 8 frames before the end.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | qcf + p p | H | 180 | 41 | 7 | 62+4 | hard knockdown |  -55 | - | 3 | 3 | 0
| Silent Entry EX | {{qcf}} + {{k}} {{k}} | - | - | - | - | 31 | - |  - | - | - | - | -
| [[File:chrg.png]] [[File:ex.png]] <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
| Can pass through opponent, invulnerability on frames 1-5, throw and projectile invulnerability on frames 1-25.
|
|
}}
}}
{{SFxTFrameDataRow
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| ??? | hcf + lk | H | 20x2 | 13 | 7 | 18 -1 |  -4 | - | 3,3 | 0,0 | 0
| Lightning Thrust | Silent Entry {{---}} P | H | 120 | 5 | 2 | 36 {{knockdown}} |  -16 | - | 6 | 6 | 0
| Whiffs on airborne opponent
| Throw and projectile invulnerability on frames 1-6.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | hcf + mk | H | 20x2 | 13 | 7 | 18 -1 |  -4 | - | 3,3 | 0,0 | 0
| Lightning Thrust EX | (EX) Silent Entry {{---}} P | H | 100 | 18 | 2 | 36 {{crumple}} |  -16 | - | 6 | 6 | 0
| Whiffs on airborne opponent
| Throw and projectile invulnerability frames on 1-19.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | hcf + hk | H | 20x2 | 15 | 7 | 18 -1 |  -4 | - | 3,3 | 0,0 | 0
| Rising Storm | Silent Entry {{---}} K | H | 90 | 9 | 6 | 26 Float |  -10 | - | 3 | 3 | 0
| Whiffs on airborne opponent
| Airborne on frames 11-28.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | hcf + k k | H | 30x2 | 10 | 7 | 13 +6 +1 | - | 3,3 | 0,0 | 0
| Rising Storm EX | (EX) Silent Entry {{---}} K | H | 120 | 13 | 6 | 24 Float -8 | - | 4 | 3 | 0
| [[File:ex.png]] <br> Projectile invulnerability frames 1-6
| Airborne on frames 15-32.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Spinner Ball --- p | H | 70 | 12 | 6 | 19 | float |  -3 | - | 3 | 3 | 0
| Avalanche Stomp | {{qcb}} + {{k}} | M | 80 | 30 | 4 | 15+8 | +8 |  -4 | - | 3 | 3(LK/MK),1(HK) | 0
| -
| Button strength determines distance, hits standing opponent on frame 31 and crouching opponent on frame 32, airborne from frame 9.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Spinner Ball --- k | M | 50 | 28 | 7 | 27(31 on whiff) | hard knockdown | -13 | - | 3,3 | 3,3 | 0
| Avalanche Stomp EX | {{qcb}} + {{k}} {{k}} | M | 80 | 30 | 4 | 15+8 | Ground Bounce | -4 | - | 3 | 1 | 0
| '''**LC''' <br> Airborne frames 18-31
| Hits standing opponent on frame 31 and crouching opponent on frame 32, invulnerability on frames 1-8, airborne from frame 9.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Spinner Ball --- d + k | L,H | 30,25x2 | 21 | 4(10)3 | 29 | float |  -14 | - | 3,3,3 | 0,1,1 | 0
| Avalanche Flip | LP during Avalanche Stomp | - | - | - | - | - | - |  - | - | - | - | -
| Upper body projectile invulnerability frames 1-35, Airborne frames 36-45
| Cancels Avalanche Stomp's attack.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + lp | H | 60 | 6 | 5 | 29 | -5 | -22 | - | 3 | 3 | 0
| Avalanche Spike | MP or HP during Avalanche Stomp | L | 130 | 50 | 2 | 15 | {{hardknockdown}} | 0 | - | 3 | 3 | 0
| Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent
| Alters Avalanche Stomp's attack.
| This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo.
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + mp | H | 70 | 11 | 5 | 29 | 0 |  -17 | - | 3 | 3 | 0
| Dynamic Entry LP | {{qcf}} + {{lp}} | H | 60 | 19 | 2 | 26 | +1 |  -7 | - | 3 | 1 | 0
| Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent
| [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + hp | H | 80 | 16 | 5 | 29 | 0 |  -17 | - | 3 | 3 | 0
| Dynamic Entry MP | {{qcf}} + {{mp}} | H | 60 | 24 | 2 | 26 | +6 |  -7 | - | 3 | 1 | 0
| Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent
| [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + p p | H | 90 | 6 | 6 | 28 | 0 | -17 | - | 3 | 3 | 0
| Dynamic Entry HP | {{qcf}} + {{hp}} | H | 60 | 24 | 2 | 6 | +6 | -7 | - | 3 | 1 | 0
| [[File:ex.png]] <br> Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent
| [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Cracker --- p | M | 50 | 23 | 4 | 24 -3 |  -11 | - | 5 | 0 | 0
| Dynamic Entry EX | {{qcf}} + {{p}} {{p}} | H | 100 | 17 | 2 | 16 +3 |  +4 | - | 3 | 2 | 0
| 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce.
