Yeah, it’s on the command list. I think the :mp: version is like -2 on block.
I haven’t implemented it into my game yet, as doing the Avalanche Stomp kind of scares me. It feels sooooo slow.
Yeah, it’s on the command list. I think the :mp: version is like -2 on block.
I haven’t implemented it into my game yet, as doing the Avalanche Stomp kind of scares me. It feels sooooo slow.
I found out through some training mode time that Lars has enough time to link a c.hp after a Dynamic Entry>Lock and Load in the corner, so you can squeeze quite a bit of damage by going for c.hp, c.mp, c.hp (1st hit) xx Silent Entry>Lightning Thrust after any Dynamic Entry>Lock and Load combo. This can be from a jump in, Avalanche Stomp or buffered c.mk.
For example, c.lk/lp, c.mp, c.mk xx Dynamic Entry>Lock and Load, c.hp, c.mp, c.hp (first hit) xx Silent Entry>Lightning Thrust. That’s 313 damage. For a little more, you can substitute the initial combo with c.lk/lp, c.mp, c.hp xx Silent Entry>Rising Storm, c.hp, c.mp (Wait a tick), Lightning Screw HK for the same dmg but a much better tag in point. Some of these were detailed above.
I mess around with this after a launcher from Cody.
cr. HP xx HK Lightning Screw (tag cancel)
Cody runs in: j. HP, cr. HP xx Special/Super.
Granted I know there are ways to do more damage instead of launcher chains, but my online gets a lot of rollbacks so I gotta rely on simple things.
So I was trying to find out if his Avalanche Flip had some uses, and I found a pretty good one. After a forward throw, do immediate HK Avalanche Stomp>Flip, and c.lk as soon as you land.
This is safe from even Ryu’s reversal DP and if they roll, you will be at max c.mk range. I’ve tried option selecting the Avalanche Stomp or Silent Entry after the c.lk, but both of those options lost to Roll>DP. Anyone else finding any setups like this?
Nice! I’ll definitely check it out.
Ya i must say i have a hard time finding lars sweet spot in a match. I cant really find a point where i am at the advantage. I get some lucky hits from his qcf p though. Anyone got a good gameplan??
far away :hk: can be canceled to specials or charge-backdash-cancel
always get caught a lot of off guard players and beat lower footsies on max distance
after a forward throw, H Silent entry jump in MK is a AMBIGUOUS looking cross up, if you do M silent entry, Jump MK is a random cross up also, if you slightly hold forward after MK silent entry it makes it more ambiguous. also I think Jump HP after MK silent entry is a fake cross up. Im testing more and Ill post what I find out. but basically
Forward throw
A. MK Silent entry
A1. Jump forward MK ( non cross up )
A2. Slighty hold forward THEN jump forward Jump MK ( cross up )
A3. Jump Forward HP ( I dont know if this is a cross up yet or not but it hits behind but you land it front )
B. HK Silent entry
B1. jump forward MK ( cross up )
Im working on using Avalanche stomp to bait DPs and shit after the throw.
Back Throw
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Seeing HaikuWar’s post (though I haven’t really been able to get it down yet) made me think of the hard knockdown off of Storm Axle if it connects in the air.
I will use part of the trial combo for ease of use.
EX Lightning Screw, Storm Axle creates hard knockdown, though the timing is slightly rough.
EX Lightning Screw, Storm Axle, (wait half second) LK Adon Kick is completely safe against Ryu’s DP. Same for the Adon Kick Feint
EX Lightning Screw, Storm Axle, (wait half second) MK Adon Kick feint will completely fly over the opponent and leave you safe.
EX Lightning Screw, Storm Axle, (wait half second) LK Silent Entry, Jump, crossup j. MK is sorta safe against DPs. I am not sure what’s going on but when I first found this one I was beating out reversal LP and HP DPs from Ryu while losing to his MP and EX, but now they’re trading. I might not be doing Silent Entry fast enough.
EX Lightning Screw, Storm Axle, LK Silent Entry, Back Jump, j.MK will catch rollers in an ambiguous crossup situation. If they keep holding the direction they rolled in they’ll block the crossup, but as far as I’ve been able to see it is still safe for Lars on block except for 1 frame startups like Julia’s and Sagat’s supers. Holding Up after the crossup will let you avoid any non anti air grapple moves, so that’s a nice thing to note against Zangief, and even Marduk’s suplex completely whiffs.
