Post by Compose4 on Oct 19, 2013 0:12:11 GMT
A good amount of info can also be located on Tekken Zaibatsu.
Read dr4g0n's Lars Thread for any other information as his guide is really good too:
www.tekkenzaibatsu.com/forums/showthread.php?threadid=124388
Some of the things used here will also come from the old Forums. If used, they will be properly credited.
For those who want frame data: rbnorway.org/lars-ttt2-frames/
Contents:
1. Changes in TTT2
2. Moves
-Punishers
-Stances
-Launchers
-Bound/Bind
-Enders
-Notable/Useful moves
-Movelist Analysis
3. Combos
-Solo Play
-Tag Combos Examples
1. Changes in TTT2
-d+2 - New B!
-SE d/f+1 New move and B!
-b+2,3 is a new string
-f+4,1,2,1 is a new string.
-DE 1+2, Normal hit and Counter hit, does not launch.
-u/f+4 does not B!
-u/f+3+4,4 does not B!
-DE 1:2 has been removed as far as I know.
-f+1+2 is -14 on block and lost phantom range.
-b+2,1 is -10 on block and isn't as delayable as it was T6.
-u/f+3 has had it's hurtbox enlarged to be punished properly and is -21.
-iSW now W! giving the opportunity of f+1+4 followup.
2. Moves
-Punishers
10f - 1,1; 1,2; 2,1
1,1 is hardly ever used due to it being 0 on hit. 1,2 gives the most advantage on hit whereas 2,1 will give the most damage. Choose either 1,2 or 2,1 depending on the situation.
12f - f+2,4
This move has great range, damage, it knocks down, and W! giving great damage potential. However, it is -12, so use it wisely against those who can punish it.
13f - d/f+1; f+1+4
In most situations, if not all, you'd rather use f+2,4. f+1+4 is also launch punishable, so use it right, or you're dead. It's good to know these options, but are often rarely used, in most cases.
14f - f,b+2,1
Be sure you hit this or else you can be launched. If you're not feeling confident, use the punishers noted before this one.
15f - f+1+2; b+1; d/b+2,1
f+1+2 is his go-to launcher. Always try to use this when the opportunity comes. Don't throw it out recklessly due to it being -14 on block now. b+1 and d/b+2,1 are only used when you're pushed back.
16f - b+2,3; u/f+3
You'd mainly use u/f+3 or f+1+2, but I'm just giving out other options to know.
25f - u/f+4
27f - f,F+2
Both u/f+4 and f,F+2 are better used as whiff punishment and Raw Tag Punish.
-WS Punishers
10f - FC 1
Standard Crouch Jab.
11f - WS+4
Standard WS+4
13f - WS+2,1
WS+2 alone can transition to both his stances for different mixup opportunity or moving away.
15f - WS+1
Crouching Launcher. Holding F will transition to SE.
16f - u/f+3
Hitting u/f causes crouch cancel, so this can be used as a WS Punish.
-Stances:
DE - Dynamic Entry.
f+3 or transitioned from moves by inputting ~D:
f+1,2,3; d/f+3; WS 2*
*WS 2 is a special case where Lars takes a step backwards
Moves out of DE:
DE 1
DE 1,2
DE 1~F SE
DE 2
DE 2+3
SE - Silent Entry. Can only be transitioned from various moves by inputing ~F:
f+1,2; f+2,1; d/b+2; b+3; DE 1; WS 2; WS 1*; ff+2*; d+3+4**
*On hit
**Opponent on ground; Hold d+3+4 then input ~F
Moves out of SE:
SE 1
SE 2
SE d/f+1
SE 3
-Launchers
*f+1+2
u/f+3
*u/f+4
*f,F+2
CH b+[1],2
CH d/f+2
CH DE 2
CH f,F+1+2
CH d/b+4
CH d/b+1+2
*SE 3
*WS+1
1+2+3+4, 2
*They are also Tag Bufferable Launchers
-Bound/Bind
f,b+2,1
SE d/f+1
d+2
d/f+1+2
DE 1+2
WS+2,1
-Enders to use
d/b+2~F SE 1
d/b+2~F SE d/f+1
d/f+3,3
f,F+4,3
DE 1,2
DE 1~F SE 1
f,F+2~F SE 1
f,F+2~F SE d/f+1
f+4,1,[2],1
b+2,3
iSW
-Notable/Useful Moves
b+1
Still his homing move. Still has great range, not enough to punish Heihachi's f,F+2 anymore, but still good. Safe on block, + frames on hit.
