Love all the tech in this thread for my main man! I have an issue that I’m hoping to receive some clarity on. Other than Lightning Screw Lars has far s.M has an anti-air but I haven’t really found effective ways to combo after the anti-air hit(other than EX Lightning Screw of course) so any help would be mighty appreciated
Once they are in float state you can use cr. Mk silent entry into rising storm. You might need to walk forward for the cr. Mk to hit.
You can also CADC and combo into hk lightning screw.
I’ll definitely have to give that a shot thanks!
I have to test it out a little… but after ending a combo with lightning screw… whiff a jab upon landing and then throw out a s:hk: It looks like it could beat jabs upon quick rise which leads to a full combo, or on block try either avalanche stomp, ex silent entry, or another norma as a frame trap
Sounds cool, I will give it a try when I play again.
Here is another mixup:
Not bad, but seeing that it’s a similar situation with ending a juggle combo with rising storm, losing the damage isn’t really worth it. Definitely hit me up in the IRC rcion.
Another set up of sorts is this… since st:mp: is special cancelable, you can mix your opponent up after using that button as an anti-air. If you get the counter hit, just go and do a juggle combo. But if not, try one of these…
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Cancel to silent entry to either cross under your opponent or not. From there, just read and react to the situation to see if they press buttons or not. If they do, raw launch or lightning screw to catch them and get the counter hit.
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Most players tend to go down back after eating an anti air, so cancel right into avalanche stomp and proceed with a full combo from there for lots of damage.
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If they pick #2 up, try giving them the canceled avalanche stomp with the low follow up so that a high/low mixup has been established. Another thing is to try to do a canceled lk avalanche stomp just to possibly bait out the occasional twitch dp some people throw out just to get you off of them.
I just picked up Lars yesterday, I came up with some safe jump setups off of both throws. Both safe against DP’s (3fr start ups) and Cannon Spike/Flash Kick reversals (5fr startups) uneffective against Sagat’s LP DP (it’s hard to safe jump that dude :-/)
forward throw - dash forward, s.LK (whiff), hold up forward MK (MP untested)
back throw - MK Avalanche Flip, hold up forward MK (MP untested)
Difficult to react to rolls with it.
You can safe jump 3 frame reversals? Got to try that out.