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He has far more combos than this with a variety of normals you can use for hit confirming, 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. |
Revision as of 10:01, 19 May 2020


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 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 |
---|---|
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.
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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
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
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 (???)
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.