b+1+2
Another homing move. Can crush highs at startup. However, it's -10 on block.
d/b+2,1
Doesn't track as much as it used to back in T6:BR, but still good to poke with. Can also be used to bankroll catch, or pickup for a reset.
d/f+1
Tracks to Lars' left, slightly high crushes, only -1 on block. A nice move to be using.
d/f+2
Not a generic d/f+2. Launcher on CH. Can High Crush and tracks slightly to Lars' right. Safe on block.
f,F+4,3
An NC low-mid string. Really good to use when your opponent isn't expecting it. Does really good damage but it is launch punishable and -3 on hit, so some options are limited. Don't abuse to the point where an opponent can see it.
f,F+1+2
A very good move to use. Considering Lars only has a few f,F moves, this'll mixup with them. It's safe at -9, it KND on NH, and is a CH launcher. Tracks really well to his left, but not right.
f,F+3+4
Lars' slide move. Low-low and hard to see. Crushes high and some mids. If blocked, it is launch punishable. Don't abuse too much to where it becomes noticeable.
FC d/f+1+2
A nice low poke to use. -12 on block which means that it won't be punished too bad since, to my knowledge, the only thing people can get is WS+4.
d/b+4
Also can be used as a low poke. Also launches on CH. Be warned, it is -21 on block so don't abuse too much that it'll be predicable.
SS+2
Lars' only sidestep move. Because of sidestep, it can track fairly well. Safe on block, and on hit, you can get a d+1+2 or d+3+4. And as far as I know, d+1+2 can still hit even when tag crashed.
f+4,1,2,1
Lars' new Wall Combo. d/f+1, d/b+2,1, f+1+4 can still be used as a wall combo. Use it in any instance of a W!, better if it's after a TA! Can be used out of W! but is much stronger as the Wall Combo.
WS+2
Nice move with a follow up, WS+2,1 which is an NC. WS+2 can transition into both DE and SE. DE will take a step back for spacing. If used right, it can be set up for a CH DE 2 launch.
iSW
A pretty decent ender for any combos, solo or TA! It now W! so f+1+4 is guaranteed.
-Movelist Analysis:
(Some things will be taken from notable moves.)
1,1,1
1,1 is the only NC in this string. Doing the whole string is -12, so you wouldn't want to spam 1 all day. As noted before, you wouldn't want to use this at all for a punish and it's not as helpful as a bound, you've got much better options. Just use 1 for poking.
1,2
The go-to punisher for frame advantage.
1,4
A High-Low string. Most people will see this string coming if they know it. It's -12 on block, so if you're going against a Lars and they do this, you'd rather Low Parry for better damage.
2,1
The go-to punish for damage. Has 2 follow ups:
2,1,3
A high-mid-mid string. If blocked, it's -12. This can be avoided to mix up with:
2,1,4
A high-mid-high string. The last hit can be ducked. So this can set up 2,1,3 to hit when your opponent is conditioned to duck.
3
Just a move that's not used too often. It can transition to a weird stance that leaves Lars crouching by hitting D.
4
It's not a magic 4, so you wouldn't use this move.
1+2
A mid-mid move that you'd use for tricks in a combo. You can hold B to cancel the second hit of the move. In TA! combos, you can use this to extend his time, usually used in wall combos, i.e. 1+2~B, d/f+3,3.
f+1,2
A string that can transition to SE holding F after the string. Usually used for an easy B! with f+1,2~F SE d/f+1.
f+1,2,3
A string that's only used for filler purposes, usually after some tag launchers, or if solo, u/f+4 and CH d/f+2. Can transition to DE hitting D after the string.
f+2,1
See f+1,2 for use.
f+2,4
Lars's 12f punish. Said before, this move has great range, damage, it knocks down, and W! Don't miss this punish as it's -12, meaning it can be punished by itself in a mirror match.
f+4,1,2,1
The infamous Wall Combo. Better used as such, but f+4,1,2 can be used as a combo filler for some flashy combos.
