The Lars thread

I really don’t think you can combo off avalanche (qcb-k)on hit. It’s just one of those useless moves. But linking a cr.mp from cr.lk works? O.o

One last thing in a corner during a juggle you can:

EDIT: Cr.mp x2, St.Fp, Hk Dp

Ya you can combo off avalanche on hit. Use cr.mp or cr.hp.
Its in one of his trials.

I also found an interesting way to combo into a mixup… kinda like what desk did…
Cr.mp, cr.hp, dynamic entry, cr.lp, cr.hp, ex dynamic entry, cr.hp, dynamic entry (or whatever as an ender) (268 dmg)

note: the cr.lp, cr.hp before the ex dynamic entry must be chained.

qcf+p~p allows you to combo cr mk mid screen… but its extremely tight.

In the corner you can actually follow up: qcf+p~p, cr. mp~ cr. mk/cr. hp + special.

Edit: [S]Also, from what I can tell so far, if the first hit of dynamic entry is blocked, you might be better off hitting a second punch since the recovery time from the second hit seems much faster[/S].

Edit 2: Nvm, dynamic entry is completely unsafe to most jabs…

Assuming Cody’s frame data is the same from SSFIV AE 2012, Lars’ dynamic entry has about 5 frames of recovery.

Edit: From what I have been able to gather, Lars’ Jaguar kick is indeed his best pressure tool, as at least Cody’s (again, assuming frame data is still the same) cr. LK cannot connect afterwards. Ryu’s normal DPs will connect but his EX DP won’t, Ken’s LP, HP, and EX also will connect but his MP DP won’t, so I am guessing there’s a -5 frame recovery on the move.

As such I believe that against shoto characters or ones with a short range reversal, Lars’ 1st dynamic entry hit will be safe. Others, might be good to end the block string with Adon Kick instead.

Would it not be better to test it on frames we know? Like King’s c.lp is 4 startup and c.mp is 6, if the recovery is 5 frames then one would hit and the other would not, right?

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So I was testing combos off of HP Dynamic Entry, and the new midscreen combo I came up with is c.lk/c.lp, c.mp, c.hp xx HP Dynamic Entry, c.lk, c.mk xx lp Dynamic Entry, Lock and Load, Double Barrel. Off a cross up j.mk this does about 316 if you drop the c.lk/c.lp

This does 276, so not much above the other one I posted above, but basically this one has ridiculous corner push. From midscreen you’ll reach the corner, and about 3/4 will still put their back their after a few dash ins. So essentially you can use the one that uses Silent Entry for better oki/tag cancels, and this one with Dynamic Entry for better corner push.

Anybody else messing around with the fact that you can fake out his jaguar kick? I’ve been trying to come up with ways to get in with it.

Due to recent knowledge from our fellow Lars players I’ve come up with these possible links:

[LIST]
[*]Avalanche stomp(Lk, Mk, Hk) can link to:
[/LIST]
cr.lp, cr.mp, cr.fp
cr.lk, cr.mk

[LIST]
[*]**Dynamic Entry(Mp, Hp) **
[/LIST]
cr.lp, cr.mp
cr.lk cr.lk.

[LIST]
[*]Ex Dynamic Entry
[/LIST]
cr.lp, cr.mp, cr.hp
cr.lk, cr.mk, cr.hk

Note that only cl.fp, cr.fp(1 hit only), and farHk can lead into Mp/Hp Dynamic Entry.

A flashy ([S]not practical[/S]) meterless combo:

j.hp, cr.mp, cr.hp xx HP Dynamic Entry, cr.mp, cr.mk, xx LP Dynamic Entry, P, (cr. mp if in corner), cr.mk ~+ w/e you want…

(with the cr. mp in corner) Ending in Silent Entry-Rising Storm = 369 dmg. (good for tagging in partner).
(with the cr. mp in corner) Ending in Zeus (aka Chidori) = 424 dmg.

I[S]'ve only been able to do the above once against the arcade mode (probably not practical against real opponents) and[/S] ended it with silent entry-rising storm, tag cancel to Juri’s cr.hp xx j.hp, etc.

