Street Fighter X Tekken

Street Fighter X Tekken

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SFxT Guide to Lars
By SaltLevelsMax
Learn all about how to use Lars by reading this guide.
   
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Character Overview

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GAMEPLAY OVERVIEW -

Because of his great set of normals, Lars excels as a footsies based character (Footsies are the act of both players moving around the maximum range of each of their main or max-range Pokes. Each player is simultaneously looking for the opponent to walk forward into range of their Poke, while also trying to get the opponent to Whiff an attempt to hit with their Poke, so it can be Whiff Punished), use his normals to get yourself a knockdown, then you can start his insane mixup game. Lars has an amazing crouching medium kick, it has a lot of range, is fast, hits low, and can cancel into Dynamic Entry or standing heavy punch cross rush to start some combos, because of these traits that move will be the one you use the most. Against fireball characters, Lars has a couple different ways to get in and punish, first is Silent Entry cancelled into either Lightning Thrust or Rising Storm, he also has Avalanche Stomp which if timed right will go over fireballs. Fighting fireball characters is the main time you will want to play offensively because Lars has no ranged game that will force the opponent to come to you. If you get in on your opponent, Lars has plenty of frame traps and mixups to keep the opponent pinned down and guessing.
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STRENGTHS -
  • Amazing long range normals for use in the mid range game.
  • Plenty of mixups that can lead into good damage
  • Tons of great frametraps
  • Easily punishes fireballs from a good distance away without needing meter
  • Reliable anti airs with his uppercut, and far MP
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WEAKNESSES -
  • No 3 frame move.
  • Semi-slow single hit normals/specials make characters with armor attacks pretty effective against him
  • Uppercut whiffs against low-profile moves and it has pretty bad horizontal range making it an even bigger risk against certain characters during pressure.
  • All special moves unsafe on block unless spending meter.
  • Can be mashed out of Rekkas after the second part so not a true frame trap like some rekka characters.
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CHARACTER DATA -

Health: 1000
Forward Dash: 18 Frames
Backward Dash: 30 Frames
Neutral Jump: 36 Frames
Diagonal Jump: 36 Frames
Official Partner: Alisa
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STORY -

As the former charismatic leader of the Tekken Force, Lars staged an uprising from within the Mishima Zaibatsu. Now he is determined to destroy Pandora to prevent an imminent war between the Mishima Zaibatsu and Shadaloo. In order to prevent both organizations from obtaining Pandora's Box, Lars calls upon Alisa Bosconovitch to aid him in his mission.
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Normals
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FAR STANDING NORMALS -

Light punch
Far standing light punch moves Lars forward a bit and hits both standing and crouching opponents, making this a fairly useful pressure tool, since it moves you forward you can hit the opponent with it many times before it pushes you too far away, if the opponent is impatient they will get annoyed and try to escape from it which will get them hit and you can get a free combo on them.

Medium punch
In v2013 this attack is now a useful anti air for Lars, it has air attack invincibility on the arm which makes it great to use against people who are jumping in from far away where Lightning Screw would whiff.

Heavy punch
Mostly used to get good range on cross rushes because it moves Lars forward quite a bit and actually combos from other moves unlike far standing heavy kick; it can also be used as a whiff punish.

Light kick
Good range for a light attack, you can use this as a slightly faster whiff punish move compared to far hp and cr.mk.

Medium kick
Not a very quick attack but it moves Lars forward quite a bit and is +3 on block which is good for frame traps that people might not expect from such a long range normal.

Heavy kick
The range on this normal would make Dhalsim proud, as it reaches over half screen. Just like far MK, although this is a very slow normal it gets great use out of being very advantageous on block at +7, allowing you to frame trap from such a far distance, and on hit can confirm into combos with many normals since its +13 on hit. Downside is the startup is reactable at 27 frames and opens you up to a neutral jump combo punish or they can interrupt it, good to use this normal when the opponent is whiffing things trying to build meter and not expecting something at this range.
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CLOSE STANDING NORMALS -

Light punch
Not too terribly useful, close lk has the same startup, less recovery, and has better frame advantage on hit and block.

Medium punch
Pretty much just a less useful version of crouching medium punch, can confirm on hit into other normals. Can be used for frame traps without risk of getting hit with a raw launcher.

Heavy punch
Does a good amount of damage and can be used for punish combos into rising storm. Forces stand on hit.