| [[File:chrg.png]] Chargeable: 51F for Super Art. Crumples on {{counter}} hit.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Cracker --- k | H | 120 | 21 | 6 | 26 | knockdown | -10 | - | 10 | 0 | 0
| Mjolnir | {{d}} + {{p}} during Dynamic Entry | M | 40 | 21 | 2 | 34 | Ground Bounce | -10 | - | 5 | 3 | 3
| '''**LC''' <br> Airborne frames 18-30
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + lk | - | - | 10 | - | 23 | - | - | - | - | - | -
| Mjolnir EX | {{d}} + {{p}} during (EX) Dynamic Entry | M | 60 | 21 | 2 | 38 | Ground Bounce | -25 | - | 5 | 3 | 3
| 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.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + mk | - | - | 11 | - | 23 | - | - | - | - | - | -
| Lock & Load | {{p}} during Dynamic Entry | H | 40 | 18 | 4 | 20 | Float | -9 | - | 4 | 1 | 0
| 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.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + hk | - | - | 14 | - | 23 | - | - | - | - | - | -
| Lock & Load EX | {{p}} during (EX) Dynamic Entry | H | 50 | 10 | 4 | 37 | Float | -26 | - | 4 | 1 | 0
| Upper body projectile invulnerability frames 1-25
| -
| HK Special Step moves the farthest, but it has the longest delay before followups come out.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | dp + k k | - | - | 10 | - | 18 | - | - | - | - | - | -
| Double Barrel | {{p}} during Lock & Load | H | 80 | 12 | 2 | 35 | {{knockdown}} | -15 | - | 5 | 3 | 0
| [[File:ex.png]] <br> Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Special Step --- lp | H | 80 | 11 | 2 | 22 | float | -2 | - | 3 | 3 | 0
| Double Barrel EX | {{p}} during (EX) Lock & Load | H | 40 | 12 | 2 | 35 | Wall Bounce | -15 | - | 5 | 0 | 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.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Special Step --- mp | H | 50,20x2,40 | 18 | 12 | 41 | knockdown | -15 | - | 5,5,5,5 | 0,0,0,2 | 0
| Lightning Screw LK | {{dp}} + {{lk}} | H | 70,60 | 5 | 3(8)2 | 20+13 | {{knockdown}} | -31 | - | 3,4 | 1,5 | 0
| Upper body projectile invulnerability frames 1-17, Airborne frames 20-48
| Invulnerability on frames 1-5.
| 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.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Special Step --- lp + mp | H | 100 | 18 | 5 | 17 | wall bounce +2 | - | 1 | 2 | 0
| Lightning Screw MK | {{dp}} + {{mk}} | H | 80,60 | 6 | 3(9)2 | 20+13 | {{knockdown}} -32 | - | 3,4 | 1,5 | 0
| Crumples on counter hit, Upper body projectile invulnerability frames 1-4
| Invulnerability on frames 1-6.
| 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.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Special Step --- lk | L | 50 | 5 | 3 | 30 | 0 |  -9 | LP+MP | 3 | 0 | 0
| Lightning Screw HK | {{dp}} + {{hk}} | H | 90,60 | 8 | 3(9)2 | 20+13 | {{knockdown}} |  -32 | - | 3,4 | 1,5 | 0
| Upper body projectile invulnerability frames 1-30
| Invulnerability on frames 1-8.
| This is the fastest Special Step followup and combos off of medium attacks.
|  
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| ??? | Apres&nbsp;Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown |  -5 | - | 3 | 3 | 0
| Lightning Screw EX | {{dp}} + {{k}} k | H | 50,50 | 6 | 3(9)2 | 21+8 | Float |  -28 | - | 4,5 | 1,1 | 0,1
| -
| Invulnerability on frames 1-8.
| 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.
|  
}}
{{SFxTFrameDataRow
| ??? | Apres&nbsp;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.
}}
}}
|}
|}
Line 319: Line 329:
{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Giga Meteo | qcf + 3p | H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | -
| Zeus | {{qcf}} + {{3p}} | H | 320 | 14 | 2 | 56 | {{hardknockdown}} | -36 | - | 3 | 4 | -
| 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent
| 62 frames of cinematic freeze before attack begins, invulnerability on frames 1-14.
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Cross Art | qcf + mp + mk | H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | -
| Cross Art | {{qcf}} + {{mp}} + {{mk}} | H | 150+ | 10 | 3(9)2 | 52 | Switch | -32 | - | 3,4 | 3,3 | -
| **LC <br> 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12
| 65 frames of cinematic freeze before attack begins, invulnerability on frames 1-11.
|
|
}}
}}
|}
|}


