Lars counterplay (Tekken 7): Difference between revisions

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==== Interruptible offense ====
==== Interruptible offense ====
Lars’ 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 doesn’t guarantee a follow-up hit from a stance if you block it correctly.
Lars’ 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 doesn’t guarantee a follow-up hit from a stance if you block it correctly.

Revision as of 19:36, 11 September 2022

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 don’t happen to be at/near the wall.

Interruptible offense

Lars’ 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 doesn’t guarantee a follow-up hit from a stance if you block it correctly.