Light kick
Quick 4 frame move with good frame advantage on hit/block to frame trap or combo into Cr.MP.

Medium kick
Good move for frame traps since it has good frame advantage on hit/block, can use to hit confirm into Cr.MP.

Heavy kick
Not much use for this normal. Slow at 10 frames and bad frame advantage on hit doesnt allow it to combo into a medium, only lights, and is -1 on block so can't be used for frame traps. Forces standing on hit.
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CROUCHING NORMALS -

Light punch
Quick 4 frame move with good frame advantage on hit/block to frame trap or combo into Cr.MP.

Medium punch
Great attack for hit confirm combos and frame traps.

Heavy punch
Leaves you with a lot of frame advantage on hit/block. If you cancel the first hit you can land a rising storm from it for big damage combos. It hits twice so it is also a good move to tag cancel from to get your partner in safely.

Light kick
Quickest option for a low attack at 5 frame startup, lots of frame advantage on hit/block so this normal puts you into a good position if you interrupt the opponent while you're doing the crouching throw tech option select.

Medium kick
This move has amazing range and gives enough frame advantage on hit to combo right into light dynamic entry from full range. Great for whiff punishes and poking in general.

Heavy kick
Pretty basic sweep, can't cancel it into specials like some other characters but it is safe on block at 0 which is very nice to have.
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NEUTRAL JUMPING NORMALS -

Light punch
Lol.

Medium punch
Not very useful either compared to other moves.

Heavy punch
Has a decent amount of active frames, does good damage, and leaves you with plenty of frame advantage on hit to combo from.

Light kick
Can be used for a quick air to air attack, also it doesn't leave the opponent in a huge amount of hit or block stun so you can use this as a tick throw setup.

Medium kick
Can crossup opponent if they walk under you while you neutral jump.

Heavy kick
Slightly slower than nj HP but has an easier time hitting crouching opponents.
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Diagonal Jumping Normals -

Light punch
Not very useful, it is quick though which might help get an air to air counter hit in your favor so you can convert to a combo, but if you are going for that you may as well just go for the jumping light kick.

Medium punch
Not too many uses but can be used in specific safe jump set ups.

Heavy punch
Main combo starter from a jump in, lots of frame advantage on hit to combo from.

Light kick
Basically just a better version of diagonal jumping light punch, used for quick air to airs.

Medium kick
Lars' cross up attack, has a good hitbox so there are plenty of distances you can jump from and still hit the opponent.

Heavy kick
Another combo starter from jump in like diagonal jumping heavy punch,1 frame less active but hits slightly lower.
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Specials
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SILENT ENTRY -

Silent Entry is Lars' main tool for getting in against a zoning opponent because of it's large amount of fireball invincibility. This move can be cancelled into either Lightning Thrust by pushing a punch button, this will make Lars push the opponent across the screen, this move has the most range of his Silent Entry cancels. Or he can cancel Silent Entry into Rising Storm by pushing a kick button, this will have Lars do an upwards kick lifting the opponent in the air to juggle them, this does not have as much range as Lightning Thrust but you can definitely get more damage off of it. Cancelling Silent Entry into either of these moves is extremely unsafe on block so keep that in mind and make sure your opponent is throwing a fireball. EX Silent Entry is a great mixup tool of Lars' since it crosses through the opponent before attacking.
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AVALANCHE STOMP -

Avalanche Stomp will flip Lars through the air going over many attacks if timed right and kick the opponent in the head allowing you to combo after it. This move is unsafe on block against 4 frame moves so it should not be abused, but it does hit as an overhead in v2013 which makes it useful in Lars' mixup and neutral game against fireballs since you can get a combo if you land it.
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LIGHTNING SCREW -

Lightning Screw is Lars' main anti air and 'get off me' move, the invincibility on this move covers the startup so this can't be interrupted which makes it great as an anti air. This move does however have bad horizontal range, so if the opponent jumps from a distance and use this move instead of far mp, you will easily whiff and eat a big combo. Also because of it's bad horizontal range and how it whiffs against low profile moves, it can be a bigger risk against certain characters during pressure. EX Lightning Screw has more invincibility and allows you to juggle from it, usually into another Lightning Screw or Close HP.
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DYNAMIC ENTRY -

