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{{SFxTCharacterHeader|Lars|Lars| | {{SFxTCharacterHeader|Lars|Lars| | ||
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}} 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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{{SFxTFrameDataHeader}} | {{SFxTFrameDataHeader}} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| 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( | | 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 | | | 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 ( | | 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 ( | | 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 ( | | 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 ( | | 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 ( | | 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 | {{SFxTFrameDataRow | ||
| Close HK | hk ( | | 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 | 4 | 2 | 7 | +7 | +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 | 3 | 9 | +9 | +5 | 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 | 70,20 | 8 | 2(7)2 | 14 | +10 | +4 | 1st hit 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. | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | Launcher | {{hp}} + {{hk}} | H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | - | ||
| | | Crushes crouching attacks frames 1-14, launches opponent while switching characters. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Cross Cancel | {{f}} + {{hp}} + {{hk}} (while blocking) | H | 60,60 | 6 | 3(9)2 | 21+8 | {{hardknockdown}} | - | - | - | - | - | ||
| Invulnerability frames 1- | | 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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{{SFxTFrameDataHeader}} | {{SFxTFrameDataHeader}} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| 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 | | 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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{{SFxTFrameDataHeader}} | {{SFxTFrameDataHeader}} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| SHB | lp + lk | throw | 130 | 5 | 2 | 20 | | | 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 | | | 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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{{SFxTFrameDataHeader}} | {{SFxTFrameDataHeader}} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Silent Entry LK | {{qcf}} + {{lk}} | - | - | - | - | 23 | - | - | - | - | - | - | ||
| | | Throw and projectile invulnerability on frames 1-22. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Silent Entry MK | {{qcf}} + {{mk}} | - | - | - | - | 31 | - | - | - | - | - | - | ||
| | | Throw and projectile invulnerability on frames 1-25. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Silent Entry HK | {{qcf}} + {{hk}} | - | - | - | - | 31 | - | - | - | - | - | - | ||
| | | Throw and projectile invulnerability on frames 1-25, can be canceled into Silent Entry 8 frames before the end. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Silent Entry EX | {{qcf}} + {{k}} {{k}} | - | - | - | - | 31 | - | - | - | - | - | - | ||
| | | Can pass through opponent, invulnerability on frames 1-5, throw and projectile invulnerability on frames 1-25. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lightning Thrust | Silent Entry {{---}} P | H | 120 | 5 | 2 | 36 | {{knockdown}} | -16 | - | 6 | 6 | 0 | ||
| | | Throw and projectile invulnerability on frames 1-6. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lightning Thrust EX | (EX) Silent Entry {{---}} P | H | 100 | 18 | 2 | 36 | {{crumple}} | -16 | - | 6 | 6 | 0 | ||
| | | Throw and projectile invulnerability frames on 1-19. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Rising Storm | Silent Entry {{---}} K | H | 90 | 9 | 6 | 26 | Float | -10 | - | 3 | 3 | 0 | ||
| | | Airborne on frames 11-28. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Rising Storm EX | (EX) Silent Entry {{---}} K | H | 120 | 13 | 6 | 24 | Float | -8 | - | 4 | 3 | 0 | ||
| | | Airborne on frames 15-32. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | 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 | ||
| | | Avalanche Stomp EX | {{qcb}} + {{k}} {{k}} | 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. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Avalanche Flip | LP during Avalanche Stomp | - | - | - | - | - | - | - | - | - | - | - | ||
| | | Cancels Avalanche Stomp's attack. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Avalanche Spike | MP or HP during Avalanche Stomp | L | 130 | 50 | 2 | 15 | {{hardknockdown}} | 0 | - | 3 | 3 | 0 | ||
| | | Alters Avalanche Stomp's attack. | ||
| | |||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Dynamic Entry LP | {{qcf}} + {{lp}} | H | 60 | 19 | 2 | 26 | +1 | -7 | - | 3 | 1 | 0 | ||
| | | [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Dynamic Entry MP | {{qcf}} + {{mp}} | H | 60 | 24 | 2 | 26 | +6 | -7 | - | 3 | 1 | 0 | ||
