SFxT v2013 Guide to Lars Alexandersson

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SFxT v2013 Guide to Lars Alexandersson

Postby xxMarshy » Mon Feb 04, 2013 10:18 am

Image

>:DNormalsSpecialsCombosFrame TrapsMixupsTeam SynergyMatchupsFrame Data

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 mix ups to keep the opponent pinned down and to get good damage off a mix up, I will go over these later in the guide.


Strengths -
  • Great normals (Possibly best crouching medium kick in game)
  • Plenty of mixups that can lead into good damage
  • Easy and useful frametraps
  • Punishes fireballs from a good distance without using meter


Weaknesses -
  • Horrible range on uppercut, making it difficult to deal with pressure at times
  • Most everything unsafe vs 3 or 4 frame moves
  • Can be mashed out of Rekkas and some mixups
  • Terrible chip damage game


Character Data -
Health: 1000
Tier Ranking: A
Forward Dash: Average
Backward Dash: Bad



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.



v2013 Changes -
Spoiler: show
• Close LK - Startup 5F->4F
• Close HP - Startup 10F->5F
• Close HK - Push back on block when used in boost combo reduced
• Far LP - Startup 6F->5F
• Far MP - Area around arm is invincible against air attacks
• Far MK - Changed entire motion slightly
- Added 5F to boost combos (On hit -3F/On block -7F)
• Far HP - Startup 13F->11F
- Removed 5F from boost combos (On hit +2F/On block -4F)
- Hit box enlarged
• cr. LP - Hit stun 8F->7F
- Startup 5F->4F
• cr. MP - Push back on block when used in boost combo reduced
- Added +5F (On hit -4F/On block 8F)
• cr. MK - Push back on block when used in boost combo reduced
- Added 4F to boost combos (On hit -5F/On block -9F)
• cr. HP - Damage 50+50(100)->70+20(90)
- Push back on block when used in boost combo reduced
- Added 6F to boost combos (On hit -6F/On block -12F)
- After 2nd hit can transition to launch attack, cross rush
• Storm Axle - Damage 70->90
• L. Lightning Screw - Damage 40+50(90)->70+60(130)
• M. Lightning Screw - Damage 50+50(100)->80+60(140)
• H. Lightning Screw - Damage 60+50(110)->90+60(150)
• Lightning Screw - Reduced float when 1st hit connects midair
• Lightning Thrust - Damage 100->120
- Projectile invincible until hit box disappears
• Rising Storm - Damage 70->90
• Avalanche Spike - Damage 100->130
- Move attack property changed from high to mid
• L. Dynamic Entry - Attack Startup 21F->20F
• H. Dynamic Entry - Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
• EX Dynamic Entry - Reduced advantage on hit by 10F
- Damage 60->100
• EX Lock & Load - Midair combo counter usage changed to 1
- Damage 30->50
• EX Double Barrel - Midair combo counter usage changed to 0
- Hit stun reduced by 15F
• SHB - Damage 120->130
• Raging Thunder - Damage 150->130
Far Standing LP
• Startup changed from 6 frames to 5.
• Pushback on hit and block increased.
Far Standing MP
• Area around the arm has been made invincible to air attacks.
• Bottom part of the hitbox has been increased.
• Startup changed from 9 frames to 7.
Far Standing MK
• Entire animation has been slightly tweaked.
• 5 frames added when used during a Boost Combo (on hit -3, on block -7).
• Startup changed from 15 frames to 13.
Far Standing HP
• Startup changed from 13 frames to 11.
• Decreased by 5 frames when attack connects (on hit +2, on block -4).
• Hitbox increased.
Avalanche Spike
• Damage changed from 100 to 130.
Silent Entry HK
• 8 frames before attack stun ends, this move can be canceled into the all versions of Silent Entry (LK, MK, HK, EX).
Avalanche Stomp
• Changed from a high attack to an overhead.
Cross Rush
• Forward movement distance extended.

Special move meter gain:
• Lightning Thrust: Whiff 15/On block 20/On hit 40
• Rising Storm: Whiff 5->15
• Avalanche Stomp: Whiff 5->10
• Avalanche Spike: Whiff 5->15
• Lightning Screw: On hit 40+40(80)->30+20(50)
• Dynamic Entry: Whiff 10->0/On hit 40->50
• Lock & Load: Whiff 5->10/On hit 40->20
• Double Barrel: Whiff 5->10/On hit 40->30
• Mjolnir: Whiff 5->15
Last edited by xxMarshy on Tue Mar 19, 2013 9:32 am, edited 35 times in total.

