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RogerDodger (talk | contribs) m (RogerDodger moved page Lars counterplay to Lars counterplay (Tekken 7) without leaving a redirect: the great Tekken 8 migration) Tag: Script  |
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==== Interruptible offense ==== | ==== Interruptible offense ==== | ||
Larsâ stance mixups, particularly Silent Entry, can be very easily interrupted either by jabbing him or, more severely, launching him with a generic launcher such as a dF+2 or hopkick. In order for Lars to optimize his pressure starters is to commit to a hit confirm from one of his stance conversions (b+3, f~/db+2, f~/etc.) although it doesnât guarantee a follow-up hit from a stance if you block it correctly. | Larsâ stance mixups, particularly Silent Entry, can be very easily interrupted either by jabbing him or, more severely, launching him with a generic launcher such as a dF+2 or [[hopkick]]. In order for Lars to optimize his pressure starters is to commit to a [[hit confirm]] from one of his stance conversions (b+3, f~/db+2, f~/etc.) although it doesnât guarantee a follow-up hit from a stance if you block it correctly. |
Latest revision as of 15:58, 25 January 2024
Lars (Tekken 7) |
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Poor tracking/susceptibility to movement
For some odd reason, Lars is particularly weak to movement, especially to his right. His overall tracking on his attacks is simply abysmal and can be worked around with simple sidestepping, allowing his opponents to dance around any of his up-close pressure if you donât happen to be at/near the wall.
Interruptible offense
Larsâ stance mixups, particularly Silent Entry, can be very easily interrupted either by jabbing him or, more severely, launching him with a generic launcher such as a dF+2 or hopkick. In order for Lars to optimize his pressure starters is to commit to a hit confirm from one of his stance conversions (b+3, f~/db+2, f~/etc.) although it doesnât guarantee a follow-up hit from a stance if you block it correctly.