Dynamic Entry is Lars' main combo tool, it is a Rekka type move, meaning it hits 3 times in a sequence and you get to decide how many times it hits whether you want to go for all 3 or just one or two. Do extra attacks after the first one by pressing a punch button again. This move is very unsafe on block so it can't be abused against people that know their punishes. There is a lot of push back on this move so there are some characters that cannot punish it well. After the second rekka on block you can be interrupted if you go for the third which makes it not a true frame trap but will still catch players that go for a slow move in between the rekkas. After the first hit of the move you can also go for an overhead by pressing down + punch, this starts slow and is unsafe on block but it is a useful combo tool since you can juggle the opponent after it. EX Dynamic Entry is +4 on block and pretty fast for such a long range move, so this can help you get in and start pressuring.
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Combos
*xx Means to cancel into the next move, and ~ means to link into the next move.
Almost all of these combos can be started with a jumping attack.*

METERLESS -

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Crouching Medium Kick xx Light Dynamic Entry xx Lock & Load xx Double Barrel
- 222 Damage
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Crouching Medium Punch ~ Crouching Medium Kick xx Light Dynamic Entry xx Lock & Load xx Double Barrel
- 256 Damage
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Crouching Medium Punch ~ Crouching Medium Punch ~ Crouching Medium Kick xx Light Dynamic Entry xx Lock & Load xx Double Barrel
- 284 Damage
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Crouching Medium Kick xx Light Dynamic Entry xx Mjolnir ~ Crouching Heavy Punch xx Light Silent Entry xx Lightning Thrust
- 273 Damage
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Crouching Medium Punch ~ Crouching Medium Kick xx Light Dynamic Entry xx Mjolnir ~ Crouching Heavy Punch xx Light Silent Entry xx Lightning Thrust
- 298 Damage
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Crouching Medium Punch ~ Crouching Medium Punch ~ Crouching Medium Kick xx Light Dynamic Entry xx Mjolnir ~ Crouching Heavy Punch xx Light Silent Entry xx Lightning Thrust
- 317 Damage
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Crouching Medium Punch ~ Crouching Heavy Punch xx Light Silent Entry xx Rising Storm ~ Crouching Medium Punch xx Heavy Lightning Screw
- 334 Damage
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Far Standing Heavy Kick ~ Crouching Medium Kick xx Light Dynamic Entry xx Lock & Load xx Double Barrel
- 256 Damage
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(In corner) Crouching Heavy Punch ~ Crouching Medium Kick xx Light Dynamic Entry xx Lock & Load ~ Crouching Medium Punch ~ Crouching Medium Punch ~ Close Standing Heavy Punch xx Heavy Lightning Screw
- 373 Damage
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(Tagged in from partner) Crouching Medium Punch ~ Crouching Medium Kick xx Light Silent Entry xx Rising Storm
- Damage Varies
(Good for wakeup mixups / pressure)
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(Tagged in from partner) Close Standing Heavy Punch xx Heavy Lightning Screw
- Damage Varies
(Best damage from a midscreen tag in combo)
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(Tagged in from partner in corner) Crouching Heavy Punch ~ Close Standing Heavy Punch xx Heavy Lightning Screw
- Damage Varies
(More damage than his other tag in combos but only works in corner)
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COSTS METER -

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EX Lightning Screw ~ Heavy Lightning Screw
- 250 Damage
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EX Silent Entry xx Rising Storm ~ Crouching Medium Punch xx Heavy Lightning Screw
- 300 Damage
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Crouching Medium Punch ~ Crouching Heavy Punch xx Light Silent Entry xx Rising Storm ~ Crouching Medium Punch xx EX Lightning Screw ~ Heavy Lightning Screw
- 379 Damage
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Crouching Medium Punch ~ Crouching Medium Punch ~ Crouching Medium Kick xx Zeus
- 409 Damage
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Crouching Medium Punch ~ Crouching Heavy Punch xx Light Silent Entry xx Rising Storm ~ Crouching Medium Punch xx Heavy Lightning Screw xx (Tag cancel into partner)
- Damage Depends On Partner's Combo
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Frame Traps
*A Frame Trap is a sequence of attacks designed to make the opponent think they have a good opportunity to attack, when they are actually in a poor position to attack by leaving enough frames for them to throw out a move but not enough for the move to start up before your next move hits.*