f+1+2
The JYU! punch. His go-to launcher. Don't spam as it's now -14.
f+1+4
A 13f punish option. Best used at the wall to end combos. You'd never want to use this out in the open because it's -18.
d/f+1
Generic d/f+1 poke. Leaves Lars at -1 but still is useful for pressuring as a common setup is d/f+1 to SS f+1+2.
d/f+2
Although not a generic d/f+2, it's still 15f. It's safe at -9 and can be used as a frame trap move to get a CH d/f+2.
d/f+3
Has two follow ups:
d/f+3~D
Usually used against bigger characters for a flashier and longer combo.
d/f+3,3
This move can be used as an ender, but it's usually used for TA! filler, out in the open and at the wall.
d/f+1+2
This move is usually used at the wall for a quick B!
d+2
Same purpose as the move above or out in the open.
d+3,1
A low-high-high string. Not used too often other than a flashy ender as the last hit pulls the opponent back for some weird oki.
d+1+2
The only time you'd use this move is for an oki option. The startup is pretty slow and it's -20 on block. So don't throw this out too often in the open.
d/b+1,3
A low-high string that's an NC. Can also transition to that weird stance change that leaves you in crouch for some mixup opportunities. However, if your opponent blocks the first hit, the second hit will usually be auto-ducked for a punish.
d/b+2
Has two extensions:
d/b+2~F
This has its uses for many things such as:
d/b+2~F SE d/f+1 - The new, more consistent B!
d/b+2~F SE 1 or SE 3 - The usual ender.
d/b+2,1
A mid-mid string that's an NC. Read it's description on useful moves for more uses.
d/b+2,3
A string that's usually used for wall carry. You can hold the 3 to charge the hit. But it's not very useful.
d/b+4
A move to use as a low poke. Launches on CH. However, it's -21 on block, don't abuse too much.
d/b+1+2
Lars's backswing blow. Also a CH launcher. Although the stun is similar to f+1+2, you can't do the same combos.
b+1
Lars's homing move. Still has great range, not enough to punish Heihachi's f,F+2 anymore. Safe on block, + frames on hit.
b+2,1
A mid-mid string which is slightly delayable, not as much as it was back in Tekken 6. The second hit is still a CH launcher, but you need to be quick on comboing into it.
b+2,3
A mid-high string. It's an NC string and W! It doesn't jail, if I remember correctly. Primarily used for wall carry in combos.
b+3
Has two extensions:
b+3~F
To go into SE. Usually used as an ender on bigger characters.
b+3,4
An NC that isn't used too often as it's pretty slow. Can be used for TA! filler.
b+4
A Knee with a CH hit-throw animation. Isn't used too often, but the hit-throw looks pretty cool.
b+1+2
Lars's other homing move. Slightly high crushes, knocks down, and W! (i think), but it's -10.
b+2+3
Lars's only unblockable move. Not really useful as it's incredibly obvious.
u/f+3
The infamous Lightning Screw. It's not as abusable as it was in Tekken 6, but still pretty good. It's now -21, so have caution when you use it.
u/f+4
A Launcher usually used as a whiff punish or raw tag punish. Also Tag-Bufferable.
f,F+2
A Launcher that only transitions to SE on hit. Usually used as a TA! ender with f,F+2~F SE 1
f,F+3
A move not used too often.
f,F+4,3
An NC low-mid string. Really good to use when your opponent isn't expecting it. Does really good damage but it is launch punishable if the first hit is blocked and -3 on hit, so some options are limited. Don't abuse to the point where an opponent can see it.
f,F+1+2
A very good move to use. Considering Lars only has a few f,F moves, this'll mixup with them. It's safe at -9, it KND on NH, and is a CH launcher. Tracks really well to his left, but not right.
f,F+3+4
Lars' slide move. Low-low and hard to see. Crushes high and some mids. If blocked, it is launch punishable. Don't abuse too much to where it becomes noticeable.
f,b+2,1
The usual B! Can also be used for 14f Punish, but be on point with this punish or you'll be launched.
f,f,f+3_WR+3
Slash Kick, +6 to +12 depending on hit range, nothing too special.
WS+1
Similarly to f,F+2, can only transition to SE after it hits.
