The Lars thread

he reminds me of adon… a cooler adon.

Lars trials
[media=youtube]P_qfKgEnwB4[/media]
Dynamic entry has an overhead follow-ups that groundbounces. Wohoow!

Ahahhahahahahah he only has 1 unique attack.

After this is all done, the Street Fighter folks can have him, he fits right in. :rofl:

Okay guys, I’ve had some indepth time with him today, and let me just say, lars is fucking badass.

He has good pokes, his st.mp is a great anti-air, but aside from that he has an amazing dp. It has a few problems to it but I’ll get to that. His cr.mk has great range, and his crouching jab and short start up fast, and they combo into each other real easy. Unfortunately, not many of his far normals cancel into special moves, but that’s what the magic series is for I suppose.

He has his two dashes, Dynamic entry and silent entry. Dynamic entry (qcf+p) functions as a pseudo rekka. The first hit is completely safe with good pushback, the second and third hits are not safe (especially third) but they aren’t exactly easy to punish either. 2nd rekka recovers quickly so they have to be on point about punishing fast. The third has quite a bit recovery, but it also pushes back so jabs and whatnot don’t connect, they have to do some sort of long reaching move with decent speed to hit it. Of course it’s super punishable. If you combo into this, you can end on the second rekka which launches, and do a cr.mk into another rekka, but just the first hit for a good chunk of damage.

The first hit does enough block stun to create a good frametrap with his second rekka. It also has an overhead followup as second rekka that DOES ground bounce, but it doesn’t seem you can juggle after it. I tried almost every normal multiple times, only sweep seemed to connect. However, you CAN tag in a partner on this and they’ll get full juggle ability from it. You can ONLY tag off the overhead rekka though, you can’t tag in partner on any of the other ones which is disappointing. It is also his charge move, creating nice frame traps. On counter hit, it essentially does a focus crumple giving full combo.

His silent entry, oh man. (qcf+k) This thing goes through fireballs and recovers FAST. Once you do a few block strings with dynamic rekka, mix this in there and go for a tick throw or whatever. It is beastly good. There are also two followups, a punch one and a kick one. Punch does a straightforward punch with a lot of range. You can punish fireballs from almost fullscreen with that punch and it’s pretty goddamn fast. The kick one… I haven’t really found a utility for it. I didn’t try it much though, maybe it low crushes or something. He does an electric kick thing. Both followups are easily punishable, but i think the utility for going through fireballs is great.

He has an adon kick sort of, (qcb+k) but this thing is great for pressure. The kick comes out at a decent speed and stuffs a LOT of dps. Regular one is not an overhead, but the ex one is. Problem with the EX one is that it moves far and if you’re too close to the opponent, you’ll cross them up and get easily punished. Good at the end of a blockstring though, and combos on hit.

It has two followups you can press shortly after leaving the ground. If you press LP, he does no kick, falls to the ground fast and sets up easy throws. This is great when you’ve conditioned your opponent to stop trying to beat it. If you press MP or HP, he falls to the ground and instantly does a low sweep. Good to catch people who instantly think it’s an overhead and knock them down. Both the kick and the sweep followup are safe. I feel this is one of his strongest moves for pressure.

His DP… is both great and wonky at the same time. First the good, it has great priority, I tried it against a variety of dps including Cammy’s, Ryu’s, Sagats and it stuffed/took priority pretty much everytime. Does good damage too. Here’s its main problems. It has mediocre horizontal range. Let’s say someone is spamming normals at you and they’re about two shoto cr.mps away, if you try to dp their next move, it will whiff. The main problem though, is the way this move is active.

This move is not like most DPs where they consist of a rising hitbox that’s active pretty much the whole time. There is a period at startup where it hits, then a middle period with nothing and then he kicks at the top again. Basically, you have to be dead on point with this. Either you have to predict a jump-in and hit them with the top kick of the arc, or you have to DP them really deep where the first portion hits them. There is no middle ground so if you mistime you will just get stuffed completely. If you can time your dps to land real deep, it’s a great anti-air, but it will take some getting used to.

Take this comment for what you will, but he plays the most street fighter-esque of any Tekken character i’ve played yet. He has no target combos and only one unique attack. It’s an overhead which doesnt combo into anything (at least on a plain hit) and starts up pretty slow. Maybe it low crushes, I haven’t tested it. But he’s got solid pressure, great special moves which are almost all safe, great anti-airs and a solid dp.

Anyways, those are my initial observations. He has really good pressure as well as great solid tools, and has pretty good damage it seems. I didn’t get any numbers written down; I WAS in training room but I was with a buddy who had the dlc and I was set as the dummy (so no damage counter for me). However, he played average health characters and my first Lars bnb, without jumpin, was doing about 25-30% health in damage.