| | | [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Dynamic Entry HP | {{qcf}} + {{hp}} | H | 60 | 24 | 2 | 6 | +6 | -7 | - | 3 | 1 | 0 | ||
| [[File: | | [[File:chrg.png]] Chargeable: 51F for EX Version and 100F for Super Art. Crumples on {{counter}} hit. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Dynamic Entry EX | {{qcf}} + {{p}} {{p}} | H | 100 | 17 | 2 | 16 | +3 | +4 | - | 3 | 2 | 0 | ||
| | | [[File:chrg.png]] Chargeable: 51F for Super Art. Crumples on {{counter}} hit. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Mjolnir | {{d}} + {{p}} during Dynamic Entry | M | 40 | 21 | 2 | 34 | Ground Bounce | -10 | - | 5 | 3 | 3 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Mjolnir EX | {{d}} + {{p}} during (EX) Dynamic Entry | M | 60 | 21 | 2 | 38 | Ground Bounce | -25 | - | 5 | 3 | 3 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lock & Load | {{p}} during Dynamic Entry | H | 40 | 18 | 4 | 20 | Float | -9 | - | 4 | 1 | 0 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lock & Load EX | {{p}} during (EX) Dynamic Entry | H | 50 | 10 | 4 | 37 | Float | -26 | - | 4 | 1 | 0 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Double Barrel | {{p}} during Lock & Load | H | 80 | 12 | 2 | 35 | {{knockdown}} | -15 | - | 5 | 3 | 0 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Double Barrel EX | {{p}} during (EX) Lock & Load | H | 40 | 12 | 2 | 35 | Wall Bounce | -15 | - | 5 | 0 | 0 | ||
| | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lightning Screw LK | {{dp}} + {{lk}} | H | 70,60 | 5 | 3(8)2 | 20+13 | {{knockdown}} | -31 | - | 3,4 | 1,5 | 0 | ||
| | | Invulnerability on frames 1-5. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lightning Screw MK | {{dp}} + {{mk}} | H | 80,60 | 6 | 3(9)2 | 20+13 | {{knockdown}} | -32 | - | 3,4 | 1,5 | 0 | ||
| | | Invulnerability on frames 1-6. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Lightning Screw HK | {{dp}} + {{hk}} | H | 90,60 | 8 | 3(9)2 | 20+13 | {{knockdown}} | -32 | - | 3,4 | 1,5 | 0 | ||
| | | Invulnerability on frames 1-8. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | 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. | |||
| | |||
}} | |||
{{ | |||
| - | |||
| | |||
}} | }} | ||
|} | |} | ||
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{{SFxTFrameDataHeader}} | {{SFxTFrameDataHeader}} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | Zeus | {{qcf}} + {{3p}} | H | 320 | 14 | 2 | 56 | {{hardknockdown}} | -36 | - | 3 | 4 | - | ||
| | | 62 frames of cinematic freeze before attack begins, invulnerability on frames 1-14. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| Cross Art | qcf + mp + mk | H | 150+ | 9 | | | Cross Art | {{qcf}} + {{mp}} + {{mk}} | 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 == | ||
{| class="wikitable" | |||
! 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 == | == Combos == | ||
=== Bread and | === 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) | |||
* | |||
=== Combos | === 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) | |||
[[Category: Street Fighter X Tekken]] | {{Navbox-SFxTK}} | ||
[[Category:Street Fighter X Tekken]] |
Latest revision as of 09:14, 20 March 2024


Lars
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 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 |
---|---|
|
|
Moves
Normal Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far LP
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
L | 30 | 5 | 2 | 7 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | |
His fastest ![]() | ||||||||||||
Crouch 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. | ||||||||||||
Crouch HK
|
L | 90 | 10 | 2 | 18 | ![]() |
0 | - | 3 | 1 | - | - |
Safe on block sweep with decent range. | ||||||||||||
Jump LP
|
M | 40 | 5 | 4 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MP
|
M | 70 | 6 | 5 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HP
|
M | 100 | 8 | 4 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump LK
|
M | 40 | 5 | 5 | Until Ground + 4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MK
|
M | 70 | 7 | 3 | Until Ground + 4 | +16 | +5 | - | 2 | 1 | 1 | - |
Cross up. | ||||||||||||
Jump HK
|
M | 100 | 11 | 3 | Until Ground + 4 | +20 | +8 | - | 3 | 1 | 1 | - |
Launcher
|
H | 100 | 13 | 2 | 54 | Switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, launches opponent while switching characters. |
Cross Cancel
|
H | 60,60 | 6 | 3(9)2 | 21+8 | ![]() |
- | - | - | - | - | 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
|
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
|
![]() |
130 | 5 | 2 | 20 | ![]() |
- | - | - | - | - | - |
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag. | ||||||||||||
Raging Thunder
|
![]() |
130 | 5 | 2 | 20 | ![]() |
- | - | - | - | - | - |
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag. |
Special Moves
Super Art
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Zeus
|
H | 320 | 14 | 2 | 56 | ![]() |
-36 | - | 3 | 4 | - | 62 frames of cinematic freeze before attack begins, invulnerability on frames 1-14. |
Cross Art
|
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)