Lars strategy: Difference between revisions

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(→‎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=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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{{MoveQuery|Lars-1,1}}
{{MoveQuery|Lars-1,1}}
{{MoveQuery|Lars-1,1,1}}
{{MoveQuery|Lars-1,1,1}}
Fast string to interrupt your opponents offense, landing the first hit on CH will guarantee the rest of the string. The first two hits on block are safe, but the full string will likely leave you punished with a knockdown. Can also catch ducking opponents, since the second hit is a mid.
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 ===
* 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