Lars strategy: Difference between revisions

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(→‎Key moves: Added more key moves from spreadsheet)
 
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{{KeyMove|uf+3|counter=core}}
{{KeyMove|uf+3|counter=core}}
{{KeyMove|uf+4|counter=core}}
{{KeyMove|uf+4|counter=core}}
{{KeyMove|f,F+1+2|approach=primary|poke=secondary}}
{{KeyMove|f,F+1+2|approach=core|poke=secondary}}
{{KeyMove|FC.1+2|poke=core|mixup=secondary}}
{{KeyMove|FC.1+2|poke=core|mixup=secondary}}
{{KeyMove|DEN.2|oki=core}}
{{KeyMove|DEN.2|oki=core}}
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=== General Pokes/Punishers ===
=== General Pokes/Punishers ===
{{MoveDataHeader}}
{{MoveDataHeader}}
{{MoveQuery|Lars-1}}
{{MoveQuery|Lars-1,1}}
{{MoveQuery|Lars-1,1,1}}
{{MoveQuery|Lars-1,1,1}}
WIP
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.
{{MoveQuery|Lars-df+1}}
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.
{{MoveQuery|Lars-f+2,4}}
Easy to use 12 frame punisher that leads to a good knockdown.
 
=== Pressure/Mixup/Oki ===
=== Pressure/Mixup/Oki ===
{{MoveQuery|Lars-2,1}}
{{MoveQuery|Lars-2,1}}
WIP
WIP
=== Other Moves ===
=== Other Moves ===
* WIP
{{MoveQuery|Lars-1+2}}
Lars's [[Power crush|Power crush]]. Slow, but it does its job.
{{MoveQuery|Lars-b+4}}
{{MoveQuery|Lars-CH.b+4}}
Partially makes up for not having a fast CH launcher from neutral.


== Okizeme ==
== Okizeme ==

Latest revision as of 17:17, 1 October 2024

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

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
Delta Slicer

1,​1,1

h,​m,​m
5,​8,​20
-12
+5c
,i25~26
Heat Engager
Balcony Break
  • Combo from 2nd hit
  • Combo from 1st CH

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
14
-1
+5
i13

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

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

2,1

h,​m
10,​12
-6 LEN
+8 LEN
,i20~21
  • Combo from 1st hit
  • Transition to LEN, cannot cancel

WIP

Other Moves

X-Ray

1+2

m
25
-12
+7
i25
pc8~

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

Magnetic Knee

b+4

m
23
-8
+8
i15
Knee
Magnetic Knee Blast

CH b+4

m,​th
27,​28
0
i15
Knee

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