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Normals

Postby xxMarshy » Mon Feb 04, 2013 10:19 am

Normal Moves

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 if you are too far away for crouching medium kick to connect.

Light kick
Quick move with good range for a light attack, you can use this as a fast long range punish to start a boost combo.

Medium kick
Not a very quick attack but it moves Lars forward giving it excellent range, this can be used to punish whiffed moves, from max distance you can cancel into crouching heavy kick which will give you a knockdown and if it is blocked it will be safe from most characters.

Heavy kick
The range on this normal would make Dhalsim proud, it reaches over half screen. Although it is very slow it is still a useful normal, if your opponent gets careless and just whiffs moves a bunch to try and build meter or whatever the reason thinking you are too far to punish this move can hit them and gives you a lot of frame advantage on hit so you can go right into a crouching medium kick combo, or if you don't trust your lnks you can cancel far standing heavy kick right into a special for a combo.

Close Standing Normals -

Light punch
Not too terribly useful, can be used for cross rushes I guess if you don't want to use light kick instead.

Medium punch
Pretty much just a less useful version of crouching medium punch, it may be more likely to make people want to hit buttons after it than crouching medium punch which can be useful for landing frame traps.

Heavy punch
Does a good amount of damage and can be used for combos into rising storm, but this would most likely involve not hit confirming which is very risky unless you know for sure you will hit the opponent, it also forces stand on hit.

Light kick
Can be used for cross rushes.

Medium kick
Startup on this move is slow and it cannot be comboed after if the opponent is crouching making this basically useless compared to his other normals.

Heavy kick
Can somewhat be used for pressure with a boost combo as it is a safer version than boost combo into heavy punch.

Crouching Normals -

Light punch
This move can be used to hit confirm into cross rushes, although crouching light kick does a better job at this.

Medium punch
Great attack for combos and frame traps.

Heavy punch
Leaves you with a lot of frame advantage on hit. 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 boost combo into then tag your opponent in safely from.

Light kick
Hits low and leaves a good amount of frame advantage on hit, making this very useful for hit confirming into cross rushes.

Medium kick
This move has amazing range and gives enough frame advantage on hit to combo right into light dynamic entry from full range, this move you will be using the most in footsies battles.

Heavy kick
Basic sweep, you will want to boost combo into this at times so that you can get a hard knockdown where you can set up your pressure / mixup game.

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. Best used on the opponent's wakeup.

Light kick
Not too terribly useful but it doesn't leave the opponent in a huge amount of hit or block stun so if timed right you can use this as a tick throw setup.

Medium kick
This can actually cross up the opponent if they try to walk under you, probably won't happen much but it is cool to know.

Heavy kick
Basically the same as neutral jumping heavy punch but it may be easier to anti air if you don't time it right on the opponent's wakeup.

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
Another move that is not too useful, I have not found a use for it that another move is not already better at.

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.

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, but the active frames is pretty short so it must be done fairly low in his jump.

Heavy kick
Another combo starter from jump in like diagonal jumping heavy punch, but may be very slightly harder to time, basically just preference of which one you would like to use.

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Specials

Postby xxMarshy » Mon Feb 04, 2013 10:19 am

Special Moves

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, I will get into using this effectively in the Mixup section of the guide.


Avalanche Stomp -
Avalanche Stomp looks and acts a lot like an instant air Jaguar Kick (One of Adon's moves from Street Fighter 4) because it will flip Lars through the air going over any 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 very useful in Lars' mixup game especially since you can get a huge combo if you land it, and you can use Avalanche Spike to hit the opponent low once they figure out they have to block the normal Avalanche Stomp high. EX version of Avalanche Stomp is basically useless, before v2013 it was somewhat useful since it hit as an overhead while the normal versions did not, but now that they all hit overhead and the ground bounce from getting a hit of EX Avalanche Stomp meaning worse combos, this is not very useful a move at all.


Lightning Screw -
Lightning Screw is Lars' main anti air and 'get off me' move, it has around 5 frames of startup invincibility so if it is timed right it will beat any jump in attack. This move does however have very bad horizontal range, so if the opponent jumps from a distance and you don't see it coming to do a standing medium punch, you will easily whiff and eat a big combo. Also because of it's bad horizontal range it is not a very good move to get pressure off of you unless you use it right at the beginning of whatever they are doing. EX Lightning Screw has more invincibility and it allows you to juggle from it, usually into another Lightning Screw.


