The Lars thread

One thing about playing footsies against weaker players that i had to get used to was the fact they are looking for any excuse to jump, to the point where jumping is their natural reaction to just about anything you do. Before you even try to engage in footsies with someone like that you have to convince them that they cannot jump.

This is probably the best guide to footsies i know of - http://sonichurricane.com/?page_id=1702

The bit about wiffing normals to provoke a response is always pretty useful at any level of play but certainly against beginners.

Have that favorited for some time, but I only get to lesson 2 or so when I get addicted to some other game and stagnate. I suppose against most of the players I am fighting now, it would be better to practice my aair game as opposed to footsies.

Lol, for me, I’m just salty about Gief. I don’t really want to encourage anybody else to use him. :stuck_out_tongue: His footsies are so good in this game, to the point where he can compete with Ryu. I don’t ever remember it being that way in SF4. Also, your commentary videos are pretty good. :slight_smile:

Regarding Lars and the first hit of his Rekka:

It can’t be DP punished on block, the push back is too great. I suspect it’s -5 on block, as Ryu’s Cr.Mk and Cr.Hp could punish it on block. Ryu’s Shinkuu Hadoken could also punish it on block. But I couldn’t use Cr.Lp or Cr.Mp to punish it.

What’s his toward MK overhead on block?

I think it’s between -2 or -5. I could SPD (5 frames) punish it on block and Ken’s super (2 frames) could punish it on block. But I couldn’t use Ryu’s DP (3 frames) to punish it nor could I use Ryu’s Cr.Mp (4 frames) to punish it either. I suspect that only specific moves, IE specials can punish it.

Is Lars + or - on block after the avalanche stomp? Wondering if I can press buttons after I do it.

He’s negative on block. You can combo on hit though.

Forgive me if this was already found out, but after the kick follow up to Silent Entry, if you dash forward and do his overhead normal, it’ll cross over. Sortah like Cody’s Crack Kick. It seems like you can cross over and back again just as their about to get up. (just like the meaty corner set up video above). Not sure how useful this is, but just thought I’d share.

Got a new combo video involving Lars, but not just him. Give it a watch cause if anything it’s some stylish stuff. Not sure if I posted it before but I do have 2 other Lars combo videos so if this one doesn’t do it for ya you can easily watch the other two, and if this does do it for you I urge you to watch the others anyway =D

[LEFT][media=youtube]iT9wsF2kIzM[/media][/LEFT]

Is there frame data for Lars? Because if there is not ill be more then happy to post up mine which should be done before Wednesday

yes plz post it

sorry bout the wait schools got me on the ropes. Ill have it up friday night for sure. Please do note though, the frame data is probably going to be 85% accurate, knowing that this is my first time recording frame data and having a hard time noticing how long active frames are. This is just to give us a good idea of what move to use. Also there wont be such things like attack notes like force stands and invincibility frames, since I do not know how to do that either. But as far as frame data goes it will be very helpful.

Seeing the heavy silent entry cancels is pretty sick. Fully invincible Lightning thrust is perfect cause the amount of times you’d get hit trying to punish a hadouken was annoying. Everything else looks decent (more damage on lightning screw) although the video doesn’t cover Avalanche Stomp being an overhead now, dunno why. Anyway, check it out:

[media=youtube]n-U8n433Zuk[/media]

I hope they also buffed the ex lightning screw

Coudlnt agree with you more Soul. The silent cancels into eachother will give him a way to cover ground more and close in on his opponent. And thank god they buffed his invisibility to fireballs.

Here it is. Like i said, do not religiously trust this frame data as I most like did not get everything 100%, although close. Also I did not list anything like invincibility frames and what not since I do not know how to test it. Anyways, enjoy

Thanks very much! I’m still halfway looking into playing Lars and had quit my own research for frame data. You can look at near the top of the post for comparison if you want, even tho I don’t have anything like recovery or active frames.

According to your frame data, it isn’t possible to link cr.lk into cr.mk or cr.hp when you actually can. Perhaps cr.lk has more frame advantage or cr.mk and cr.hp have less start up

hmmm, well there may be some sort of misunderstanding i had. Because when I press a button in the game, lars face changes, yet he doesnt start animation. This happened with all his normals he did on the ground. I will retest it right now and see what happens

OK guys, it seems like the animation where lars makes a face is a 1 frame animation that pauses the players animation. In other words, all of lars normals on ground is 1 frame less. Ill make the fix right now

After finally being able to test out Lars, he is everything that I hoped he would be as a character. Good normals, good frame advantage, good frame-traps, and somewhat decent defense (well, he has an invincible DP, even if it isn’t that great). Now I just need to find a good partner for him. Currently, I’ve been testing a Lars/Ken team (I just love the matching costumes :lovin: ), with Lars and Ken each having 2 meter gems and 1 power gem (Lars has the super art power gem). Lars on point and Ken on anchor. Seems to work pretty well, decent damage (380~ for one bar off a hit-confirm without gems), good tag synergy (I like how Lars’ alpha counter allows for a safe tag into Ken without having to spend any extra meter). My question is, do you think Lars is better as a point character or an anchor character? At this point, it seems it could go either way. Both Ken and Lars seem to work in either position.