WS+2
A move with follow ups:
WS+2,1 which is an NC.
WS+2~D - Goes into DE by taking a step back.
WS+2~F - Goes into SE.
WS+3
A move similar to his 3. Not much uses other than to stagger your opponent if it's blocked.
WS+4
Just a generic WS+4.
FC d/f+1+2
A nice low poke to use. Usually people don't see it coming because of his other options through crouch. But, it's -12 on block which means that it won't be punished too bad since, to my knowledge, the only thing people can get is WS+4.
SS+2
The only Sidestep move. Safe on block and if it hits, you can score d+1+2 or d+3+4.
d+3+4
Only while opponent is down, you can use Stomp. Holding d+3+4 then hitting F will transition to SE.
1+2+3+4, 2
Just a cool looking Launcher, you'd use it after balcony breaks though.
SE 1
The usual ender in his combos.
SE 2
A low hit. Usually, people know this move so don't throw it out blindly.
SE 3
A Launcher that is also tag-bufferable. You can score the same combo as f+1+2.
SE d/f+1
The new B! Using d/b+2~F SE d/f+1 is more consistent than f,b+2,1 at the cost of 1 damage. This can also be used as an ender for oki options.
DE 1
Has two extensions:
DE 1~F
Just a way to get into SE for enders or a slight mixup opportunity.
DE 1,2
Usually used as a Wall Carry. In Tekken 6, there used to be DE 1:2, but it looks like it was taken out in TTT2
DE 2
A CH launcher. Can also be used at a combo filler.
DE 1+2
The B! in DE. Used to be a launcher in Tekken 6. Only knocks down. You can score a d+1+2 or d+3+4 after.
DE 2+3
Command grab. Does exactly the same as iSW.
u/f+3+4
A command jump, it has two extensions:
u/f+3+4,1
A Low hit. Not used too often.
u/f+3+4,4
This used to be a bound move. On CH, it goes into a hit-throw animation. It doesn't have much use anymore after that was taken away. (It looked so cool…)
iSW
On the ground, it's a headbutt. In the air, it's a pretty basic ender for TA! and an okay ender for solo. Better used at the wall since it W! now, giving you a free f+1+4.
Read dr4g0n's Lars Thread for any other information as his guide is really good too:
www.tekkenzaibatsu.com/forums/showthread.php?threadid=124388
Some of the things used here will also come from the old Forums. If used, they will be properly credited.
For those who want frame data: rbnorway.org/lars-ttt2-frames/
Contents:
1. Changes in TTT2
2. Moves
-Punishers
-Stances
-Launchers
-Bound/Bind
-Enders
-Notable/Useful moves
-Movelist Analysis
3. Combos
-Solo Play
-Tag Combos Examples
1. Changes in TTT2
-d+2 - New B!
-SE d/f+1 New move and B!
-b+2,3 is a new string
-f+4,1,2,1 is a new string.
-DE 1+2, Normal hit and Counter hit, does not launch.
-u/f+4 does not B!
-u/f+3+4,4 does not B!
-DE 1:2 has been removed as far as I know.
-f+1+2 is -14 on block and lost phantom range.
-b+2,1 is -10 on block and isn't as delayable as it was T6.
-u/f+3 has had it's hurtbox enlarged to be punished properly and is -21.
-iSW now W! giving the opportunity of f+1+4 followup.
2. Moves
-Punishers
10f - 1,1; 1,2; 2,1
1,1 is hardly ever used due to it being 0 on hit. 1,2 gives the most advantage on hit whereas 2,1 will give the most damage. Choose either 1,2 or 2,1 depending on the situation.
12f - f+2,4
This move has great range, damage, it knocks down, and W! giving great damage potential. However, it is -12, so use it wisely against those who can punish it.
13f - d/f+1; f+1+4
In most situations, if not all, you'd rather use f+2,4. f+1+4 is also launch punishable, so use it right, or you're dead. It's good to know these options, but are often rarely used, in most cases.
14f - f,b+2,1
Be sure you hit this or else you can be launched. If you're not feeling confident, use the punishers noted before this one.
15f - f+1+2; b+1; d/b+2,1
f+1+2 is his go-to launcher. Always try to use this when the opportunity comes. Don't throw it out recklessly due to it being -14 on block now. b+1 and d/b+2,1 are only used when you're pushed back.
