The Lars thread

I’d recommend Lars/Juri or Lars/Asuka. And don’t worry, Lars/Jin’s hardly original at this point so I don’t mind, haha. I think that team is a good combination tbh, kinda like Hwaorang/Juri or Kazuya/Ryu

Lars/Bryan is a good team btw, Bryan does very good damage coming in trust me, my friend plays Lars/Bryan and he dont know how to play Lars to well but have the general idea with him.
The general idea is to get in with Lars once Bryan is in he gets to zone u after the damage he just put out, so ur opponent ALWAYS want to get in, its a %$#^#% strategy bec he uses it on me. Im afraid to get hit first bec i know how hard its going to be to get in on Bryan with his mach punch good range specials that is safe and good AA :(. Thats why King is my main character bec his jaguar step gets me in lol :smiley:

Bryan is hardly safe on anything but his close mp and his cr mp as far as normals go. fmk and mp and there they need to quite or otherwise they are also min

His anti airs are good but he can’t succesfully hit them when he’s right next to you. So see him as a sim, jump in at right angle and inch your way forward, once you get close you have the upper hand.

At lease its more safer moves then Lars, and spaced mach punch is safe. He’s more or less a zoning character so his job is to keep u at a distance so getting up close he will have alot less option -_-

The AA is good he will be controlling the space bec he is coming in (in a good situation) and i doubt the person playing him is so retarded that he will miss his AA more then 3 times in a round, bec he is controlling the space bec of more range.

Nice to see Lars players recognize that Lars has an annoying amount of unsafe and/or fully vulnerable stuff, but it’s about how you apply him. Yet will that stop people from complaining about him like he’s broken when he gets used more and more? Noooooo ¬_¬ Let it be known that this character may be much stronger now, but he’s STILL quite honest. And even though I love/don’t mind broken characters, I appreciate how honest Lars is.

That’s one of my favorite things about him lol.
When I get my hit, it really feels like I earned that hit.

Yea i know right, u really need apply him in such a way that they have to respect u :slight_smile:
I think i understand him to a great extent now, gonna get in some matches with him and king.

Pretty much abuse cr.MK into light rekka until they punish it imo, very easy to hitconfirm into a combo.

After watching wolfkrone play (Best Lars), he plays him like Fei long in AE. You play cautiously, looking for mistakes and poking. When you get a hit you do your damage and then return to the neutral game.

Also abuse his overhead as its quick, safe, and cr.MK is scary enough to make the overhead a good pressure tool.

So I had some endless matches last weekend.
They aren’t the best showing of Lars as I was drunk lol (I wish my set with Lud last Monday had been recorded :<), but I figured I’d share them anyway.

I’m way too jumpy/avalanche stomp spammy in these matches lol
[media=youtube]K5Fj0wi2C2U[/media]

stuff to try next time i get on a setup
cr HP xx SE-> I know this is safe on block, but will it be confirmable into Rising storm on hit?

far HK xx SE -> same idea

cr MK xx SE -> can it be confirmed into thrust

far LP (+7 on hit) confirms (cr LK 5f startup into boost chain?)

combo: cr HP xx SE Rising Storm, sHP CADC sHP xx hk DP
or off of Ken tatsu xx tag -> jump in, something?

can Ken combo off of f MK xx tag cancel with Ken cr LK (3 f)

Got some more Lars play in, and I think I’ve settled on a Lars/Juri team. They seem to work well together, good combo synergy between the two. Now I just need to get used to using the two again; still getting used to Lars and it’s been a while since I used Juri.

Also, is it possible to punish Lars’ DE with Kazuya’s cr.:lk: or Cody’s cr.:lk: in 2013? I know that it should frame-wise (DE is at least -5/-6 on block), but I’m not sure about the range and I know that the range on both Cody’s and Kazuya’s cr.:lk: got nerfed.

Max Range LP DE is safe from Chun’s buttons on block.
So he should be fine against Kaz’s and Cody’s buttons.

Is it just me or do some of you panic when there’s some roll-back in your match? I’m not talking about just large amounts of it…I’m talking about even as little as minor stuttering. I find it really affects my footsie game, particularly with Lars, as I find it somewhat jarring, as one second they’re in one position and suddenly they’re slightly farther than it looks like they should have been able to go in a certain period of time. This hasn’t cost me any matches but I can’t be the only one here who’s had their play affected somewhat by this.

I do find that I’m able to adjust over time though. Even if this is a “problem” at first I’ll still take this netcode over input delay any day.

