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| Cross Cancel | f + hp + hk (while blocking) | H | 60,60 | 6 | 3(9)2 | 21+8 | hard knockdown | - | - | - | - | - | | 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 | | Invulnerability 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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Revision as of 16:47, 13 May 2020


Lars
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 | - |
Good range and forward movement for a light attack. | ||||||||||||
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. Also has a good hitbox for beating opponents that try to counter poke your cr.mk with something like cr.lp. | ||||||||||||
Far HP
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 launcher for less scaling on your partners tag in combo. | ||||||||||||
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. | ||||||||||||
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 makes this a good mid range poke to move in close to start pressure. | ||||||||||||
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) |
H | 30 | 4 | 3 | 9 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Worse frame advantage than close lk, but it has less push back. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Close LK
lk (near opponent) |
H | 30 | 4 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Solid standing normal to start hit confirm with to avoid getting hit with raw launch. | ||||||||||||
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 launch on wakeup. | ||||||||||||
Close HK
hk (near opponent) |
H | 90 | 10 | 3 | 18 | +5 | -1 | - | 3 | 1 | 1 | Forces standing. |
Really not much reason to use this move, push back on hit/block is way too high for him to follow up with anything. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
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. | ||||||||||||
Crouch LK
d + lk |
L | 30 | 5 | 2 | 7 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | |
His fastest low attack, and is very advantageous on hit/block. | ||||||||||||
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 combo into partner, great button for playing footsies with. | ||||||||||||
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 |
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 + 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
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