lars

lars

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CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12 (12)i16+1+2c
* Heat Burst
Power crush
H.LEN.1l,th20,15i16~17-12c+5
* Side switch on hit throw
* Opponent is left FUFA
H.f+3+4sm5 (5)i18~24+5+10
* Transition to SEN
* Partially uses remaining heat time
Power crush
H.2+3m50i18~19+8 (+10 DEN)+0
* Heat Smash
* Spike
* Transition to DEN on block
* Cancel auto-DEN transition with input B
R.df+1+2m55i20-150
* [[:Template:RageArt]]
* Erase opponent's recoverable health on hit
1h5i10+1+8
1,1h,m5,8,i18~19-8+0
1,1,1h,m,m5,8,20,i25~26-12+5c
* Heat Engager
1,2h,h5,9,i10-3+8
* Jails
1,4h,l5,10,i22-12+1
* Transition to LEN with input D
2h10i10+0+8
2,1h,m10,12,i20~21-6+8
* Combo from 1st hit
* Transition to LEN
3h16i15-17+0
* Transition to LEN with input D (-11/+6/+6)
4h27i17~18-7+18 (+9)
* Balcony Break
1+2m25i25-12+7
Power crush 8~
3+4m22i17~18-8+43d (-15)
* Heat Engager
* Balcony Break
f+1h10i13-5+6
f+1,2h,m10,11,i12-5 SEN+6 SEN
* Transition to SEN
* Cancel SEN transition to standing with input B (-8/+3/+3)
f+1,2,3h,m,m10,11,20,i24-12 / -5 DEN+41d (-17) / +48d (-10) DEN
* Transition to DEN
* Cancel DEN transition to standing with input B
* Balcony Break
f+2h10i12-6+3
f+2,1h,h10,15,i13-6 / -5 SEN+5 / +6 SEN
* Jails
* Transition to SEN
* Cancel SEN transition to standing with input B (-6/+5/+5)
f+2,4h,h10,22,i18~19-12+15 (+6)
* Balcony Break
f+3sp
* Transition to DEN
f+4m12i17-9+7
f+4,1m,m12,8,i21~22-9+2
f+4,1,2m,m,m12,8,8,i12-10+2
f+4,1,2,1m,m,m,m12,8,8,20,i24~25-14+19 (+9)
* Balcony Break
f+1+2m20i15~16-13+28
f+1+4m28i13~14-18+18 (+8)
* Balcony Break
df+1mi13-1+5
df+2m15i14-11 / -3 SEN+1 / +9 SEN+31 (+23) / +39 (+31)
* Transition to SEN
* Cancel SEN transition to standing with input B
df+3m15i16-7 / -4 DEN+5 / +8 DEN
* Transition to DEN with input D
df+3,3m,m15,24,i25~26-15+29 (+14)
d+2m17i18~19+0c+8c+10d
* Transition to FC with input D
d+3l8i15-14-3
d+3,1l,hh8,4,10,i19,i18-7+4
d+1+2l25i24~25-20+9d
db+1l9i17-12-1
High crush
db+1,3l,h9,10,i19-12-1
* Transition to LEN with input D
db+2m12i15-8 / -5 SEN+3 / +6 SEN
* Transition to SEN with input F
db+2,1m,m12,8,i15~16-8+6
db+2,3m,m12,15,i19-13 / +13+8 / +24 (+14)
* Tornado
* Input can be held to power up and deal more chip damage on block
db+4l19i21~22-26+5c+29a
High crush
db+1+2m18i26-13 / -8 DEN+6 / +7 DEN+10 / +11 DEN
* Transition to DEN with input D
b+1m17i15~17-9+4
* Homing
b+2m12i15-7+4
b+2,1m,m12,17,i15-10+4+32a
b+2,3m,h12,21,i18-8+38d (-20)
* Balcony Break
* Tornado
b+3m14i17-12 / -5 SEN+4 / +11 SEN
* Transition to SEN with input F
b+3,4m,h14,20,i23~24-8+19 (+10)
* Balcony Break
b+4m23i15-8+8
b+1+2mm4,20i21~22,i8~9-9+9
* Homing
* Balcony Break
b+2+3ub(m)45i84~85+61a
uf+3mm26 (9)i16~17-26+33a (+15)
* Alternate input: ub+3, u+3
uf+4m20i25~27-8+42a
* Alternate input: ub+4, u+4
uf+3+4sp
* Alternate input: ub+3+4, u+3+4
uf+3+4,4sp,th(m)40,i17~18-40
Low crush
uf+3+4,1+2sp,th(h)40,i9~11+1
* Throw break: 1+2
1+2+3+4sp
CH b+4m,th27,28i150
f,F+2m20i21~22-13+35a
* Transition to SEN on hit with input F
* Tornado
f,F+4l12i21-31+5
f,F+4,2l,h12,15,i24-7 DEN+9 DEN
Cannot cancel DEN transition
f,F+4,3l,m12,20,i28-16-3
f,F+1+2m20i16~17-9+14 (+5)
* Balcony Break
* chip damage on block
f,F+3+4l,l26i19~20-16+0c
High crush ?