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Far Light Punch ~ Far Light Punch 4 Frames
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Far Heavy Kick ~ Crouching Heavy Kick 3 Frames
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Crouching Medium Punch ~ Crouching Medium Punch 1 Frame
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Crouching Medium Punch ~ Crouching Medium Kick 3 Frames
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Crouching Light Punch ~ Crouching Medium Punch 2 Frames
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Far Standing Medium Kick ~ Crouching Medium Punch 3 Frames
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Far Standing Medium Kick ~ Crouching Medium Kick 5 Frames
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Close Standing Medium Kick ~ Crouching Medium Punch 3 Frames
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Mixups
*Mixups are a situation where the attacking player can use multiple options that will each require the defending player to react differently to defend properly.*

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Crouching Medium Punch ~ Crouching Medium Kick (or) Storm Axle
Although you cannot combo from Lars' overhead, this is a useful mixup to get a little extra damage. Lars' BnB is a couple crouching medium punches followed by a crouching medium kick, so opponents will know to block low so that they don't eat a big combo, you can use this to your advantage by replacing the crouching medium kick with an overhead. This may confuse them as to which way to block which can allow you to get more crouching medium kicks into big combos from it.
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Crouching Medium Kick xx Avalanche Stomp
This can be a useful pressure string because it will force the opponent to block low then block high, and if they don't block it in time you can convert Avalanche Stomp into a damaging combo.
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Cancelable normal xx Charge Attack Dash Cancel Forward ~ Throw (or) Continue to Another Pressure String
If the opponent respects your pressure and continue to block instead of hitting anything you can use this to open them up with a throw, or if they see the throw coming and try to tech you could also do another string of frame traps instead.
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Cancelable normal xx EX Silent Entry
Very useful trick if you have the meter for it. EX Silent Entry crosses through the opponent and attacks with a very fast kick which puts them into a juggle state for big damage. This kick is very unsafe on block so if they start to see it coming and switch block directions you can instead go for a throw or a safe normal into frame traps instead.
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Heavy Lightning Screw ~ Heavy Avalanche Flip Cancel~ Crouching Medium Punch
Will land behind most characters immediately as they get up if they do a quick rise which can be very hard to react to and gives you a chance to start another hit confirm combo, or frame traps / throw if they manage to block it correctly making this a very low risk high reward mixup. Doing Medium Avalanche flip cancel instead will guarantee that you land in front of them, giving you a 50/50 option.
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16 Comments
U DON'T NEED TO KNOW MY NAME 11 Aug, 2020 @ 12:13pm 
All these for street fighter X Tekken lars ? he have these many options ? . . . . :O
KONZENTRATION 20 Feb, 2016 @ 9:46am 
this is not a secret!!!!!!!!!!!!!!!!
Musashi 23 Jun, 2014 @ 11:34am 
nice guide thanks
SaltLevelsMax  [author] 14 Oct, 2013 @ 11:48am 
Updated the guide a bit, separated the text into more parts like I had for the combos section making it a little easier to find what you're looking for quicker, updated the strengths and weaknesses a little bit, and added Lars' most amazing mixup to the mixup section.
SaltLevelsMax  [author] 24 Sep, 2013 @ 12:13am 
Well I was talking more about practical combos, Rising Storm is super unsafe, but if you hit confirm into it from c.mp ~ c.hp then you can continue into the c.hp ~ s.hp xx heavy lightning screw for some good damage.
111 23 Sep, 2013 @ 11:40pm 
I like Rising Storm, DE->L&L combo isn't looking so epic. Well... atleast Kazuya's juggle style is working here.
SaltLevelsMax  [author] 23 Sep, 2013 @ 11:05pm 
In corner Dynamic Entry xx Lock & Load ~ Cr.MP ~ Cr.MP ~ Cl.HP xx Heavy Lightning Screw. Or if you are tagged in from your partner, Cr.HP ~ Cl.HP xx Heavy Lightning Screw
111 23 Sep, 2013 @ 2:01pm 
And... how about corner combo?

Silent Entry xx Rising Storm xx cr.MP xx cr. MP xx cr. MP xx Zeus/Cross-Art?
S 29 Jul, 2013 @ 6:01pm 
Thx man:B1:
SaltLevelsMax  [author] 27 Mar, 2013 @ 5:45pm 
Извините, что я знаю только английский, вы можете попробовать использовать Google, чтобы перевести руководство для вас. Паровая нужен способ перевода руководств и комментариев.