16f - b+2,3; u/f+3
You'd mainly use u/f+3 or f+1+2, but I'm just giving out other options to know.
25f - u/f+4
27f - f,F+2
Both u/f+4 and f,F+2 are better used as whiff punishment and Raw Tag Punish.
-WS Punishers
10f - FC 1
Standard Crouch Jab.
11f - WS+4
Standard WS+4
13f - WS+2,1
WS+2 alone can transition to both his stances for different mixup opportunity or moving away.
15f - WS+1
Crouching Launcher. Holding F will transition to SE.
16f - u/f+3
Hitting u/f causes crouch cancel, so this can be used as a WS Punish.
-Stances:
DE - Dynamic Entry.
f+3 or transitioned from moves by inputting ~D:
f+1,2,3; d/f+3; WS 2*
*WS 2 is a special case where Lars takes a step backwards
Moves out of DE:
DE 1
DE 1,2
DE 1~F SE
DE 2
DE 2+3
SE - Silent Entry. Can only be transitioned from various moves by inputing ~F:
f+1,2; f+2,1; d/b+2; b+3; DE 1; WS 2; WS 1*; ff+2*; d+3+4**
*On hit
**Opponent on ground; Hold d+3+4 then input ~F
Moves out of SE:
SE 1
SE 2
SE d/f+1
SE 3
-Launchers
*f+1+2
u/f+3
*u/f+4
*f,F+2
CH b+[1],2
CH d/f+2
CH DE 2
CH f,F+1+2
CH d/b+4
CH d/b+1+2
*SE 3
*WS+1
1+2+3+4, 2
*They are also Tag Bufferable Launchers
-Bound/Bind
f,b+2,1
SE d/f+1
d+2
d/f+1+2
DE 1+2
WS+2,1
-Enders to use
d/b+2~F SE 1
d/b+2~F SE d/f+1
d/f+3,3
f,F+4,3
DE 1,2
DE 1~F SE 1
f,F+2~F SE 1
f,F+2~F SE d/f+1
f+4,1,[2],1
b+2,3
iSW
-Notable/Useful Moves
b+1
Still his homing move. Still has great range, not enough to punish Heihachi's f,F+2 anymore, but still good. Safe on block, + frames on hit.
b+1+2
Another homing move. Can crush highs at startup. However, it's -10 on block.
d/b+2,1
Doesn't track as much as it used to back in T6:BR, but still good to poke with. Can also be used to bankroll catch, or pickup for a reset.
d/f+1
Tracks to Lars' left, slightly high crushes, only -1 on block. A nice move to be using.
d/f+2
Not a generic d/f+2. Launcher on CH. Can High Crush and tracks slightly to Lars' right. Safe on block.
f,F+4,3
An NC low-mid string. Really good to use when your opponent isn't expecting it. Does really good damage but it is launch punishable and -3 on hit, so some options are limited. Don't abuse to the point where an opponent can see it.
f,F+1+2
A very good move to use. Considering Lars only has a few f,F moves, this'll mixup with them. It's safe at -9, it KND on NH, and is a CH launcher. Tracks really well to his left, but not right.
f,F+3+4
Lars' slide move. Low-low and hard to see. Crushes high and some mids. If blocked, it is launch punishable. Don't abuse too much to where it becomes noticeable.
FC d/f+1+2
A nice low poke to use. -12 on block which means that it won't be punished too bad since, to my knowledge, the only thing people can get is WS+4.
d/b+4
Also can be used as a low poke. Also launches on CH. Be warned, it is -21 on block so don't abuse too much that it'll be predicable.
SS+2
Lars' only sidestep move. Because of sidestep, it can track fairly well. Safe on block, and on hit, you can get a d+1+2 or d+3+4. And as far as I know, d+1+2 can still hit even when tag crashed.
f+4,1,2,1
Lars' new Wall Combo. d/f+1, d/b+2,1, f+1+4 can still be used as a wall combo. Use it in any instance of a W!, better if it's after a TA! Can be used out of W! but is much stronger as the Wall Combo.