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 must be used wisely, usually ending it after either the first or second hit. The second hit is safer on block and puts the opponent in a juggle state on hit but it can still be punished, if the opponent starts mashing on buttons after the second hit you will most likely eat a big combo even if you go for the third hit; this is why I usually stop after the first hit and then occasionally go for the second hit if the opponent tries to mash buttons after the first, this will usually either beat them or trade. 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 get a lot of damage from landing it. EX Dynamic Entry used to be somewhat useful in 2012 for combos but they have nerfed it and it is now not very useful.

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Combos

Postby xxMarshy » Mon Feb 04, 2013 10:19 am

Combos
*xx Means to cancel into the next move, and ~ means to link into the next move.
All of these combos can be started with a jumping attack.*


Meterless -

_________________________________________________________________________________________________________

:joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :punch: xx :punch: 222 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :punch: xx :punch: 256 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :punch: xx :punch: 284 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :joystick-down: :plus: :punch: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: xx :punch: 273 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :joystick-down: :plus: :punch: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: xx :punch:
298 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :joystick-down: :plus: :punch: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: xx :punch: 317 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: ~ :joystick-down: :plus: :punch-medium: xx :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: 334 Damage
_________________________________________________________________________________________________________

Far :kick-hard: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-light: xx :punch: xx :punch: 256 Damage
_________________________________________________________________________________________________________

(Tagged in from partner) Close :kick-medium: ~ :joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: xx :kick: Damage Varies
_________________________________________________________________________________________________________

(Tagged in from partner) Close :punch-hard: xx :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: Damage Varies (Always more damage than previous tag in combo though)


Costs Meter -

_________________________________________________________________________________________________________

:joystick-right: :joystick-down: :joystick-down-right: :kick_2x: ~ :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: 250 Damage
_________________________________________________________________________________________________________

:joystick-down: :joystick-down-right: :joystick-right: :kick_2x: xx :kick: ~ :joystick-down: :plus: :punch-medium: xx :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: 300 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: xx :kick: ~ :joystick-down: :plus: :punch-medium: xx :joystick-right: :joystick-down: :joystick-down-right: :kick_2x: ~ :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: 379 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :kick-medium: xx :joystick-down: :joystick-down-right: :joystick-right: :punch-3x: 409 Damage
_________________________________________________________________________________________________________

:joystick-down: :plus: :punch-medium: ~ :joystick-down: :plus: :punch-hard: xx :joystick-down: :joystick-down-right: :joystick-right: :kick: ~ :joystick-down: :plus: :punch-medium: xx :joystick-right: :joystick-down: :joystick-down-right: :kick-hard: xx Tag Into Partner
Damage Depends On Partner's Combo
_________________________________________________________________________________________________________


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Frame Traps

Postby xxMarshy » Mon Feb 04, 2013 10:20 am

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.*

_________________________________________________________________________________________________________

Far Light Punch ~ Far Light Punch 4 Frames
_________________________________________________________________________________________________________

Far Heavy Kick ~ Crouching Heavy Kick 3 Frames
_________________________________________________________________________________________________________

Crouching Medium Punch ~ Crouching Medium Punch 1 Frame
_________________________________________________________________________________________________________

Crouching Medium Punch ~ Crouching Medium Kick 3 Frames
_________________________________________________________________________________________________________

Crouching Light Punch ~ Crouching Medium Punch 2 Frames
_________________________________________________________________________________________________________

Far Standing Medium Kick ~ Crouching Medium Punch 3 Frames
_________________________________________________________________________________________________________

Far Standing Medium Kick ~ Crouching Medium Kick 5 Frames
_________________________________________________________________________________________________________

Close Standing Medium Kick ~ Crouching Medium Punch 3 Frames
_________________________________________________________________________________________________________

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Mixups

Postby xxMarshy » Mon Feb 04, 2013 10:20 am

Useful 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.*

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 will confuse them as to which way to block which will allow you to get more crouching medium kicks into big combos from it.

Crouching Medium Punch ~ Crouching Medium Punch ~ Crouching Medium Kick xx Medium Avalanche Stomp
In v2013 this is a useful pressure string because it will force the opponent to block low then immediately block high, and if they don't block it in time you can convert Avalanche Stomp into a damaging combo.

Crouching Medium Punch ~ Crouching Medium Kick xx Charge Attack Dash Cancel Forward ~ Throw (or) Continue to Another Pressure String
Because of how bad throws are in this game (besides on someone's forward roll) a lot of people will not be expecting this which will give you extra damage and set you up for whatever you like. If the opponent does start to see it coming, instead of doing a throw you can instead start another pressure string which will either punish them or at least make them block.