Damn I finally found this board again.

found a good tactic/strategy with Pandora finisher and comebacks with Lars…<br><br>ok lets start first with players psychology when it comes to opponent uses Pandora… they runaway or just block defensively until Pandora time runs out, this happens 80-90% most of the time, and that’s a fact!<br><br>ok what are the changes now in Pandora… lasts 10 seconds, cross gauge max out, character goes into Pandora appear closer to their fallen partner, frames decreased by 2 on activation, damage increase by 15%, all characters will leave their freeze state at the same time.<br>_______________<br><br>now here is the tactic…<br><br>get the opponent on a block stun or at least get the incoming Lars really close enough from when activating Pandora, now Lars on Pandora mode, get the opponent on a 3hit Cross Rush block (or hit) string (best example even to use is: LK-MK-HP) that ends with a HP or cr.HP, then cancel to a EX.Silent Entry–Lightning Thrust (crumple hit), (note: this lands 5-7/10 most of the times), and when it does hit confirm continue with: Silent Entry–Rising Storm, HP–Zeus<br><br>fun facts…<br>EX.Silent Entry–Lightning Thrust, Silent Entry–Rising Storm, HP–Zeus<br>Normal Mode: 503 damage<br>Pandora Mode: 576 damage<br><br>EX.Silent Entry–Lightning Thrust, Silent Entry–Rising Storm, MK, cr.MP, cr.MK–Zeus<br>Normal Mode: 513 damage<br>Pandora Mode: 588 damage<br><br>the 576 or 588 damage or mostly half life of the most high vitality characters in the game (Zangief,Hugo,Marduk,etc)<br>now the whole point idea of the tactic is to setup your opponent on a EX.Silent Entry reset from a Cross Rush block/hit string or crumple hit<br>_______________<br><br>other good use of these are also coming from your partners counter reversal or hit confirm, good examples:<br><br>Jin’s EX.Power Stance–Mental Alertness–Swaying Willow (Stun Hit)–Pandora to Lars, you can still hit and link confirm a Cross Rush after it  <br><br>Julia’s Swift Step Explosion (Crumple Hit)–Pandora to Lars, dashforward, cr.LK–EX.Silent Entry–etc., the cr.LK will reset the opponent from the crumple hit and u will land directly behind them from EX.Silent Entry<br><br>and a lot of more characters to experiment with (Yoshimitsu EX.Poison Breath, Nina EX.Blonde Bomb, etc), if its coming from a STUN HIT you can mostly hit and link confirm a Cross Rush from it, if its coming from a CRUMPLE HIT you can mostly hit reset the opponent from it<br><br>now question of debate… why not just continue the combo on Pandora with a hit confirm rather risking the reset might be read and blocked?<br><br>if u can guarantee finish the opponent by continuing and linking the combo to Pandora, by all means go for it for a stylish win, but the whole point use of Pandora is for a comeback win the same reason of the RAGE mechanic in TEKKEN, now back at the question… its bcuz of this “combo hit count damage deterioration”, if the opponent has 30-50% life left and both your characters are on the red there is a bigger and better chance of winning a comeback with the reset, continuing the combo in Pandora sometimes can not even finish an opponent with a 25-30% health left bcuz of damage deterioration, the whole point of the reset tactic and setup is bcuz of the players mentality, behavior, and reaction against Pandora with the potential of high chance of landing the reset and winning with a big stylish comeback<br><br>i already tested and experimented this a lot of times against with Rank B+ to A+ lab rats online, and like i said it has a success chance of 5-7/10 lading it, and when i do hit confirm it its always a win for me, i also tried experimenting it too with an Attack Gem when Pandora gets activated and i can mostly kill an opponent with a 50-65% health left, i think the only time this will fail if the opponent use or counter with Defense, Fortitude, Life gems, (btw with the Pandora Attack gem is 636 damage!)<br>

02/28/2013 test result on PSN against Rank B+ and above players online<br><br>3rounds, 10 match, 10 wins and streak, 8 Pandora victory<br><br>Lars Gem Setup A : [Attack#024] [Attack#040] [Speed#139]<br>EX.Silent Entry–Lightning Thrust, Silent Entry–Rising Storm, MK, cr.MP, cr.MK–Zeus (766 damage)<br><br>Lars Gem Setup B : [Attack#024] [Attack#040] [Assist#048]<br>(counter hit) EX.Silent Entry–Lightning Thrust, Silent Entry–Rising Storm, MK, cr.MP, cr.MK–Zeus (841 damage)<br><br>i was TOD (touch of death) anyone with a 75-90% health left, bwahahahahahahahahahahah<br>

I’m considering picking up Lars, and I came to think of something while looking at some tutorials and frame data: if I anti-air someone with s.MP, is it possible to mix people up after the AA by canceling the s.MP into Silent Entry?

Yes as long as st.mp doesn’t counter hit. A silent entry LK puts lars in front of the opponent and silent entry MK puts them behind the opponent.

Here is the counter hit combo for an AA st.mp:
(Ch) st.mp, silent entry LK, st.hp, lightning screw HK

Good character choice. He is a good team player. IMO

I need serious help with the Jin, Lili, and Rolento matchups. I have no clue what to do against them with Lars. Any advice?

And also I didn’t know that Avalanche Stomp was -4, I swore it was -2…

Cr.mk is a good poke as well as his overhead. Use these as your main mixup tools. Lars is best at arms reach (more like legs reach). Keep those characters at a decent spacing away from you. I bet jin, rol, and lili are hurting you up close. Play more conservative against them and make them respect your space as well as respect theirs (in your face area).

Avalanche stomp is not safe. It’s best used when you get them to be scared of cr.mk. Sometimes ill go for cr.mk xx avalanche stomp I just don’t overuse the tactic. You can scare them a bit by doing an empty avalanche stomp as well. Just don’t be to predictable or telegraphed.