I’ll keep playing him every chance I get. I did not play him in Tekken so please don’t ask me about his Tekken specific moves transferring over but if there’s something else that I can answer, i’d be glad to.

Here is Lars’ movelist according to my friend’s copy of the game he lent me (along with his Xbox) for the night.
SPECIAL MOVES:

  1. Silent Entry- :d::df::f: :k:
    [LIST]
    []Lightning Thrust- :p: (during Silent Entry)
    [
    ]Rising Storm- :k: (during Silent Entry)
    [/LIST]
  2. Dynamic Entry- :d::df::f: :p:
    [LIST]
    []Lock & Load - :P: (during Dynamic Entry)
    [
    ]Mjolnir- :d::p: (during Dynamic Entry)
    [*]Double Barrel- :p: (during Lock & Load)
    [/LIST]
  3. Avalanche Stomp - :d::db::b::k:
    [LIST]
    []Avalanche Flip- :lp: (during Avalanche Stomp)
    [
    ]Avalanche Spike- :mp: or :hp: (during Avalanche Stomp)
    [/LIST]
  4. Lightning Screw- :f::d::df::k:

UNIQUE ATTACKS:
1.Storm Axle- :f::mk:

THROWS:

  1. SHB - ( :f: ) :lp:+:lk:
  2. Raging Thunder - :b: :lp:+:lk:

Super Art:

  1. Zeus - :d::df::f::p::p::p:

A few of my first impressions playing Lars today:

Notable normals:

  1. Far st.:lk: - moves Lars forward and it comes out pretty fast. I’m guestimating around 3-5 frame startup. Probably 4-5 frames because very few characters have 3 frame startup moves. Easy hit confirm into far st.:mk:, far st.:hk:, launcher.

2.cr.:mp: - I’m guestimating that it comes out in like 6-7ish frames. Pretty good in starting combos because it can link into cr.:hp: and cr.:mk: which both cancel into specials (only first hit of cr.:hp: cancels) plus it comes out pretty fast. Also special cancellable.

Regarding special moves:

  1. Lars’ cr.:mp: and cr.:mk: can be both canceled into Dynamic Entry but it must be very quickly inputted in order for it to combo. Cr.:mk: is a little more lenient which is why I would recommend linking cr.:mp: into cr.:mk: then cancelling into Dynamic Entry.

  2. Lars’ EX Lightning Screw (DP) can combo into super, but why would you want to waste all that meter? Lightning Screw is also a pretty good DP. I was testing with Rufus dive kick spam and it seemed to beat dive kicks pretty convincingly.

  3. Rising Storm (Kick followup for Silent Entry) can start juggle combos. Here are a couple of combos that can be done with Rising Storm.
    [LIST]
    []cr.:mp:, cr.:hp: xx :d::df::f: :k: ~:k:, cr.:mp:, cr.:hp: xx :d::df::f: :k: ~:p:
    [
    ]cr.:mp:, cr.:hp: xx :d::df::f: :k: ~:k: , cr.:mp: xx :f::d::df: :k::k:, :d::df::f: :p::p::p:
    [/LIST]

  4. Lock & load (first followup to Dynamic Entry) can actually be used as a juggle starter in the corner as long as you don’t go straight into Double Barrel. You can use cr.:mp:to juggle off of it.

  5. EX Avalanche Stomp ( :d::db::b::k::k: ) causes ground bounce and you can combo after it.

  6. Mjolnir ( :d::p: followup to Dynamic Entry) causes ground bounce, but can only be comboed if you switch cancel.

  7. EX Silent Entry crosses up like Wolverine’s Berserker Slash, but only covers 1/4 screen distance.

Overall I think Lars is still a pretty interesting character despite the fact that he is more Street Fighter-esque than any Tekken character I’ve played so far. I have yet to test his hitboxes/hurtboxes/priority on his moves but so far he seems pretty solid as a character. The only thing that I think he lacks a bit is damage, but then again I play Kazuya and that guy hits like a truck. :rofl:

I want this character so bad. :frowning:

Lars is just a really solid character I think. He doesn’t have many target combos which is why he feels more Street Fighter-ish, but he trades it for a lot of solid pressure and good defensive moves.

Just like to say, you can juggle combo off of Lock n load (2nd rekka hit) midscreen too, but it was inconsistent for me. I was able to do Rekka x2, then after the launch, do cr.mk xx dynamic entry (1st hit) but either the timing is very tight, or it’s very spacing dependent. I was playing on someone else’s hacked xbox during fight night, so I haven’t had any significant training room time to test it, but I know that it IS possible.