== Move Analysis ==
== Boost Chain Frame Data ==
 
{| class="wikitable"
=== Normal Moves ===
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes
N/A
|-
 
| "
 
|-
=== Unique Attacks ===
| Far MP || H || 42 || 7 || 5 || 17 || -1 || -5 || EX,SA,CA || Attacking arm crushes airborne attacks on frames 7-11.
N/A
|-
 
| Far HP || H || 63 || 13 || 2 || 36 || -12 || -18 || - || Forces standing.
=== Normal Throws ===
|-
N/A
| Far MK || H || 42 || 13 || 2 || 22 || -3 || -7 || - || -
 
|-
 
| Far HK || H || 63 || 26 || 2 || 20 || +4 || -2 || EX,SA,CA || Forces standing.
=== Special Moves ===
|-
N/A
| Close MP || H || 42 || 6 || 2 || 18 || +1 || -3 || EX,SA,CA || -
|-
| Close HP || H || 63 || 5 || 3 || 32 || -9 || -15 || EX,SA,CA || Forces standing.
|-
| Close MK || H || 42 || 8 || 5 || 14 || +2 || -2 || EX,SA,CA || -
|-
| Close HK || H || 63 || 10 || 3 || 27 || -4 || -10 || - || Forces standing.
|-
| Crouch MP **LC || H || 42 || 6 || 3 || 22 || -4 || -8 || EX,SA,CA || -
|-
| Crouch HP **LC || H || 49,14 || 8 || 2(7)2 || 31 || -7 || -13 || 1st hit EX,SA,CA || Forces standing.
|-
| Crouch MK || L || 42 || 8 || 2 || 24 || -5 || -9 || EX,SA,CA || -
|-
| Crouch HK || L || 63 || 10 || 2 || 27 || Hard Knockdown || -9 || - || -
|}


== General Strategy ==
Excerpt from the SFxT Dossier: https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view


=== Super Combos ===
"Unlike a lot of his fellow Tekken cast members, Lars is able to play footsies and neutral as well as any
N/A
Street Fighter character, with the added benefit of being able to access a number of damaging combos
 
and juggles. With an excellent DP at his disposal as well as his far MP, Lars can easily shut down an
== The Basics ==
opponent’s aerial assault and force them to play a solid ground game where Lars also excels. His
N/A
crouching buttons are excellent, with cr.MK reaching quite far and coming out quickly. Against zoners,
 
Lars has two options: make a hard read with his Avalanche Stomp, or close in with his Silent Entry. If
== Advanced Strategy ==
Lars has meter and is close enough to the opponent, he has access to an ambiguous crossup on the
N/A
ground with EX Silent Entry where he can get a full juggle off of either the P or K enders, although both
are unsafe on block. While his primary overhead, f+MK, does not combo, it comes out very fast, is safe on
block, and has a large hitbox. This makes it a very powerful and borderline abusable tool for Lars to
pressure opponents. Lars has all of the tools to make an excellent point character, able to trade initial
blows with an opponent effectively thanks to his long pokes and considerable knockback on his attacks
that allow him to freely tag in his partner. If you have meter, using his DP into a tag is particularly
powerful as the dual-hitting nature and high launch of Lars’s DP gives his partner access to jump-in
combos that would otherwise be difficult to pull off with a single-hitting DP."


== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butter Combos ===
* N/A
* cr.LP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (297)
 
* cr.MP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (327)
=== Hit Confirm Combos ===
* cr.MP, cr.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (358)
* N/A
* cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (366)
 
* st.HK, cr.MK xx qcf+LP>d+P, cl.HP xx qcf+LK>P (340)
=== Advanced Combos ===
* qcb+K, cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (398)
* N/A


=== Combos Into Supers ===
=== Meter Combos ===
* N/A
* cl.HP xx qcf+LK>K, cl.HP xx dp+KK, dp+HK (412)
* qcf+KK>K, cl.HP xx qcf+LK, cr.LP, walk forward cl.HP xx dp+HK (387)
* qcf+PP>P>P, dash forward, cl.MK, cr.MP, cr.MK xx qcf+K>P (346)


=== Frame Data ===
=== Corner Combos ===
[https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=false&gid=45 zUkUu's Frame Data Guide for Lars]
* cr.MK xx qcf+LP>P, cr.HP, cl.HP xx dp+HK (344)
* cl.HP xx qcf+LK>K, cr.HP, cl.HP xx dp+HK (405)
* cr.MK xx qcf+LP>P, cr.MP, cr.MP, cl.HP xx dp+HK (335)


=== Anti-Air / Air-to-Air Combos ===
* CH st.MP, cr.MK xx qcf+LK>P (231)
* dp+KK, cl.HP xx dp+HK (310)
* CH j.HP, cl.HP xx dp+HK (335)
* qcf+K>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (312)


[[Category: Street Fighter X Tekken]]
{{Navbox-SFxTK}}
[[Category:Street Fighter X Tekken]]

Latest revision as of 09:14, 20 March 2024

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: Point


Lars is a very solid character overall with many strengths that allow the player to play him in a variety of ways depending on your play style or the current match up. He has great normals for poking so he can be played as a defensive footsie-based character, but he also has great normals for pressuring so you can play him as an offensive character with good frame traps, mixups, and damage. Lars also has great mobility with a solid walk speed, his Silent Entry going nearly full screen while projectile invincible, his Avalanche Stomp also going nearly full screen and leaping over many attacks, and several forward-moving normals that get him into range to start pressuring. Lars also has a few strong anti-air options to shut down jump-happy foes, with his meterless invincible DP and his far Mp.png in which the arm is invincible to airborne attacks. This is a character that many players can feel comfortable playing thanks to his plethora of options fitting almost any play style they would like on their team, as well as being a fairly easy character to pick up and play compared to other Tekken characters.


Strengths Weaknesses
  • Possesses a true invincible DP with a high launch, allowing for tag cancels into several damaging jump-in juggles
  • Very dangerous with meter thanks to a very fast side-switching EX Silent Entry (qcf+KK) into follow-ups that lead to combos, EX Dynamic Entry being a 17 frame full screen way to get in and be plus on block, and EX Lightning Screw as an invincible reversal that leads to damaging juggles
  • Long-range normals like cr.MK that can be cancelled into special attacks and Cross Rushes
  • f+MK overhead starts up quickly, crushes most lows, has long range, and is safe on block (-2), making it a somewhat abusable attack
  • Able to approach opponents at will thanks to good normals for footsies, and great mobility with respectable walk speed, near full screen projectile-invincible Silent Entry, and Avalanche Stomp that can leap over many attacks
  • Great frame trap and pressure options thanks to many normals being very advantageous on block
  • Several good options to set up Pandora combos
  • Almost all of his most combo-friendly normals are crouching attacks, making him very vulnerable to raw launches during block strings, although he does have some decent standing attack options for pressure
  • His DP, the Lightning Screw (dp+K), does not possess enough block stun for a safe tag
  • Lightning Screw lacks horizontal damage, which limits its use as a punishing reversal
  • Both of his follow-ups from Silent Entry are unsafe on block; furthermore, empty Silent Entries are even more unsafe on block, forcing Lars to commit to an attack every time he utilizes this move if the opponent has quick enough reflexes to punish empty Silent Entry
  • Dynamic Entry and its follow-ups are unsafe and can be interrupted on block with good timing
  • Normals start a couple frames slower than average to compensate for their fast recovery, long range, and conversion options

Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far LP
Lp.png 
H 30 5 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Good range and forward movement for a light attack.
Far MP
Mp.png 
H 60 7 5 12 +4 0 SM,EX,SA,CA 2 0(2f),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. Also has a good hitbox for beating opponents that try to counter-poke your cr.MK with something like cr.LP.
Far HP
Hp.png 
H 90 11 2 22 +2 -4 - 3 1 1 Forces standing.
Good range and hitbox, can be used to whiff punish with a heavy attack into a launcher for less scaling on your partner's tag-in combo.
Far LK
Lk.png 
H 30 7 3 9 +5 +1 - 1 1 1 -
Very slow for a light attack, however it has pretty great range and moves him forward.
Far MK
Mk.png 
H 60 13 2 12 +7 +3 - 2 1 1 -
Fairly long range and moves him forward while also being plus on block, making this a good mid-range poke to move in close to start pressure.
Far HK
Hk.png 
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.png (Near Opponent) 
H 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Worse frame advantage than close LK, but it has less pushback.
Close MP
Mp.png (Near Opponent) 
H 60 6 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Slightly worse frame advantage than his other good close normals, but it is still an option for hit-confirming into cr.MP.
Close HP
Hp.png (Near Opponent) 
H 90 5 3 23 0 -6 SM,EX,SA,CA 3 1 1
Very fast for a heavy attack at only 5 frames of startup and leads into Rising Storm for a damaging punish combo.
Close LK
Lk.png (Near Opponent) 
H 30 4 3 7 +7 +3 SM,EX,SA,CA 1 1 1 -
Solid standing normal to start a hit-confirm with to avoid getting hit with a raw launch.
Close MK
Mk.png (Near Opponent) 
H 60 8 5 9 +7 +3 SM,EX,SA,CA 2 1 1 -
Great normal for meaties since it has a lot of active frames and is advantageous on block and links into other normals on hit, as well as being a standing normal so you don't have to worry about raw launches on wakeup.
Close HK
Hk.png (Near Opponent) 
H 90 10 3 18 +5 -1 - 3 1 1 Forces standing.
Really not much reason to use this move, pushback on hit/block is way too high for him to follow up with anything.
Crouch LP
D.png + Lp.png 
H 30 4 2 7 +7 +4 SM,EX,SA,CA 1 1 1 -
Good frame advantage on hit/block and semi-fast startup makes this a good tool to start pressure.
Crouch MP
D.png + Mp.png 
H 60 6 3 9 +9 +5 SM,EX,SA,CA 2 1 1 -
Very advantageous on hit/block making this a great button for frame traps and hit-confirming into either cr.MK or cr.HP.
Crouch HP
D.png + Hp.png 
H 70,20 8 2(7)2 14 +10 +4 1st hit SM,EX,SA,CA 3 1 1 Forces standing.
Good normal for either leading into a frame trap or following up from cr.MP to combo into Rising Storm.
Crouch LK
D.png + Lk.png 
L 30 5 2 7 +8 +4 SM,EX,SA,CA 1 1 1
His fastest Low.png attack and very advantageous on hit/block.
Crouch MK
D.png + Mk.png 
L 60 8 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Very long range low poke that can combo into LP Dynamic Entry combos or Boost Chain into your partner; great button for playing footsies with.
Crouch HK
D.png + Hk.png 
L 90 10 2 18 Hardknockdown.png 0 - 3 1 - -
Safe on block sweep with decent range.
Jump LP
Ub.png / U.png / Uf.png ---.png Lp.png 
M 40 5 4 Until Ground + 4 +12 +4 - 1 1 1 -
Jump MP
Ub.png / U.png / Uf.png ---.png Mp.png 
M 70 6 5 Until Ground + 4 +16 +5 - 2 1 1 -
Jump HP
Ub.png / U.png / Uf.png ---.png Hp.png 
M 100 8 4 Until Ground + 4 +20 +8 - 3 1 1 -
Jump LK
Ub.png / U.png / Uf.png ---.png Lk.png 
M 40 5 5 Until Ground + 4 +12 +4 - 1 1 1 -
Jump MK
Ub.png / U.png / Uf.png ---.png Mk.png 
M 70 7 3 Until Ground + 4 +16 +5 - 2 1 1 -
Cross up.
Jump HK
Ub.png / U.png / Uf.png ---.png Hk.png 
M 100 11 3 Until Ground + 4 +20 +8 - 3 1 1 -
Launcher
Hp.png + Hk.png 
H 100 13 2 54 Switch -34 - 3 - - Crushes crouching attacks frames 1-14, launches opponent while switching characters.
Cross Cancel
F.png + Hp.png + Hk.png (while blocking) 
H 60,60 6 3(9)2 21+8 Hardknockdown.png - - - - - Invulnerability on frames 1-8, resembles EX Lightning Screw.
Fairly reliable alpha counter overall that allows for a safe raw tag, however it can sometimes be low-profiled by some moves/spacing.

Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Storm Axle
F.png + Mk.png 
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.png + Lk.png 
Throw.png 130 5 2 20 Hardknockdown.png - - - - - -
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.
Raging Thunder
B.png + Lp.png + Lk.png 
Throw.png 130 5 2 20 Hardknockdown.png - - - - - -
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.

Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Silent Entry LK
Qcf.png + Lk.png 
- - - - 23 - - - - - - Throw and projectile invulnerability on frames 1-22.
Silent Entry MK
Qcf.png + Mk.png 
- - - - 31 - - - - - - Throw and projectile invulnerability on frames 1-25.
Silent Entry HK
Qcf.png + Hk.png 
- - - - 31 - - - - - - Throw and projectile invulnerability on frames 1-25, can be canceled into Silent Entry 8 frames before the end.
Silent Entry EX
Qcf.png + K.png K.png 
- - - - 31 - - - - - - Can pass through opponent, invulnerability on frames 1-5, throw and projectile invulnerability on frames 1-25.
Lightning Thrust
Silent Entry ---.png P 
H 120 5 2 36 Knockdown.png -16 - 6 6 0 Throw and projectile invulnerability on frames 1-6.
Lightning Thrust EX
(EX) Silent Entry ---.png P 
H 100 18 2 36 Crumple.png -16 - 6 6 0 Throw and projectile invulnerability frames on 1-19.
Rising Storm
Silent Entry ---.png K 
H 90 9 6 26 Float -10 - 3 3 0 Airborne on frames 11-28.
Rising Storm EX
(EX) Silent Entry ---.png K 
H 120 13 6 24 Float -8 - 4 3 0 Airborne on frames 15-32.
Avalanche Stomp
Qcb.png + K.png 
M 80 30 4 15+8 +8 -4 - 3 3(LK/MK),1(HK) 0 Button strength determines distance, hits standing opponent on frame 31 and crouching opponent on frame 32, airborne from frame 9.
Avalanche Stomp EX
Qcb.png + K.png K.png 
M 80 30 4 15+8 Ground Bounce -4 - 3 1 0 Hits standing opponent on frame 31 and crouching opponent on frame 32, invulnerability on frames 1-8, airborne from frame 9.
Avalanche Flip
LP during Avalanche Stomp 
- - - - - - - - - - - Cancels Avalanche Stomp's attack.
Avalanche Spike
MP or HP during Avalanche Stomp 
L 130 50 2 15 Hardknockdown.png 0 - 3 3 0 Alters Avalanche Stomp's attack.
Dynamic Entry LP
Qcf.png + Lp.png 
H 60 19 2 26 +1 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry MP
Qcf.png + Mp.png 
H 60 24 2 26 +6 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry HP
Qcf.png + Hp.png 
H 60 24 2 6 +6 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry EX
Qcf.png + P.png P.png 
H 100 17 2 16 +3 +4 - 3 2 0 Chrg.png Chargeable: 51F for Super Art. Crumples on Counter.png hit.
Mjolnir
D.png + P.png during Dynamic Entry 
M 40 21 2 34 Ground Bounce -10 - 5 3 3 -
Mjolnir EX
D.png + P.png during (EX) Dynamic Entry 
M 60 21 2 38 Ground Bounce -25 - 5 3 3 -
Lock & Load
P.png during Dynamic Entry 
H 40 18 4 20 Float -9 - 4 1 0 -
Lock & Load EX
P.png during (EX) Dynamic Entry 
H 50 10 4 37 Float -26 - 4 1 0 -
Double Barrel
P.png during Lock & Load 
H 80 12 2 35 Knockdown.png -15 - 5 3 0 -
Double Barrel EX
P.png during (EX) Lock & Load 
H 40 12 2 35 Wall Bounce -15 - 5 0 0 -
Lightning Screw LK
Dp.png + Lk.png 
H 70,60 5 3(8)2 20+13 Knockdown.png -31 - 3,4 1,5 0 Invulnerability on frames 1-5.
Lightning Screw MK
Dp.png + Mk.png 
H 80,60 6 3(9)2 20+13 Knockdown.png -32 - 3,4 1,5 0 Invulnerability on frames 1-6.
Lightning Screw HK
Dp.png + Hk.png 
H 90,60 8 3(9)2 20+13 Knockdown.png -32 - 3,4 1,5 0 Invulnerability on frames 1-8.
Lightning Screw EX
Dp.png + K.png k 
H 50,50 6 3(9)2 21+8 Float -28 - 4,5 1,1 0,1 Invulnerability on frames 1-8.

Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Zeus
Qcf.png + 3p.png 
H 320 14 2 56 Hardknockdown.png -36 - 3 4 - 62 frames of cinematic freeze before attack begins, invulnerability on frames 1-14.
Cross Art
Qcf.png + Mp.png + Mk.png 
H 150+ 10 3(9)2 52 Switch -32 - 3,4 3,3 - 65 frames of cinematic freeze before attack begins, invulnerability on frames 1-11.

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 7 5 17 -1 -5 EX,SA,CA Attacking arm crushes airborne attacks on frames 7-11.
Far HP H 63 13 2 36 -12 -18 - Forces standing.
Far MK H 42 13 2 22 -3 -7 - -
Far HK H 63 26 2 20 +4 -2 EX,SA,CA Forces standing.
Close MP H 42 6 2 18 +1 -3 EX,SA,CA -
Close HP H 63 5 3 32 -9 -15 EX,SA,CA Forces standing.
Close MK H 42 8 5 14 +2 -2 EX,SA,CA -
Close HK H 63 10 3 27 -4 -10 - Forces standing.
Crouch MP **LC H 42 6 3 22 -4 -8 EX,SA,CA -
Crouch HP **LC H 49,14 8 2(7)2 31 -7 -13 1st hit EX,SA,CA Forces standing.
Crouch MK L 42 8 2 24 -5 -9 EX,SA,CA -
Crouch HK L 63 10 2 27 Hard Knockdown -9 - -

General Strategy

Excerpt from the SFxT Dossier: https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view

"Unlike a lot of his fellow Tekken cast members, Lars is able to play footsies and neutral as well as any Street Fighter character, with the added benefit of being able to access a number of damaging combos and juggles. With an excellent DP at his disposal as well as his far MP, Lars can easily shut down an opponent’s aerial assault and force them to play a solid ground game where Lars also excels. His crouching buttons are excellent, with cr.MK reaching quite far and coming out quickly. Against zoners, Lars has two options: make a hard read with his Avalanche Stomp, or close in with his Silent Entry. If Lars has meter and is close enough to the opponent, he has access to an ambiguous crossup on the ground with EX Silent Entry where he can get a full juggle off of either the P or K enders, although both are unsafe on block. While his primary overhead, f+MK, does not combo, it comes out very fast, is safe on block, and has a large hitbox. This makes it a very powerful and borderline abusable tool for Lars to pressure opponents. Lars has all of the tools to make an excellent point character, able to trade initial blows with an opponent effectively thanks to his long pokes and considerable knockback on his attacks that allow him to freely tag in his partner. If you have meter, using his DP into a tag is particularly powerful as the dual-hitting nature and high launch of Lars’s DP gives his partner access to jump-in combos that would otherwise be difficult to pull off with a single-hitting DP."

Combos

Bread and Butter Combos

  • cr.LP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (297)
  • cr.MP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (327)
  • cr.MP, cr.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (358)
  • cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (366)
  • st.HK, cr.MK xx qcf+LP>d+P, cl.HP xx qcf+LK>P (340)
  • qcb+K, cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (398)

Meter Combos

  • cl.HP xx qcf+LK>K, cl.HP xx dp+KK, dp+HK (412)
  • qcf+KK>K, cl.HP xx qcf+LK, cr.LP, walk forward cl.HP xx dp+HK (387)
  • qcf+PP>P>P, dash forward, cl.MK, cr.MP, cr.MK xx qcf+K>P (346)

Corner Combos

  • cr.MK xx qcf+LP>P, cr.HP, cl.HP xx dp+HK (344)
  • cl.HP xx qcf+LK>K, cr.HP, cl.HP xx dp+HK (405)
  • cr.MK xx qcf+LP>P, cr.MP, cr.MP, cl.HP xx dp+HK (335)

Anti-Air / Air-to-Air Combos

  • CH st.MP, cr.MK xx qcf+LK>P (231)
  • dp+KK, cl.HP xx dp+HK (310)
  • CH j.HP, cl.HP xx dp+HK (335)
  • qcf+K>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (312)

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