Messing around with that last tech, I am sometimes whiffing with LK Silent entry setups and MK silent Entry Setups. I am not quite sure why it’s working sometimes and isn’t others, might have to do with hitboxes. Too hungry, will test later.
Nice. trying some of this now.
His Avalanche will be his vortex in future. People just need to find setups for it ATM. Mixing up between meaty Avalanche Stomps (I think I mentioned above it was safe against 3 framers) and his feints for ambiguous crossup situations or faking into throws.
Avalanche Feints are also really useful for catching rolls. Early feints will remain on the same side and delayed feints will crossup.
Also EX Avalanche Stomp crosses up.
Ill work on more, Im basically trying to get a Decent BNB that ends in a hard knockdown so I can go for a mix up again, But I lose about 50-70 damage if I do. Ill work on more when I can but I wouldnt expect anything to new till saturday.
I was testing Lar’s Storm Axle on hit/block. (F+MK.) He doesn’t seem to be at any significant advantage/disadvantage. But, on hit against Ryu’s/Ken HP DP, he can’t follow up, as the DP beats his Cr.Mp, I didn’t test it against his invincible moves. It can’t be punished at max close range with a HP DP (3 FRAMES). It trades or get’s beaten clean by Ken’s HP DP at max distance. It doesn’t seem to have much advantage on hit. I tried to follow up with Lar’s Cr.Mk after Storm Axle on hit, and it flat out got beaten by Ryu’s Cr.Mk at max range. It’s my opinion, (I could be wrong), but I suspect this move is -2 -3 on hit/block, but it loses/trades with 3 frame DP’s, IE; Ken’s.
Ha. I like far standing roundhouse. I was just canceling it into AKs but it’s an easy link into cr.mk too. You can shoryu the far.hk on block though so it’s not a real blockstring. Frame traps at least Ryu’s cr.lk though.
Edit: I mean you can Shoryu the far hk on block IF Lars hits another button. It’s safe otherwise.
Don’t know if anyone mentioned this before but you can also link his standing forward into cr.mp and it feels like a super tight blockstring.
Great find.
is it me, or is the light version of dynamic the only version that combos?
You can combo into the others with cl.hp and probably a few others. Off of cr.mk though yes. Only light.
After testing some supers against the tech I mentioned earlier, where you could catch rollers in a cross up after hard knock downs, I have some unfortunate bad news.
[S]While the tech is invulnerable to 3 frame reversals, for some reason it has consistently lost to reversal supers and cross arts if you try to continue to guard after the ‘catch up cross up’ I guess you can call it. I just tested Christie’s and Ryu’s supers and cross arts and they both caught Lars while he was turning around.[/S]
professor Farnsworth voice Good news everyone! I learned that I was making a mistake in the recording function and the replay had finished blocking during the super freezes! This chase tech is completely safe versus even 1 frame startups when you block! Edit: I realize late that Sagat’s super is not 1 frame, but I HAVE tested this against Julia’s and it does indeed block. I can’t do it one handed though.
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Semi good news is that since you have to do the cross up j.mk late, you have ample frame advantage to jump out of the way. Neutral jumps and forward jumps easily clear Ryu’s DPs. I’ll test later to see what’s safe to jump against and what’s not. What’s really nice is if you have ample meter, you can EX Silent Entry through the opponent and unless they are spamming normals, you probably have ample opportunity to start up a combo. (While trying Zangief I noticed that if the j.MK whiffs and Lars still does EX Silent Entry, the spammed normal will completely whiff though, so that might be another mixup to add)
Tested characters that beat Lars neutral jump after that chase tech:
Zangief= Either spinning Lariet
Hugo= Back breaker
Marduk= Gator Slam
Cammy= Cannon spikes
Asuka= EX Anti Air grab
Hwoarang= His DK
Dudley= Jet Upper
It seems like neutral jumping against any character with either a high reaching and/or fast anti air grab is out, and it’s a bad idea against those characters with more vertical oriented AA specials.
To bad he can’t do the adon kick in the air ;(…
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