Lars strategy

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This page is for Tekken 8. For Tekken 7, see Lars strategy (Tekken 7).

All of this is a WIP

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1+2
3+4
2,1
df+1
d+2
db+2,1
db+4
b+1
b+4
uf+3
uf+4
f,F+1+2
FC.1+2
DEN.2
DEN.3
SEN.1

General Strategies

WIP

Key moves

General Pokes/Punishers

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1

h
5
+1
+8
i10

1,1

h,​m
5,​8
-8
+0
,i18~19
  • Combo from 1st hit CH with 3F delay
  • Jail from 1st block with no delay
Delta Slicer
16

1,​1,1

h,​m,​m
5,​8,​20
-12
+5c
,i25~26
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Combo from 2nd hit with 4F delay
  • Combo from 1st CH with 4F delay
  • Move can be delayed by 5F

One jab is a quick high poke in neutral, with the second hit being safe on block. Landing the first hit as a counterhit guarantees the full string, so this is a good option when trying to interrupt your opponents offense.

df+1

m
12
-1
+5
i13
t33 r20

Lars's go to mid check. In exchange for not having any followups, this move is quite evasive to highs, and leaves minimal disadvantage on block.

Death Mask
27

f+2,4

h,​h
10,​22
-12
+15 (+6)
,i18~19
Balcony Break

Easy to use 12 frame punisher that leads to a good knockdown.

Pressure/Mixup/Oki

Ring Current
19

2,1

h,​m
10,​12
-6
+8
,i20~21
LEN
  • Combo from 1st hit with 3F delay
  • Input can be delayed by 3F
  • Transition to LEN, cannot cancel

WIP

Other Moves

X-Ray
22

1+2

m
25
-12
+7
i25
pc7~24

Lars's Power crush. Slow, but it does its job.

Magnetic Knee
51

b+4

m
23
-8
+8
i15
Knee

Lua error: Move with id = 'Lars-CH.b+4' not found. If you've added 'Lars-CH.b+4' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.. Partially makes up for not having a fast CH launcher from neutral.

Okizeme

  • WIP

Neutral

  • WIP

Close range

  • WIP

Mid range

  • WIP

Long range

  • WIP

Using Heat

WIP

  • More WIP