WS+2
Nice move with a follow up, WS+2,1 which is an NC. WS+2 can transition into both DE and SE. DE will take a step back for spacing. If used right, it can be set up for a CH DE 2 launch.
iSW
A pretty decent ender for any combos, solo or TA! It now W! so f+1+4 is guaranteed.
-Movelist Analysis:
(Some things will be taken from notable moves.)
1,1,1
1,1 is the only NC in this string. Doing the whole string is -12, so you wouldn't want to spam 1 all day. As noted before, you wouldn't want to use this at all for a punish and it's not as helpful as a bound, you've got much better options. Just use 1 for poking.
1,2
The go-to punisher for frame advantage.
1,4
A High-Low string. Most people will see this string coming if they know it. It's -12 on block, so if you're going against a Lars and they do this, you'd rather Low Parry for better damage.
2,1
The go-to punish for damage. Has 2 follow ups:
2,1,3
A high-mid-mid string. If blocked, it's -12. This can be avoided to mix up with:
2,1,4
A high-mid-high string. The last hit can be ducked. So this can set up 2,1,3 to hit when your opponent is conditioned to duck.
3
Just a move that's not used too often. It can transition to a weird stance that leaves Lars crouching by hitting D.
4
It's not a magic 4, so you wouldn't use this move.
1+2
A mid-mid move that you'd use for tricks in a combo. You can hold B to cancel the second hit of the move. In TA! combos, you can use this to extend his time, usually used in wall combos, i.e. 1+2~B, d/f+3,3.
f+1,2
A string that can transition to SE holding F after the string. Usually used for an easy B! with f+1,2~F SE d/f+1.
f+1,2,3
A string that's only used for filler purposes, usually after some tag launchers, or if solo, u/f+4 and CH d/f+2. Can transition to DE hitting D after the string.
f+2,1
See f+1,2 for use.
f+2,4
Lars's 12f punish. Said before, this move has great range, damage, it knocks down, and W! Don't miss this punish as it's -12, meaning it can be punished by itself in a mirror match.
f+4,1,2,1
The infamous Wall Combo. Better used as such, but f+4,1,2 can be used as a combo filler for some flashy combos.
f+1+2
The JYU! punch. His go-to launcher. Don't spam as it's now -14.
f+1+4
A 13f punish option. Best used at the wall to end combos. You'd never want to use this out in the open because it's -18.
d/f+1
Generic d/f+1 poke. Leaves Lars at -1 but still is useful for pressuring as a common setup is d/f+1 to SS f+1+2.
d/f+2
Although not a generic d/f+2, it's still 15f. It's safe at -9 and can be used as a frame trap move to get a CH d/f+2.
d/f+3
Has two follow ups:
d/f+3~D
Usually used against bigger characters for a flashier and longer combo.
d/f+3,3
This move can be used as an ender, but it's usually used for TA! filler, out in the open and at the wall.
d/f+1+2
This move is usually used at the wall for a quick B!
d+2
Same purpose as the move above or out in the open.
d+3,1
A low-high-high string. Not used too often other than a flashy ender as the last hit pulls the opponent back for some weird oki.
d+1+2
The only time you'd use this move is for an oki option. The startup is pretty slow and it's -20 on block. So don't throw this out too often in the open.
d/b+1,3
A low-high string that's an NC. Can also transition to that weird stance change that leaves you in crouch for some mixup opportunities. However, if your opponent blocks the first hit, the second hit will usually be auto-ducked for a punish.
d/b+2
Has two extensions:
d/b+2~F
This has its uses for many things such as:
d/b+2~F SE d/f+1 - The new, more consistent B!
d/b+2~F SE 1 or SE 3 - The usual ender.
d/b+2,1
A mid-mid string that's an NC. Read it's description on useful moves for more uses.
d/b+2,3
A string that's usually used for wall carry. You can hold the 3 to charge the hit. But it's not very useful.
d/b+4
A move to use as a low poke. Launches on CH. However, it's -21 on block, don't abuse too much.
d/b+1+2
Lars's backswing blow. Also a CH launcher. Although the stun is similar to f+1+2, you can't do the same combos.
b+1
Lars's homing move. Still has great range, not enough to punish Heihachi's f,F+2 anymore. Safe on block, + frames on hit.
