Lars (Tekken 7): Difference between revisions

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{{Lars}}
{{Lars}}
{{Infobox fighter (Tekken 7)
|name=Lars
|stances={{Plainlist|
* DEN ''(Dynamic Entry)'' – f+3
* SEN ''(Silent Entry)'' – f+3~f}}
|launch={{Plainlist|
* i14 – f,b+2,1
* i15 – ws+1
* i16 – df+2,1}}
|splat={{Plainlist|
* i12 – f+2,4}}
|chLaunch={{Plainlist|
* i17 – f,f+1+2}}
|remappedGenerics={{Plainlist|
* ''(placeholder)''}}
|midCheck={{Plainlist|
* df+1 ''(standing)''
* d+1 ''(crouching)''}}
|orbital=uf+4}}
{{See other}}
{{Archetype|Lars}}
'''Lars''' is a rather straight-forward and easy-to-use character who utilizes strong use of fundamentals and poking in order to get in his opponent's face and assault them with his stance mix-ups.
{{BlueRed
|blue=
* Straight-forward gameplan with the use of stance transitions from his key pokes
* Strongly fundamentals-based in the form of poking/punishment
* Possesses some of the absolute best wall carry in the game due to his combo structure
* Highly evasive properties on select attacks
* Above-average jab range
|red=
* Loses very easily to stance interuptions, especially launchers, making his offense-oriented gameplan easy to shut down against wary opponents
* Particularly susceptible to being sidestepped, especially to the right
}}
{{KeyTechs|
{{KeyTech|f,b+2,1 -14 block punish
|importance=5|dexterity=2|rhythm=0|value=5}}
}}
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:37, 4 February 2024

Lars
Stances
  • DEN (Dynamic Entry) – f+3
  • SEN (Silent Entry) – f+3~f
Fastest launch
  • i14 – f,b+2,1
  • i15 – ws+1
  • i16 – df+2,1
Fastest CH launch
  • i17 – f,f+1+2
Fastest wall splat
  • i12 – f+2,4
Archetypal moves
Mid check
  • df+1 (standing)
  • d+1 (crouching)
Orbital uf+4
Generic moves
Remapped
  • (placeholder)
Missing (none)
External links
Lore {{{lore}}}

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Lars is a rather straight-forward and easy-to-use character who utilizes strong use of fundamentals and poking in order to get in his opponent's face and assault them with his stance mix-ups.

Strengths
  • Straight-forward gameplan with the use of stance transitions from his key pokes
  • Strongly fundamentals-based in the form of poking/punishment
  • Possesses some of the absolute best wall carry in the game due to his combo structure
  • Highly evasive properties on select attacks
  • Above-average jab range
Weaknesses
  • Loses very easily to stance interuptions, especially launchers, making his offense-oriented gameplan easy to shut down against wary opponents
  • Particularly susceptible to being sidestepped, especially to the right
f,b+2,1 -14 block punish
importance
★★★★★
value
★★★★★
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