f,n,b+2m10i14-120
f,n,b+2,1m,m10,10,i16-18+47a (+39)
uf,n,4m20i23~25-13+32a (+22)
Low crush
f,f,F+3m30i20~26+6+33 (-25)
* Balcony Break
* chip damage on block
Low crush
ws1m16i15~16-12+38a / +36a SEN
* Tornado
* Transition to SEN with F on hit
ws2m13i13~14-8 / -12 DEN / -5 SEN+3/ -1 DEN / +6 SEN
* Transition to DEN with D
* Transition to SEN with F
ws2,1m,m13,17,i23~24-12+2c+4d
* Combo from 1st hit
ws2,3m,h13,20,i20-15 / -11 LEN-3 / +6 LEN
* Combo from 1st hit
* Transition to LEN with D
ws3h30i200 / +4 LEN+21 (+15) / +26 (+20) LEN
* Transition to LEN with input D
ws4m16i11~12-6+5
SS.2m20i16~17-7+22d
FC.1+2ll24i18-12+1
FC.df+2m19i15~16-8+5+63a
(airborne).DEN.2+3
DEN.1h14i11~12+1 / -3 SEN+8 / +4 SEN
* Transition to SEN with input F
DEN.1,2h,h14,20,i14~15-6+47a (-11)
* Heat Engager
* Balcony Break
DEN.2m19i17~19-7+7 / +9 Flip
* Transition to Avalanche Flip on hit with input UF
DEN.3m23i22~23+5+7
* Heat Engager
* Homing
* Transition to SEN (cannot cancel, does not transition when using Heat Dash)
* chip damage on block
Low crush
DEN.4l14i23~25-12+1
* Transition to LEN with input D
DEN.1+2h20i12~13-10+63a (+47)
* Tornado
* Balcony Break
DEN.2+3
DEN.3+4l21i22~23-14 / -7 SEN-3 / +4 SEN+5 / +12 SEN
* Transition to SEN with input F
DEN.Bsp
* Transition to DEN
DEN.n,Fsp
* Transition to SEN
LEN.1l20i16~17-12+4
High crush
LEN.2m20i16~17-9+25 (+15)
* Tornado
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
SEN.1m26i12~13-6+23a (+13)
* Heat Engager
* Balcony Break
SEN.2l23i17~19-12+6c+73a (+57)
* Tornado
High crush
SEN.3m20i14~16-14+29a (+19)
SEN.4h28i17~18-9+18 (+9)
* Homing
* Balcony Break
Power crush 6~
SEN.1+2m21i14~16-9+20a (+3)
* Tornado
* Balcony Break
SEN.3+4mm22 (11)i13~14,i18~19+0+22d (-13)
* Spike
* chip damage on block
Low crush
SEN.Bsp
* Transition to DEN
SEN.Dsp
* Transition to LEN
(airborne).f,f,F+2+4th(h)31 (21)i110
* Throw break: none
* Opponent status on hit: FUFT
1+3th(h)35i12~14-3+1
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFA
2+4th(h)35i12~14-30
* Throw break: 1 or 2
* Opponent status on hit: FDFT perpendicular
* Side switch on hit
Back throwth(h)50i12~140
* Throw break: none
* Opponent status on hit: FDFT
Left throwth(h)40i12~14-30
* Throw break: 1
* Opponent status on hit: FUFT
Right throwth(h)40i12~14-3+1
* Throw break: 2
* Opponent status on hit: FUFA
f,f,F+2+4th(h)40i11-30
* Throw break: 1+2
* Opponent status on hit: FDFA
uf+1+2th(h)35i12~14-30
* Throw break: 1+2
* Opponent status on hit: FUFT