(→General Pokes/Punishers: Added some notes on 1,1,1) |
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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= | {{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}} | ||
Line 35: | Line 35: | ||
{{MoveQuery|Lars-1,1}} | {{MoveQuery|Lars-1,1}} | ||
{{MoveQuery|Lars-1,1,1}} | {{MoveQuery|Lars-1,1,1}} | ||
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 === | ||
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WIP | WIP | ||
=== Other Moves === | === Other Moves === | ||
{{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
Lars |
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Strategy (Tekken 8) |
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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 | |
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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
Delta Slicer
1,1,1
h,m,m
5,8,20
-12
+5c
,i25~26
- 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.
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.
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
Lars's Power crush. Slow, but it does its job.
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