Last thing… I mentioned it already, his dp is okay, except for it has two different active periods, so you cant just throw it out whenever, you have to time it for either the first hit, or at the top of the dp’s arc.

So had a bunch of time to mess around with Guy and Lars and figured I’d share my thoughts with Lars on his thread (since these SF fanatics dont show tekken characters any love.)

-The first thing I will say is that I am noticing a trend with Tekken characters that play pivotal roles in the TK storyline (Lars being the main character in TK 6) they are much more SF like than the rest of the cast. With that said the first thing that comes to mind about Lars is Simple (not easy… but simple). And because of that it may take some time to break shoto like SF habits.

-His cr.mp links as if it were a jab. cr.mp x2 >> cr.mk is a comfortable link. I will get more in-depth into his normals but I think its easier to understand their usage after we discuss his specials.
-The word of the day for Lars’ normals is SAFE (for the most part) Silent Entry lk nd mk are virtually unpunishable in a block string (has a nice Guy run stop feel) of course it goes through fireballs which is also nice. In almost all cases you are going to want to use the lighting thrust (punch follow up) if you are going to end the block string with that move or end a combo with that move (ill explain why and how to use the kick follow up rising storm).

-Rising storm aint safe, its a juggler but it isnt safe and more importantly its can only be combo’d into off of a fierce or roundhouse (possibly counters), but this is where guys normals come into play to help that move.

-Avalanche Stomp: For the record he had this move in TK6 it is not an Adon rip off (per se; jus Capcom being lazy rehashing animations… ever realize Heihachi walks like Dan…), anyway this move is nice and safe on block (would safe a lil frame advantage) mixing this in with dynamic entry, and silent entry can really put on the pressure. I will say im not sure if his other avalanche follow ups are entirely complete specifically the empty follow up (his spins a very long time in the air, though recovers fairly quickly upon landing) I couldnt figure out any pressure set ups for the Avalanche low sweep follow up but Im guessing this is a wake up mix up… Now that I think about it yeah… The interesting thing about the stomp is that it pretty much beats out DPs etc meaning on a far knockdown you throw that out at the right time you’ll at worse trade at best hit and even better purposefully whiff. If you hit on block Lars is back in there for more pressure meaning your opponent may want to backdash, which is where the sweep follow comes in handy. The empty follow up jus seems to spin to much giving the opponent a clue of whats going on (though this could be purposeful to try and bait an attack to whiff we’ll see in the final version).

  • Dynamic Entry: First of all only the 3rd rekka can tag cancel, the 2nd rekka can be safe but i wuldnt bet on its safe utility to last very long in most cases. 1st rekka this is very Guy hozanto (shoulder) like expect with more pressuring advantage. As someone stated previously this move can be used to frame trap into the 2nd rekka, but more importantly this move is compeltely safe with advantage and gives you the nice space for your normals and other pressure follow ups (silent entry, avalanche, another dynamic, overhead). His dynamic entry to Mjinor isnt a true block string so I would only recommend it on hit to connect his sweep for hard knockdown, tag cancel (a better option that the 3rd dynamic rekka in most cases) or when you opponent respects the frame trap of the dynamic entry. If they don’t they’ll mash you right out of it.

-Lighting Screw wat can i say its a dp dont try to link combos into it it wont hit. Not much else to say about this move.

  • I really want to go into his normals (they are weird yet interesting) but first ex. This Dynamic entry chain gets a wall bounce at the end meh maybe worth the bar maybe not. His Mjinor follow up groundbounces (like the normal version) except Lars can combo from that himself meh probably not somethin to rely on. I will say like his normal dynamic entry the first hit of the ex is where its at (if you want to spend a bar on this move). This move should not be used in a block string only when you confirm a hit, when it hits it leaves ample time to connect his harder hitting normals cr.fierce s.fierce. If you wanna be fancy you blow 3 bars ex dynamic xx chain xx ex dynamic xx chain xx ex dynamic xx cr. fierce (cancel first hit) dynamic >>lock & load xx cr.mp xx silent entry: rising storm or thrust (in corner).

Ex Lighting Screw its a DP can combo after it…

-Ex silent entry: I like this but need some hardcore alone time to understand how good it is. Like silent entry its a quick move in except it crosses up when close, the follow ups come out slower than normal so id advise only using them when you cross up. I would say rising storm (the kick follow up) is kinda useless cuz of the slow down because it isnt safe on block. Lighting thrust cumples on hit which can lead into a big combo. Not too sure if ex silent has invunerability of any sort to better enhance the crumple punish.

-EX avalanche its an overhead with a ground bounce and comes out fast nuff said im sure you can figure out its purpose.

