Street Fighter X Tekken/Lars: Difference between revisions

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=== Corner Combos ===
=== Corner Combos ===
* cr.MK xx qcf+LP>P, cr.HP, cl.HP xx dp+HK (344)
* 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 (???)
* cr.MK xx qcf+LP>P, cr.MP, cr.MP, cl.HP xx dp+HK (???)

Revision as of 09:59, 19 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: 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 footsies based character; or he also has great normals for pressuring so you can play him as an offensive based 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 fireball 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 airing options to shut down jump happy foes, with his meterless invincible DP, or 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.


Strengths Weaknesses
  • Possesses a true invincible DP with a high launch that, if successful, can be tag cancelled into several damaging jump-in

juggles.

  • Very dangerous with meter thanks to a very fast side switching EX Silent Entry (qcf+KK) into followups 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

abuseable attack.

  • Able to approach opponents at will thanks to good normals for footsies, and great mobility with respectable walk speed, near full screen fireball 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.
  • 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 followups are unsafe / 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 
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

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)

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 (???)

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 (???)
  • cr.MK xx qcf+LP>P, cr.MP, cr.MP, cl.HP xx dp+HK (???)