Jumping Medium Kick ~ Crouching Medium Punch ~ Crouching Medium Kick xx EX Silent Entry xx Kick
Very useful trick if you have the meter for it. It starts with a cross up which will already make the opponent question their blocking then starts Lars' BnB pressure string which the opponent should know how to block but instead of finishing it you quickly do an EX Silent Entry which will cross through the opponent forcing them to change blocking directions yet again or get hit and converted to a good amount of damage.

[After Partner's Cross Rush] Close Standing Heavy Punch xx Heavy Lightning Screw ~ Heavy Avalanche Flip ~ Crouching Medium Punch
Extremely tricky mixup, you will either land in front of them or behind them right as they get up and they will have to guess which way to block, most people will not see it coming giving you a free combo from crouching medium punch, this only works if the opponent does a quick rise after getting hit by the Lightning Screw though (which most people will do). As soon as you recover from the Lightning Screw input the heavy Avalanche Flip so that you will land behind them, or delay it a tiny bit so you land in front of them. By doing combo 7 after the Avalanche Flip (c.mp ~ c.hp xx silent entry xx rising storm ~ c.mp xx heavy lightning screw) this becomes sort of a vortex as long as the opponent keeps using quick rise because doing that combo will set you up with another opportunity to do the heavy Avalanche Flip mixup.

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Team Synergy

Postby xxMarshy » Mon Feb 04, 2013 10:21 am

Lars Team Synergy

Rolento -
Rolento is probably the best partner for Lars in my opinion. Rolento can cover Lars' bad matchups against characters with really good pressure because he can zone with his knife, standing heavy punch, and standing medium punch. He also helps Lars fight characters that have armor moves, which Lars has quite a bit of trouble with due to his slow single hitting moves, because Rolento has many multiple hitting attacks to knock the opponent out of their armor. Lars can also tag in safely and start pressure off a tag cancelled Patriot Circle or crouching medium punch.

Guile -
Guile is a good teammate for Lars because of his amazing zoning game, Lars has trouble against really good pressure so being able to keep the opponent away with Guile's extremely fast recovering Sonic Booms is very useful. Guile's crouching heavy kick is a lot like Lars' crouching heavy punch, those two moves will allow you to tag into each other safely from a simple boost combo ending with that.

Alisa -
Alisa is a good mix of Guile and Rolento, she has zoning with her missile arm things, and she has multiple hitting attacks to break armor moves.

Jack X -
Jack X is a good choice if you want a great zoning character that doesn't have to worry about maintaining a charge and deals a lot of damage all at once, but Jack sacrifices a lot of speed for this so your team may have trouble dealing with pressure.

Chun Li -
Chun Li has great pokes like Lars so if Lars gets low on health you can just swap her in at any time and continue to keep the opponent away with normals, she also has a pretty good fireball that she can zone with. Her Spinning Bird Kick is a great team combo starter since it hits many times keeping the opponent in place long enough for you to start any combo you like.

Ogre -
Ogre can continue the combo from almost every Lars' Tag Cancel thanks to his Hunting Hawk. Plus the fact that most of his special are good move to use as Tag Cancel allows Lars to continue the combo fairly easily. Ogre also can take care of zoning character since he can relaunch the projectile against the opponent or destroy it and even punish them if you predict your opponent. And Ogre Basic Combo + Cross Art does a really good amount of Damage

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Matchups

Postby xxMarshy » Mon Feb 04, 2013 10:21 am

Matchup Strategies

Street Fighter

Abel
Spoiler: show
Footsies are extremely important in this match, You will want to keep him away with your normals for as long as possible, if he gets in you will have a very hard time getting him off of you, also you can't really pressure him because he has several options to stop you, so footsies are really the only option you have. If he rolls too close to you, you can throw him, or if his roll ends slightly too far for a throw then you can hit him during the recovery with a crouching medium kick or other normal of your choice. Abel's best normals are crouching attacks so if he does get in and starts his pressure most likely he will use plenty of crouching attacks, this gives you the opportunity to use a raw launcher to blast through them, after you land one or two of those on him he will play more carefully giving you the chance to escape easier.

Akuma
Spoiler: show

Balrog
Spoiler: show

Blanka
Spoiler: show
Against Blanka you pretty much just want to sit back the whole game, if he tries to hit you with a Blanka Ball just do a standing light kick to hit him out of it (although this can be beaten sometimes), if he tries to hop at you just hit him with a crouching medium punch as he lands on hit you can transfer to a combo that will put him at full screen again and on block you will get some free pressure, if he tries to jump at you just anti air him like normal. If the Blanka player does get in on you then just block and wait for a chance to get a backdash or alpha counter, Blanka has a ton of good frame traps so it is not a wise idea to be pushing buttons trying to hit him out of anything.

