Street Fighter X Tekken/Lars: Difference between revisions

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== General Strategy ==
== General Strategy ==
N/A
== Advanced Strategy ==
N/A
N/A



Revision as of 10:08, 13 May 2020

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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.
Lightning Thrust
Silent Entry --- P 
H 120 5 2 36 knockdown -16 - 6 6 0 Throw and projectile invulnerability frames 1-6.
Lightning Thrust EX
(EX) Silent Entry --- P 
H 100 18 2 36 crumple -16 - 6 6 0 Throw and projectile invulnerability frames 1-19.
Rising Storm
Silent Entry --- K 
H 90 9 6 26 float -10 - 3 3 0 Airborne frames 11-28.
Rising Storm EX
(EX) Silent Entry --- K 
H 120 13 6 24 float -8 - 4 3 0 Airborne frames 15-32.
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.
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 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 hard knockdown 0 - 3 3 0 Alters Avalanche Stomp's attack.
Dynamic Entry LP
qcf + lp 
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 hit.
Dynamic Entry MP
qcf + mp 
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 hit.
Dynamic Entry HP
qcf + hp 
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 hit.
Dynamic Entry EX
qcf + p p 
H 100 17 2 16 +3 +4 - 3 2 0 Chrg.png Chargeable: 51F for Super Art. Crumples on counter hit.
Mjolnir
d + p during Dynamic Entry 
M 40 21 2 34 ground bounce -10 - 5 3 3 -
Mjolnir EX
d + p during (EX) Dynamic Entry 
M 60 21 2 38 ground bounce -25 - 5 3 3 -
Lock & Load
p during Dynamic Entry 
H 40 18 4 20 float -9 - 4 1 0 -
Lock & Load EX
p during (EX) Dynamic Entry 
H 50 10 4 37 float -26 - 4 1 0 -
Double Barrel
p during Lock & Load 
H 80 12 2 35 knockdown -15 - 5 3 0 -
Double Barrel EX
p during (EX) Lock & Load 
H 40 12 2 35 wall bounce -15 - 5 0 0 -
Lightning Screw LK
dp + lk 
H 70,60 5 3(8)2 20+13 knockdown -31 - 3,4 1,5 0 Invulnerability frames 1-5.
Lightning Screw MK
dp + mk 
H 80,60 6 3(9)2 20+13 knockdown -32 - 3,4 1,5 0 Invulnerability frames 1-6.
Lightning Screw HK
dp + hk 
H 90,60 8 3(9)2 20+13 knockdown -32 - 3,4 1,5 0 Invulnerability frames 1-8.
Lightning Screw EX
dp + k k 
H 50+50 6 3(9)2 21+8 float -28 - 4,5 1,1 0,1 Invulnerability frames 1-8.

Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Zeus
qcf + 3p 
H 320 14 2 56 hard knockdown -36 - 3 4 - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-14.
Cross Art
qcf + mp + mk 
H 150+ 10 3(9)2 52 switch -32 - 3,4 3,3 - 65 frames cinematic freeze before attack begins, Invulnerability frames 1-11.

General 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