The link from HP Dynamic entry to cr.mp is the toughest - (1 frame I think).

Anyways, Lars seems pretty balanced, but probably a little underpowered damage wise considering how unsafe his specials are.

Edit: After spending time in training mode, its actually not too difficult to pull off in the corner. Its a bit harder mid screen because of the LP Dynamic Entry, P, cr.mk is a bit tight too.

don’t know if this was already posted, but … lar’s j.mp crosses up. Just for those who didn’t know apologies if already posted up in the thread

He is like the antithesis of his nephew. Jin whos neutral game is strong not because of his normals, but because of his many useful specials and his unique projectile while Uncle Lars has amazing buttons and a much better overhead thats amazing in footsies. Jin who wants to get in and pressure while Lars is content to play the mid range game and outpoke you all day and hit confirm into solid damage.

You think his damage is low because you see a Tekken char. But as I said hes an SF char. Dude can hit over 250 meterless off a midscreen poke and send his opponent straight to the corner. Thats huge. His frame traps and back throw are nice and so are his overhead so once they turtle its not like he is shutdown and his overhead has dumb range. His j.mk is super ambiguous and he has solid damage off that.

Easy jump in combo thats very ambiguous. J.mk, cr.hp both hits, cr.mk, Dynamic Entry (qcf+p), Lock & Load §, cr.mk, Silent Entry (qcf+k), Lightning Thrust §. 354 damage from a jump in. Damn good for a SF character. If you want a tag cancel then just do Rising Storm as the ender instead. Thats a super practical combo thats not rly hard to do. If you are having trouble with the follow up after lock and load you can use this ender.

Dynamic entry, Mjolnir (d+p), cr.hp (first hit) xx Silent Entry, Lightning Thrust. Easier ender and only does a little less then the lock and load juggle ender.

Main ground hit confirm off a low would be cr.lk, cr,mp. Frame trap normals seem to be st.lp, cr.lk, cr.lp and cr.mp. I need to see if he can combo off his overhead on CH. Prolly can be gotta be super close.

Also his Lightning Screw seems to be an awesome tag for chars with good jump normals. Im thinking Ibuki or Duds. Also chars with awesome AA set-ups like Sagat and Jin. More proof that Lars and Jin just work.

The cursed blood of the Mishima clan is strong in this one.

Yeah I can’t believe I skipped over Lightning Screw earlier. Not only is it a perfectly viable AA (Seems invincible on first frame?) but it launches them super high, so any character can get a jump heavy into something, so yes, a character like Dudley or Juri could get insane damage off of a AA tag cancel

Yeah. I play Juri so he’s great for me. <3

His regular Lightning Screw attacks are not invincible, at least LK isn’t. MK and HK probably aren’t as well, but I would be surprised if EX also was vulnerable on start up.

Really? Hmm…I haven’t had any trouble at all catching jump-in’s with the MK version.

Also, HK Avalanche Stomp can be used as a pretty ambiguous cross up at the right distance - can link crouching normals after and do normal combos.

He just seems to have alot of tools.

Interesting, gotta test that since i have used LK and HK and both of them loses to any air normal.

Would any of you say it’s worth going for the MP/HP DE combos?

For BnBs I’ve been sticking with various hit confirms > LP DE and ones that lead into c.HP > SE K combos.

Dynamic Entry M can combo, depending on the normal you cancel it from, but Dynamic Entry H seems to whiff consistently. Might be good for resets, but since his rekkas aren’t true block strings it would only work on characters who don’t have 3~5 frame reversals (assuming, might be more or less)

Hey Guys! I’m new here and trying out LARS from the DLC section. My main from the past is Ibuki and Raven. (yes i have a ninja fever lOL)

So, about LARS. It seems that timing is everything for him and if you miss, you’ll get punished like hot potatoe ( 0_0 ) lol. My issue that i am having with him is when i execute a cLP>cLP>Dynamic Entry and it stops to do a second execution…is there anyway to get around it? or provide some nice tidy combos? please and thank you.

I have also found these combos, should i follow them? what are your thoughts? :slight_smile:

[media=youtube]Bz96QbcMJh0[/media]