Cammy
Spoiler: show

Chun-Li
Spoiler: show

Cody
Spoiler: show

Dhalsim
Spoiler: show

Dudley
Spoiler: show

Elena
Spoiler: show

Guile
Spoiler: show
You will have to play extremely patient in order to win this fight, normally Lars completely ignores fireballs but Guile recovers so fast from his that it is nearly impossible to punish him for them. Slowly push Guile to the corner by using Silent Entry to pass through his fireballs, make sure if you do this that you are out of range for any of his normal moves to hit you after he recovers from his fireball. Once he is in the corner make sure he does not escape, keep pressure on him at all times with your normals and anti air if they try to jump away, you can also throw in a bunch of Avalanche Stomps or Storm Axles, these will force Guile to lose his downwards charge if he wants to block.

Guy
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Hugo
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Ibuki
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Juri
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Ken
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M. Bison
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Poison
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Rolento
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Try to stay away from using Lightning Screw in this match unless Rolento does a normal jump in front of you, his wall jump move is usually used to bait an uppercut so he can punish it so instead of using an uppercut just do a forward jumping attack to stop it. You can't really jump in this matchup because Rolento has a really good anti air and he recovers from his attacks too fast to punish, just play patient and wait until they make a mistake. If the Rolento player is going crazy with his far standing heavy punch you can go for an Avalanche Stomp to punish. Rolento's Stinger is pretty easy to Silent Entry through, so do that and punish or even if you don't get the punish you will still get to start some pressure for free. EX Patriot Circle is a pretty annoying move since Lars cannot punish it on block, you will just have to stop your pressure string and do a neutral jumping attack or a cross up attack when you see one coming.

Rufus
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Ryu
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Really good match for Lars, there is not a whole lot that Ryu can do since Lars can punish fireballs extremely easily from a distance, Lars has better footsies so Ryu can't keep Lars out with normals, and Ryu can't jump in to start pressuring because Lars has good anti airs. In this match you always want to stay about a half screen away, that way if Ryu throws a fireball you can quickly react to it and punish with a Silent Entry into Lightning Thrust, if Ryu tries to jump you can punish with Lightning Screw, and if they try footsies you can just wait until they whiff a move and punish with your superior normals. Silent Entry into Lightning Thrust is not safe, so a lot of Ryu players will attempt to trick you into throwing that out to punish a fireball, but what they are really doing is canceling the fireball into a dash forward or backward to make you think they threw a fireball but they will be safe, dealing with this is rather simple Lars has quite a lot of time to punish a thrown fireball before the opponent recovers so don't ever go for the punish unless you are 100% sure they threw it (you will need good reactions for this), if you do this then now you can punish them for trying to trick you, if they cancel the fireball into a dash forward you can do a simple crouching medium kick into Dynamic Entry combo before they recover from the forward dash.

Sagat
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Sakura
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Vega
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Zangief
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This is a pretty tough match for Lars, Zangief can easily punish almost everything Lars does with either an SPD or his FPB which has super armor, since Lars doesn't have multiple hitting attacks this can be a problem for him to deal with. If you do not have a partner that is good against Zangief, then your best bet would be to just try to keep him away for as long as possible with raw crouching medium kicks and of course Lightning Screw / far standing medium punch for anti airing, if you try to go for a crouching medium kick cancel into Dynamic Entry and he blocks it he will get a free SPD so avoid that.


Tekken

Alisa
Spoiler: show

Asuka
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Bob
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Bryan
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Christie
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Heihachi
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Hwoarang
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Jack-X
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Jin
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Julia
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Kazuya
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King
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Kuma
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Lars
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Law
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Lei
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Lili
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Marduk
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Nina
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Ogre
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Paul
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Raven
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Steve
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Xiaoyu
Spoiler: show

Yoshimitsu
Spoiler: show


Back to beginning of guide
Last edited by xxMarshy on Sun Mar 17, 2013 4:33 pm, edited 6 times in total.

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Papinguim
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Re: SFxT v2013 Guide to Lars Alexandersson

Postby Papinguim » Mon Feb 04, 2013 1:42 pm

Looking forward to this. Lars looks like a fun character to use.

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xxMarshy
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Re: SFxT v2013 Guide to Lars Alexandersson

Postby xxMarshy » Mon Feb 04, 2013 7:15 pm

Yeah Papinguim, he is a very fun character to use and is looking to be a very strong character in v2013, I'm going to try making this guide as useful as possible.
Anyone know where I can find frame data for Lars? This guide is going to be quite difficult without it, I don't even know how much health Lars has lol.


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