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.LEN.2m20i16~17-9+65a (+49)
* Tornado
H.f+3+4sm5 (5)i18~24+5+10
* Transition to SEN
* Partially uses remaining heat time
Power crush
H.2+3m55i18~19+8c (+10c DEN)+0
* Heat Smash
* Spike
* Transition to DEN on block
* Cancel auto-DEN transition with input B
R.df+1+2m,t55+i20-15+0d
* Rage Art
* Reversal Break
* Ereases opponent's recoverable health on hit
* Damage increases with lower health, maximum 80
* Freezes match timer on activation and on hit
* Restores recoverable health on hit
* Transition to attack throw on hit
* Consumes Rage
Power crush 8~
1h5i10+1+8
1,1h, m5, 8,i18~19-8+0
* Combo from 1st hit CH
1,1,1h, m, m5, 8, 20,i25~26-12+5c
* Heat Engager
* Balcony Break
* Combo from 2nd hit
* Combo from 1st CH
1,2h, h5, 9,i10-3+8
* Jails
1,4h, l5, 10,i22-12+1
* Combo from 1st CH
* Transition to LEN with input D
2h10i10+0+8
2,1h, m10, 12,i20~21-6 LEN+8 LEN
* Combo from 1st hit
* Transition to LEN, cannot cancel
3h16i15-17+0
* Transition to LEN with input D
3~Dh16-11+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+6
* Combo from 1st hit
* Transition to SEN
* Cancel SEN transition with input B
f+1,2,3h, m, m10, 11, 20,i24-5+48d (-10)+49a
* Balcony Break
* Combo from 2nd hit CH
* Transition to DEN
* Cancel DEN transition with input B
f+1,2,3~Bh, m, m10, 11, 20-12+41d (-17)+42a
f+1,2~Bh, m10, 11-8+3
f+2h10i12-6+3
f+2,1h, h10, 15,i13-5+6
* Combo from 1st hit
* Jails
* Transition to SEN
* Cancel SEN transition with input B
f+2,1~Bh, h10, 15-6+5
f+2,4h, h10, 22,i18~19-12+15 (+6)
* Balcony Break
f+3sp
* Transition to DEN
f+4m12i17-9+7
* Knee
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
* Shoulder
df+1m14i13-1+5
df+2m15i14-3+9+39 (+31)
* Elbow
* Transition to SEN
* Cancel SEN transition with input B
df+2~Bm15-11+1+31 (+23)
df+3m15i16-7+5
* Transition to DEN with input D
df+3,3m, m15, 24,i25~26-15+29 (+14)
df+3~Dm15-4+8
df+4m16i15~16-8+2
d+2m17i18~19+0c+8c+10d
* Elbow
* Transition to FC with input D
d+3l8i15-14-3
d+3,1l, hh8, 4,10,i19,i18-7+4
* Combo from 1st hit CH
d+1+2l25i24~25-20+9d
db+1l9i17-12-1
High crush
db+1,3l, h9, 10,i19-12-1
* Combo from 1st hit
* Transition to LEN with input D
db+2m12i15-8+3
* Transition to SEN with input F
db+2,1m, m12, 8,i15~16-8+6
db+2,3m, m12, 15,i19-13+8
* Tornado
* Input can be held to power up and deal more chip damage on block
db+2,3*m, m12, 15,i51+13+24d (+14)
* Tornado
* Balcony Break
Input can be partially held from i? to i?
db+2~Fm12-5+6
db+4l19i21~22-26+5c+29a
High crush
db+1+2m18i26-13+6+10
* Transition to DEN with input D
db+1+2~Dm18-8+7+11
b+1m17i15~17-9+4
* Homing
b+2m12i15-7+4
b+2,1m, m12, 17,i15-10+4+32a
* Combo from 1st hit
* Can be delayed from 1st hit by ??? frames
* Can be delayed by a total of ??? frames
b+2,3m, h12, 21,i18-8+38d (-20)
* Balcony Break
* Tornado
b+3m14i17-12+4
* Transition to SEN with input F
b+3,4m, h14, 20,i23~24-8+19 (+10)
* Balcony Break
b+3~Fm14-5+11
b+4m23i15-8+8
Knee
b+1+2mm4,20i21~22,i8~9-9+9
* Balcony Break
* Homing
b+2+3ub(m)45i84~85+61a
uf+3mm26 (9)i16~17-26+33a (+15)
uf+4m20i25~27-8+42a
uf+3+4sp
uf+3+4,4sp, m,th20,20,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
Knee
f,F+2m20i21~22-13+35a
* Tornado
* Transition to SEN on hit with input F
f,F+2~Fm20+37a
* On hit only
* Switches sides
f,F+4l12i21-31+5
f,F+4,2l, h12, 15,i24-7+9
Cannot cancel DEN transition
f,F+4,3l, m12, 20,i28-16-3
f,F+1+2m20i16~17-9+14 (+5)+59a (+39)
* Elbow
* 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
* Tornado
* Transition to SEN with F on hit
ws1~Fm16+36a
* On hit only
* Switches sides
ws2m13i13~14-8+3
* 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,i20-15-3
* Combo from 1st hit
* Transition to LEN with D
ws2,3~Dm, h13, 20-11+6
ws2~Dm13-12-1
* Retreats during stance transition
ws2~Fm13-5+6
ws3h30i200+21 (+15)
* Transition to LEN with input D
ws3~Dh30+4+26 (+20)
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
(back to wall).b,b,ubm25i29~33-1~+3+45~+48d (-13~-10)
is8~13
DEN.1h14i11~12+1+8
* Elbow
* Transition to SEN with input F
High crush 4~10?
DEN.1,2h, h14, 20,i14~15-6+47a (-11)
* Heat Engager
* Balcony Break
DEN.1~Fh14-3+4
DEN.2m19i17~19-7+7+62a
* Transition to Avalanche Flip on hit with input UF
DEN.2~UFm19+9+64
* On hit only
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 8~
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+4l21i22~23-14-3+5
* Transition to SEN with input F
DEN.3+4~Fl21-7+4+12
DEN.Bsp
* Transition to DEN
* Can only performed on first DEN transition
DEN.n,Fsp
* Transition to SEN
LEN.1l20i16~17-12+4
High crush 1~
LEN.2m20i16~17-9+25 (+15)
* Tornado
* Powers up during Heat (Uses Heat Time, Tornado launches on hit)
High crush 1~15, Low crush 16~
SEN.1m26i12~13-6+23a (+13)
* Heat Engager
* Balcony Break
SEN.2l23i17~19-12+6c+73a (+57)
* Tornado
High crush 9~
SEN.3m20i14~16-14+29a (+19)
Low crush 14~
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+0c+22d (-13)
* Spike
* chip damage on block
Low crush 7~
SEN.Bsp
* Transition to DEN
SEN.Dsp
* Transition to LEN
High crush 24~27?
(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