Street Fighter X Tekken/Lars

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Lars

Sfxt Lars face.jpg

Ideal Team Position: Point


Lars is a very solid character overall with many strengths that allow the player to play him in a variety of ways depending on your play style or the current match up. He has great normals for poking so he can be played as a defensive footsie-based character, but he also has great normals for pressuring so you can play him as an offensive character with good frame traps, mixups, and damage. Lars also has great mobility with a solid walk speed, his Silent Entry going nearly full screen while projectile invincible, his Avalanche Stomp also going nearly full screen and leaping over many attacks, and several forward-moving normals that get him into range to start pressuring. Lars also has a few strong anti-air options to shut down jump-happy foes, with his meterless invincible DP and his far Mp.png in which the arm is invincible to airborne attacks. This is a character that many players can feel comfortable playing thanks to his plethora of options fitting almost any play style they would like on their team, as well as being a fairly easy character to pick up and play compared to other Tekken characters.


Strengths Weaknesses
  • Possesses a true invincible DP with a high launch, allowing for tag cancels into several damaging jump-in juggles
  • Very dangerous with meter thanks to a very fast side-switching EX Silent Entry (qcf+KK) into follow-ups that lead to combos, EX Dynamic Entry being a 17 frame full screen way to get in and be plus on block, and EX Lightning Screw as an invincible reversal that leads to damaging juggles
  • Long-range normals like cr.MK that can be cancelled into special attacks and Cross Rushes
  • f+MK overhead starts up quickly, crushes most lows, has long range, and is safe on block (-2), making it a somewhat abusable attack
  • Able to approach opponents at will thanks to good normals for footsies, and great mobility with respectable walk speed, near full screen projectile-invincible Silent Entry, and Avalanche Stomp that can leap over many attacks
  • Great frame trap and pressure options thanks to many normals being very advantageous on block
  • Several good options to set up Pandora combos
  • Almost all of his most combo-friendly normals are crouching attacks, making him very vulnerable to raw launches during block strings, although he does have some decent standing attack options for pressure
  • His DP, the Lightning Screw (dp+K), does not possess enough block stun for a safe tag
  • Lightning Screw lacks horizontal damage, which limits its use as a punishing reversal
  • Both of his follow-ups from Silent Entry are unsafe on block; furthermore, empty Silent Entries are even more unsafe on block, forcing Lars to commit to an attack every time he utilizes this move if the opponent has quick enough reflexes to punish empty Silent Entry
  • Dynamic Entry and its follow-ups are unsafe and can be interrupted on block with good timing
  • Normals start a couple frames slower than average to compensate for their fast recovery, long range, and conversion options

Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far LP
Lp.png 
H 30 5 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Good range and forward movement for a light attack.
Far MP
Mp.png 
H 60 7 5 12 +4 0 SM,EX,SA,CA 2 0(2f),1 1 Attacking arm crushes airborne attacks frames 7-11.
Pretty solid anti air for people jumping further in front of you than DP can reach. Also has a good hitbox for beating opponents that try to counter-poke your cr.MK with something like cr.LP.
Far HP
Hp.png 
H 90 11 2 22 +2 -4 - 3 1 1 Forces standing.
Good range and hitbox, can be used to whiff punish with a heavy attack into a launcher for less scaling on your partner's tag-in combo.
Far LK
Lk.png 
H 30 7 3 9 +5 +1 - 1 1 1 -
Very slow for a light attack, however it has pretty great range and moves him forward.
Far MK
Mk.png 
H 60 13 2 12 +7 +3 - 2 1 1 -
Fairly long range and moves him forward while also being plus on block, making this a good mid-range poke to move in close to start pressure.
Far HK
Hk.png 
H 90 27 2 11 +13 +7 SM,EX,SA,CA 3 1 1 Forces standing.
Slow startup but very long range and advantageous on hit/block. High risk of punish if they see and neutral jump over it.
Close LP
Lp.png (Near Opponent) 
H 30 4 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Worse frame advantage than close LK, but it has less pushback.
Close MP
Mp.png (Near Opponent) 
H 60 6 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Slightly worse frame advantage than his other good close normals, but it is still an option for hit-confirming into cr.MP.
Close HP
Hp.png (Near Opponent) 
H 90 5 3 23 0 -6 SM,EX,SA,CA 3 1 1
Very fast for a heavy attack at only 5 frames of startup and leads into Rising Storm for a damaging punish combo.
Close LK
Lk.png (Near Opponent) 
H 30 4 3 7 +7 +3 SM,EX,SA,CA 1 1 1 -
Solid standing normal to start a hit-confirm with to avoid getting hit with a raw launch.
Close MK
Mk.png (Near Opponent) 
H 60 8 5 9 +7 +3 SM,EX,SA,CA 2 1 1 -
Great normal for meaties since it has a lot of active frames and is advantageous on block and links into other normals on hit, as well as being a standing normal so you don't have to worry about raw launches on wakeup.
Close HK
Hk.png (Near Opponent) 
H 90 10 3 18 +5 -1 - 3 1 1 Forces standing.
Really not much reason to use this move, pushback on hit/block is way too high for him to follow up with anything.
Crouch LP
D.png + Lp.png 
H 30 4 2 7 +7 +4 SM,EX,SA,CA 1 1 1 -
Good frame advantage on hit/block and semi-fast startup makes this a good tool to start pressure.
Crouch MP
D.png + Mp.png 
H 60 6 3 9 +9 +5 SM,EX,SA,CA 2 1 1 -
Very advantageous on hit/block making this a great button for frame traps and hit-confirming into either cr.MK or cr.HP.
Crouch HP
D.png + Hp.png 
H 70,20 8 2(7)2 14 +10 +4 1st hit SM,EX,SA,CA 3 1 1 Forces standing.
Good normal for either leading into a frame trap or following up from cr.MP to combo into Rising Storm.
Crouch LK
D.png + Lk.png 
L 30 5 2 7 +8 +4 SM,EX,SA,CA 1 1 1
His fastest Low.png attack and very advantageous on hit/block.
Crouch MK
D.png + Mk.png 
L 60 8 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Very long range low poke that can combo into LP Dynamic Entry combos or Boost Chain into your partner; great button for playing footsies with.
Crouch HK
D.png + Hk.png 
L 90 10 2 18 Hardknockdown.png 0 - 3 1 - -
Safe on block sweep with decent range.
Jump LP
Ub.png / U.png / Uf.png ---.png Lp.png 
M 40 5 4 Until Ground + 4 +12 +4 - 1 1 1 -
Jump MP
Ub.png / U.png / Uf.png ---.png Mp.png 
M 70 6 5 Until Ground + 4 +16 +5 - 2 1 1 -
Jump HP
Ub.png / U.png / Uf.png ---.png Hp.png 
M 100 8 4 Until Ground + 4 +20 +8 - 3 1 1 -
Jump LK
Ub.png / U.png / Uf.png ---.png Lk.png 
M 40 5 5 Until Ground + 4 +12 +4 - 1 1 1 -
Jump MK
Ub.png / U.png / Uf.png ---.png Mk.png 
M 70 7 3 Until Ground + 4 +16 +5 - 2 1 1 -
Cross up.
Jump HK
Ub.png / U.png / Uf.png ---.png Hk.png 
M 100 11 3 Until Ground + 4 +20 +8 - 3 1 1 -
Launcher
Hp.png + Hk.png 
H 100 13 2 54 Switch -34 - 3 - - Crushes crouching attacks frames 1-14, launches opponent while switching characters.
Cross Cancel
F.png + Hp.png + Hk.png (while blocking) 
H 60,60 6 3(9)2 21+8 Hardknockdown.png - - - - - Invulnerability on frames 1-8, resembles EX Lightning Screw.
Fairly reliable alpha counter overall that allows for a safe raw tag, however it can sometimes be low-profiled by some moves/spacing.

Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Storm Axle
F.png + Mk.png 
M 90 18 2 13 +1 -2 - 3 1 0 Ground bounce against airborne opponent. Hits crouching opponent on frame 19; airborne frames.
Fast overhead with great range, and is mostly safe on block. Can't combo after it unless you get an aerial CH, but still a very strong tool for pressure thanks to its low risk. Also can use to avoid low attacks and corpse hop.


Throws

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
SHB
Lp.png + Lk.png 
Throw.png 130 5 2 20 Hardknockdown.png - - - - - -
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.
Raging Thunder
B.png + Lp.png + Lk.png 
Throw.png 130 5 2 20 Hardknockdown.png - - - - - -
Basic throw, leaves them about 3/4 screen away, can lead to a safe jump or safe raw tag.

Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Silent Entry LK
Qcf.png + Lk.png 
- - - - 23 - - - - - - Throw and projectile invulnerability on frames 1-22.
Silent Entry MK
Qcf.png + Mk.png 
- - - - 31 - - - - - - Throw and projectile invulnerability on frames 1-25.
Silent Entry HK
Qcf.png + Hk.png 
- - - - 31 - - - - - - Throw and projectile invulnerability on frames 1-25, can be canceled into Silent Entry 8 frames before the end.
Silent Entry EX
Qcf.png + K.png K.png 
- - - - 31 - - - - - - Can pass through opponent, invulnerability on frames 1-5, throw and projectile invulnerability on frames 1-25.
Lightning Thrust
Silent Entry ---.png P 
H 120 5 2 36 Knockdown.png -16 - 6 6 0 Throw and projectile invulnerability on frames 1-6.
Lightning Thrust EX
(EX) Silent Entry ---.png P 
H 100 18 2 36 Crumple.png -16 - 6 6 0 Throw and projectile invulnerability frames on 1-19.
Rising Storm
Silent Entry ---.png K 
H 90 9 6 26 Float -10 - 3 3 0 Airborne on frames 11-28.
Rising Storm EX
(EX) Silent Entry ---.png K 
H 120 13 6 24 Float -8 - 4 3 0 Airborne on frames 15-32.
Avalanche Stomp
Qcb.png + K.png 
M 80 30 4 15+8 +8 -4 - 3 3(LK/MK),1(HK) 0 Button strength determines distance, hits standing opponent on frame 31 and crouching opponent on frame 32, airborne from frame 9.
Avalanche Stomp EX
Qcb.png + K.png K.png 
M 80 30 4 15+8 Ground Bounce -4 - 3 1 0 Hits standing opponent on frame 31 and crouching opponent on frame 32, invulnerability on frames 1-8, airborne from frame 9.
Avalanche Flip
LP during Avalanche Stomp 
- - - - - - - - - - - Cancels Avalanche Stomp's attack.
Avalanche Spike
MP or HP during Avalanche Stomp 
L 130 50 2 15 Hardknockdown.png 0 - 3 3 0 Alters Avalanche Stomp's attack.
Dynamic Entry LP
Qcf.png + Lp.png 
H 60 19 2 26 +1 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry MP
Qcf.png + Mp.png 
H 60 24 2 26 +6 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry HP
Qcf.png + Hp.png 
H 60 24 2 6 +6 -7 - 3 1 0 Chrg.png Chargeable: 51F for EX Version and 100F for Super Art. Crumples on Counter.png hit.
Dynamic Entry EX
Qcf.png + P.png P.png 
H 100 17 2 16 +3 +4 - 3 2 0 Chrg.png Chargeable: 51F for Super Art. Crumples on Counter.png hit.
Mjolnir
D.png + P.png during Dynamic Entry 
M 40 21 2 34 Ground Bounce -10 - 5 3 3 -
Mjolnir EX
D.png + P.png during (EX) Dynamic Entry 
M 60 21 2 38 Ground Bounce -25 - 5 3 3 -
Lock & Load
P.png during Dynamic Entry 
H 40 18 4 20 Float -9 - 4 1 0 -
Lock & Load EX
P.png during (EX) Dynamic Entry 
H 50 10 4 37 Float -26 - 4 1 0 -
Double Barrel
P.png during Lock & Load 
H 80 12 2 35 Knockdown.png -15 - 5 3 0 -
Double Barrel EX
P.png during (EX) Lock & Load 
H 40 12 2 35 Wall Bounce -15 - 5 0 0 -
Lightning Screw LK
Dp.png + Lk.png 
H 70,60 5 3(8)2 20+13 Knockdown.png -31 - 3,4 1,5 0 Invulnerability on frames 1-5.
Lightning Screw MK
Dp.png + Mk.png 
H 80,60 6 3(9)2 20+13 Knockdown.png -32 - 3,4 1,5 0 Invulnerability on frames 1-6.
Lightning Screw HK
Dp.png + Hk.png 
H 90,60 8 3(9)2 20+13 Knockdown.png -32 - 3,4 1,5 0 Invulnerability on frames 1-8.
Lightning Screw EX
Dp.png + K.png k 
H 50,50 6 3(9)2 21+8 Float -28 - 4,5 1,1 0,1 Invulnerability on frames 1-8.

Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Zeus
Qcf.png + 3p.png 
H 320 14 2 56 Hardknockdown.png -36 - 3 4 - 62 frames of cinematic freeze before attack begins, invulnerability on frames 1-14.
Cross Art
Qcf.png + Mp.png + Mk.png 
H 150+ 10 3(9)2 52 Switch -32 - 3,4 3,3 - 65 frames of cinematic freeze before attack begins, invulnerability on frames 1-11.

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 7 5 17 -1 -5 EX,SA,CA Attacking arm crushes airborne attacks on frames 7-11.
Far HP H 63 13 2 36 -12 -18 - Forces standing.
Far MK H 42 13 2 22 -3 -7 - -
Far HK H 63 26 2 20 +4 -2 EX,SA,CA Forces standing.
Close MP H 42 6 2 18 +1 -3 EX,SA,CA -
Close HP H 63 5 3 32 -9 -15 EX,SA,CA Forces standing.
Close MK H 42 8 5 14 +2 -2 EX,SA,CA -
Close HK H 63 10 3 27 -4 -10 - Forces standing.
Crouch MP **LC H 42 6 3 22 -4 -8 EX,SA,CA -
Crouch HP **LC H 49,14 8 2(7)2 31 -7 -13 1st hit EX,SA,CA Forces standing.
Crouch MK L 42 8 2 24 -5 -9 EX,SA,CA -
Crouch HK L 63 10 2 27 Hard Knockdown -9 - -

General Strategy

Excerpt from the SFxT Dossier: https://drive.google.com/file/d/1aShrPvnqta3JKFZFMkdB65fmR4v7nLmt/view

"Unlike a lot of his fellow Tekken cast members, Lars is able to play footsies and neutral as well as any Street Fighter character, with the added benefit of being able to access a number of damaging combos and juggles. With an excellent DP at his disposal as well as his far MP, Lars can easily shut down an opponent’s aerial assault and force them to play a solid ground game where Lars also excels. His crouching buttons are excellent, with cr.MK reaching quite far and coming out quickly. Against zoners, Lars has two options: make a hard read with his Avalanche Stomp, or close in with his Silent Entry. If Lars has meter and is close enough to the opponent, he has access to an ambiguous crossup on the ground with EX Silent Entry where he can get a full juggle off of either the P or K enders, although both are unsafe on block. While his primary overhead, f+MK, does not combo, it comes out very fast, is safe on block, and has a large hitbox. This makes it a very powerful and borderline abusable tool for Lars to pressure opponents. Lars has all of the tools to make an excellent point character, able to trade initial blows with an opponent effectively thanks to his long pokes and considerable knockback on his attacks that allow him to freely tag in his partner. If you have meter, using his DP into a tag is particularly powerful as the dual-hitting nature and high launch of Lars’s DP gives his partner access to jump-in combos that would otherwise be difficult to pull off with a single-hitting DP."

Combos

Bread and Butter Combos

  • cr.LP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (297)
  • cr.MP, cr.MP, cr.MK xx qcf+LP>d+P, walk forward cl.HP xx qcf+LK>P (327)
  • cr.MP, cr.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (358)
  • cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (366)
  • st.HK, cr.MK xx qcf+LP>d+P, cl.HP xx qcf+LK>P (340)
  • qcb+K, cl.HP xx qcf+LK>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (398)

Meter Combos

  • cl.HP xx qcf+LK>K, cl.HP xx dp+KK, dp+HK (412)
  • qcf+KK>K, cl.HP xx qcf+LK, cr.LP, walk forward cl.HP xx dp+HK (387)
  • qcf+PP>P>P, dash forward, cl.MK, cr.MP, cr.MK xx qcf+K>P (346)

Corner Combos

  • cr.MK xx qcf+LP>P, cr.HP, cl.HP xx dp+HK (344)
  • cl.HP xx qcf+LK>K, cr.HP, cl.HP xx dp+HK (405)
  • cr.MK xx qcf+LP>P, cr.MP, cr.MP, cl.HP xx dp+HK (335)

Anti-Air / Air-to-Air Combos

  • CH st.MP, cr.MK xx qcf+LK>P (231)
  • dp+KK, cl.HP xx dp+HK (310)
  • CH j.HP, cl.HP xx dp+HK (335)
  • qcf+K>K, cl.MK, cr.MP, cr.MK xx qcf+LK>P (312)

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