Street Fighter X Tekken/Lars: Difference between revisions

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== Combos ==
== Combos ==
=== Bread and Butters ===
=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* cr.LP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (297)
* cr.LP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (297)

Revision as of 11:18, 14 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 -
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 - - 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 - - - - - -
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.
Raging Thunder
b + lp + lk 
throw 130 5 2 20 hard knockdown - - - - - -
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 + 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

Hit Confirm 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)

Advanced Combos

  • N/A

Combos Into Supers

  • N/A