Lars: Difference between revisions

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m (Add Lars summary)
(Added Heat, Heat Smash, Heat Engagers, Stances, Launch and CH Launch moves, and some Archetypal moves.)
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{{Infobox fighter
{{Infobox fighter
|name=Lars
|name=Lars
|heat={{Plainlist|
* Empowered moves from LEN
* {{MoveGet|Lars-H.f+3+4|name}} can be used {{MoveGet|Lars-H.f+3+4|input}}
}}
|heatSmash=Mid – {{MoveGet|Lars-H.2+3|startup}} – {{MoveGet|Lars-H.2+3|block}}
|heatEngagers={{Plainlist|
* 1,1,1 – {{MoveGet|Lars-1|startup}} – {{MoveGet|Lars-1|target}}{{MoveGet|Lars-1,1|target}}{{MoveGet|Lars-1,1,1|target}}
* {{MoveGet|Lars-3+4|input}} – {{MoveGet|Lars-3+4|startup}} – {{MoveGet|Lars-3+4|target}}
* {{MoveGet|Lars-DEN.1|input}}{{MoveGet|Lars-DEN.1,2|input}} – {{MoveGet|Lars-DEN.1|startup}} – {{MoveGet|Lars-DEN.1|target}}{{MoveGet|Lars-DEN.1,2|target}}
* {{MoveGet|Lars-DEN.3|input}} – {{MoveGet|Lars-DEN.3|startup}} – {{MoveGet|Lars-DEN.3|target}}
* {{MoveGet|Lars-SEN.1|input}} – {{MoveGet|Lars-SEN.1|startup}} – {{MoveGet|Lars-SEN.1|target}}
}}
|stances={{Plainlist|
* DEN ''(Dynamic Entry)'' – {{MoveGet|Lars-f+3|input}}
* SEN ''(Silent Entry)'' – {{MoveGet|Lars-DEN.n,F|input}}
* LEN ''(Limited Entry)'' – {{MoveGet|Lars-SEN.D|input}}
}}
<!--Fastest-->
|launch={{Plainlist|
* i14 &ndash; f,n,b+2,1  ''(standing)''
* i15 &ndash; {{MoveGet|Lars-ws1|input}}  ''(while standing)''
}}
|chLaunch=i15 &ndash; {{MoveGet|Lars-b+2|input}}{{MoveGet|Lars-b+2,1|input}}
<!--Archetypal moves-->
|midCheck={{Plainlist|
* {{MoveGet|Lars-df+1|input}} &ndash; {{MoveGet|Lars-df+1|startup}} ''(standing)''
}}
|orbital={{Plainlist|
* {{MoveGet|Lars-uf+4|input}} &ndash; {{MoveGet|Lars-uf+4|startup}}
}}
|lore=[[fandom:Lars Alexandersson|Lars Alexandersson]]
|lore=[[fandom:Lars Alexandersson|Lars Alexandersson]]
|twitter=T8_Lars
|twitter=T8_Lars
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* Good generic tools
* Good generic tools
* Decent selection of lows
* Decent selection of lows
* Strong block punishment, with ability to launch at i14
* Strong block punishment, with ability to launch at i14
 
|red=
|red=
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== External links ==
== External links ==


* [http://example.com http://example.com]
* [https://www.youtube.com/watch?v=TEA80Y-dQVA TEKKEN 8 Lars Beginner Guide and Combos]


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Revision as of 00:56, 26 April 2024

Lars
Heat
  • Empowered moves from LEN
  • Rebellion can be used H.f+3+4
Heat Smash Mid – i18~19 – +8 (+10 DEN)
Heat Engagers
  • 1,1,1 – i10 – h,m,m
  • 3+4 – i17~18 – m
  • DEN.1,2 – i11~12 – h,h
  • DEN.3 – i22~23 – m
  • SEN.1 – i12~13 – m
Stances
  • DEN (Dynamic Entry) – f+3
  • SEN (Silent Entry) – DEN.n,F
  • LEN (Limited Entry) – SEN.D
Fastest
Launch
  • i14 – f,n,b+2,1 (standing)
  • i15 – ws1 (while standing)
CH launch i15 – b+2,1
Wall splat {{{splat}}}
Archetypal moves
Mid check
  • df+1 – i13 (standing)
Orbital
  • uf+4 – i25~27
Generic moves
Remapped (none)
Missing (none)
External links
Lore Lars Alexandersson
Twitter #T8_Lars
Discord Lars Alexandersson

This page is for Tekken 8. For Tekken 7, see Lars (Tekken 7).

Lars is a simple, solid all-rounder with good generics and stance mixups, strong block punishment and great combo damage. Simple to pick up and play, and boasting some very flashy moves, Lars is a great choice for the Tekken beginner.

Lars is fairly fundamental character at heart. He can use his solid pokes to control the neutral and set up stance mixups. He has tools to fish for counterhits or keep his opponents out. On defence, he boasts strong block punishment, with the rare privilege of being able to launch at i14 with Blue Bolt (f,n,b+2,1), along with a highly evasive selection of panic moves to keep aggressive opponents on their toes. His mixup stances, Dynamic Entry (DEN) and Silent Entry (SEN), double as surprisingly good movement options, and their ability to transition into one another makes it tricky to pin Lars down. Heat amplifies Lars' mixup potential, allowing him to more easily enter his mixup stances and increase his damage potential from them.

Lars' mixup stances can get increasingly difficult to set up against prepared opponents, necessitating patient conditioning with his pokes. This can make coming back from a life deficit challenging and risky.

Strengths
  • Strong stance mixups
  • Good generic tools
  • Decent selection of lows
  • Strong block punishment, with ability to launch at i14
Weaknesses
  • Poor CH game
  • Risky to make a comeback with
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links