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Overview
Unlike a lot of his fellow Tekken cast members, Lars is able to play footsies and neutral as well as any Street Fighter character, with the added benefit of being able to access a number of damaging combos and juggles. With an excellent DP at his disposal as well as his far MP, Lars can easily shut down an opponent’s aerial assault and force them to play a solid ground game where Lars also excels. His crouching buttons are excellent, with cr.mk reaching quite far and coming out quickly. Against zoners, Lars has two options: make a hard read with his Avalanche Stomp, or close in with his Silent Entry. If Lars has meter and is close enough to the opponent, he has access to an ambiguous crossup on the ground with EX Silent Entry where he can get a full juggle off of either the P or K enders, although both are unsafe on block. While his primary overhead, f+MK, does not combo, it comes out very fast, safe on block, and has a large hitbox. This makes it a very powerful and borderline abusable tool for Lars to pressure opponents. Lars has all of the tools to make an excellent point character, able to trade initial blows with an opponent effectively thanks to his long pokes and considerable knockback on his attacks that allow him to freely tag in his partner. If you have meter, using his DP into a tag is particularly powerful as the dual-hitting nature and high launch of Lars’s DP gives his partner access to jump-in combos that would otherwise be difficult to pull off with single-hitting DP.
Ideal Team Position: Point
Strengths
- 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.
Weaknesses
- 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.