b+2,1
A mid-mid string which is slightly delayable, not as much as it was back in Tekken 6. The second hit is still a CH launcher, but you need to be quick on comboing into it.
b+2,3
A mid-high string. It's an NC string and W! It doesn't jail, if I remember correctly. Primarily used for wall carry in combos.
b+3
Has two extensions:
b+3~F
To go into SE. Usually used as an ender on bigger characters.
b+3,4
An NC that isn't used too often as it's pretty slow. Can be used for TA! filler.
b+4
A Knee with a CH hit-throw animation. Isn't used too often, but the hit-throw looks pretty cool.
b+1+2
Lars's other homing move. Slightly high crushes, knocks down, and W! (i think), but it's -10.
b+2+3
Lars's only unblockable move. Not really useful as it's incredibly obvious.
u/f+3
The infamous Lightning Screw. It's not as abusable as it was in Tekken 6, but still pretty good. It's now -21, so have caution when you use it.
u/f+4
A Launcher usually used as a whiff punish or raw tag punish. Also Tag-Bufferable.
f,F+2
A Launcher that only transitions to SE on hit. Usually used as a TA! ender with f,F+2~F SE 1
f,F+3
A move not used too often.
f,F+4,3
An NC low-mid string. Really good to use when your opponent isn't expecting it. Does really good damage but it is launch punishable if the first hit is blocked and -3 on hit, so some options are limited. Don't abuse to the point where an opponent can see it.
f,F+1+2
A very good move to use. Considering Lars only has a few f,F moves, this'll mixup with them. It's safe at -9, it KND on NH, and is a CH launcher. Tracks really well to his left, but not right.
f,F+3+4
Lars' slide move. Low-low and hard to see. Crushes high and some mids. If blocked, it is launch punishable. Don't abuse too much to where it becomes noticeable.
f,b+2,1
The usual B! Can also be used for 14f Punish, but be on point with this punish or you'll be launched.
f,f,f+3_WR+3
Slash Kick, +6 to +12 depending on hit range, nothing too special.
WS+1
Similarly to f,F+2, can only transition to SE after it hits.
WS+2
A move with follow ups:
WS+2,1 which is an NC.
WS+2~D - Goes into DE by taking a step back.
WS+2~F - Goes into SE.
WS+3
A move similar to his 3. Not much uses other than to stagger your opponent if it's blocked.
WS+4
Just a generic WS+4.
FC d/f+1+2
A nice low poke to use. Usually people don't see it coming because of his other options through crouch. But, it's -12 on block which means that it won't be punished too bad since, to my knowledge, the only thing people can get is WS+4.
SS+2
The only Sidestep move. Safe on block and if it hits, you can score d+1+2 or d+3+4.
d+3+4
Only while opponent is down, you can use Stomp. Holding d+3+4 then hitting F will transition to SE.
1+2+3+4, 2
Just a cool looking Launcher, you'd use it after balcony breaks though.
SE 1
The usual ender in his combos.
SE 2
A low hit. Usually, people know this move so don't throw it out blindly.
SE 3
A Launcher that is also tag-bufferable. You can score the same combo as f+1+2.
SE d/f+1
The new B! Using d/b+2~F SE d/f+1 is more consistent than f,b+2,1 at the cost of 1 damage. This can also be used as an ender for oki options.
DE 1
Has two extensions:
DE 1~F
Just a way to get into SE for enders or a slight mixup opportunity.
DE 1,2
Usually used as a Wall Carry. In Tekken 6, there used to be DE 1:2, but it looks like it was taken out in TTT2
DE 2
A CH launcher. Can also be used at a combo filler.
DE 1+2
The B! in DE. Used to be a launcher in Tekken 6. Only knocks down. You can score a d+1+2 or d+3+4 after.
DE 2+3
Command grab. Does exactly the same as iSW.
u/f+3+4
A command jump, it has two extensions:
u/f+3+4,1
A Low hit. Not used too often.
u/f+3+4,4
This used to be a bound move. On CH, it goes into a hit-throw animation. It doesn't have much use anymore after that was taken away. (It looked so cool…)
iSW
On the ground, it's a headbutt. In the air, it's a pretty basic ender for TA! and an okay ender for solo. Better used at the wall since it W! now, giving you a free f+1+4.