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'' He has far more combos than this with a variety of normals and specials you can use for hit confirming / conversions, but these are a few to give you an idea on where to start. '' | '' He has far more combos than this with a variety of normals and specials you can use for hit confirming / conversions, but these are a few to give you an idea on where to start. '' | ||
{{Navbox-SFxTK}} | |||
[[Category:Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 19:55, 5 January 2021


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 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 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 |
---|---|
juggles.
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.
abuseable attack.
|
Launches during block strings, although he does have some decent standing attack options for pressure.
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.
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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(for 2 frames),1 | 1 | Attacking arm crushes airborne attacks frames 7-11. |
Pretty solid anti air for people jumping further in ![]() ![]() | ||||||||||||
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 launcher for less scaling on your partners 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 makes 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 push back. | ||||||||||||
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 hit confirm with to avoid getting hit with 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 ![]() | ||||||||||||
Close HK
|
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 ![]() | ||||||||||||
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 ![]() | ||||||||||||
Crouch HK
|
L | 90 | 10 | 2 | 18 | hard ![]() |
0 | - | 3 | 1 | - | - |
Safe on block ![]() | ||||||||||||
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 | hard ![]() |
- | - | - | - | - | Invulnerability frames 1-8, Resembles EX Lightning Screw |
Fairly reliable alpha ![]() ![]() |
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 ![]() ![]() |
Throws
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
SHB
|
![]() |
130 | 5 | 2 | 20 | hard ![]() |
- | - | - | - | - | - |
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 | hard ![]() |
- | - | - | - | - | - |
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 | hard ![]() |
-36 | - | 3 | 4 | - | 62 frames cinematic freeze before attack begins, Invulnerability frames 1-14. |
Cross Art
|
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 (???)
He has far more combos than this with a variety of normals and specials you can use for hit confirming / conversions, but these are a few to give you an idea on where to start.