Now you may be asking yourself he seems pretty simple for a tekken character and at this time he has no unique normals target combos etc. At first this struck me as odd seeing how I used him in TK6 and he could seamlessly nromal into his dynamic entry etc (though in TK6 dynamic doesnt actually hit; though I do miss his sweep follow up… maybe it will be in he’s prob not complete per se ). But then I realized his normals take on interesting properties kinda make it seem he doesnt really need a tekken chain.

-His normals that are cancel-able trade off from close and far. far fierce does not cancel close does. close RH does not far does (i wont go into all of them). I want to stress the cancel-able normals specifically his hard hitters. Far S.RH is a long ass poke i mean longggg. Lars steps forward with a spin kick this will travel roughly 3/4 of the screen with adv on block.
-Whats happens on block after a far RH well uve closed the distance and can cancel into your pressure specials as listed above. On hit well now your options open up, this normals alows you to combo into your silent entry:rising storm for a juggle combo tag cancel etc etc where your other light nd medium normals will not (unless on counter… possibly). I would say on jump in hit or block when S.far RH is applicable use it.

-cr.MK nice range would give it ryu like cr.mk proerties seems to have nice priority and the hurt box is more of lars body which is further away from the kick. after you get in with S.far RH xx dynamic entry if you stop at dynamic on block puts you at the perfect range for cr.mk cancel into dynamic, silent, avalanche. cr.mp (x2) xx cr.mk is a go to move. Even at this distance it with link into dynamic entry or silent entry: lightning thrust (ex dynamic for bigger combos etc etc) Like Lars trails cr. fierce xx cr.mk also works for example J.RH xx cr.fp xx cr.mk xx ex dynamic blahblah blah.

-At first Lars’ jump may be a bit off putting (very short, small arc) but this allows for an ambiguous j.mk cross up. You do this late it will come out in front and on top of the opponents head but will prob cross them up very hard to see.

-I would say if I got alone time with Lars in training and understood his normals his simple appearance would be anything but that. Being a Guy player Lars can kinda control the pace of the match since fireballs pressure for the most part is not a problem because of silent entry. You can stay away or slow down the match if you feel like it and get in when you want with your S.far RH and apply pressure etc. He doesnt seem to get a lot of big damage but is mix up game will lead to 380-440 dmg potentially anytime hit. I would place him as the 2nd team member and tag him in for damage combos and screen control. With Guys target combo into launcher you can easily get 450-500 damage with 1 bar for example: Guy jump in or cross up xx S.RH xx TC xx Launcher— Lars comes in cr.mk or mp(1or2) (depending on distance) silent entry: rising storm tag cancel (1 bar) ----Guy cr.mp xx target combo xx MK/HK tatsu. Off a standard launcher in the corner or midscreen. May not seem like big dmg like easy mode Hugo, but guy can open open the opportunities with a single jab in this game.

Lars is becoming an interesting character for me to want to try out.

Lars was my main in tekken 6 but I don’t know he isn’t looking so good in sfxt. I guess only time will tell.

If you guys want to use Lars and you come from Tekken, this dudes gonna be like how Raven translated through into SFxT. He feels like Akuma/Ibuki/Adon mashed into one. Just bits of their stuff put together.

I think he’ll play out pretty nicely when people use him like for mind games and stuff. I don’t know how to explain it. I think he is going to be super space oriented like Akuma and Adon with some surprising mix ups with silent entry and good pressure off dynamic entry.

f.MK overheads
QCF+P~d.P overheads
QCB+KK overheads

I already was looking forward to Lars and after seeing the Kakashi alt I am sold I will be maining him most likely on point… That alt is too cool.

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What I’m wondering is what Street Fighter character that’s supposed to be, since it is his swap costume.

He has hte Ninja alt because he was apparently trained by Raven, huh? They are close allies and I’m pretty sure Raven is like his mentor.

He felt great to me at EVO – I was doing pretty solid with Lars/Kazuya, even without knowing all of his moves for sure.

So, Lar’s Rekkas aren’t safe at close range,and mid range also. At close range they lose to DP (Ryu), and at mid range the lose to Cr.Mk (Ryu). Lar’s seems like a link intensive character, you can get damage of his punch Rekkas, but his real damage comes off Silent Entry.

That’s what I was starting to think, too. His rekkas seem like they’ll only be good in combos, if anything.

Honestly, I don’t know what they’re good for, I guess the second Rekka (overhead down Mp) will be good for tag in combos because of the ground bounce, but they do seem irrelevant.

I really hate it because they’d serve as great mix ups if they were a true block string. I’ll have to experiment with them tomorrow to really find a real use. I’m going to try Lars / Kazuya for a while, but I also have to pick up Bryan. I’m not convinced Lars will be good at opening people up, but I’m really, really hoping I can find a way to make the brothers work together.