lars

lars

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Quick overview

Stance character. Have to interrupt stance transitions.
SSR in neutral (df1, 2,1, db1, df2, ...).
Against stance transitions oB: For SEN, and minus transitions,
you can df1 check and still duck the PC. From heat f3+4 and
DEN3 you have to hold the mixup.
For DEN and LEN, just play according to transition frames.

HEAT

Heat powers: LEN powered up. New move to SEN; f3+4
LEN1: Now an attack throw
LEN2: Now a launcher
f3+4: Special mid with armor, +5 oB into SEN
Heat engagers: 1,1,1 | 3+4 | DEN1,2 | DEN3 | SEN1
Heat smash: i18 mid, +8 / +10 DEN.

Stances

DEN.Transitions: df3(+8oH,-4oB) | f1,2,3(-5oB)|ff4,2 (+9oH,-7oB)
db1+2~d(+7oH,-8oB) | ws2(-1oH,-12oB). i11h, i17m, i22l.
SEN. Transitions: HT f3+4(+10oH,+5oB) | DEN3(+5oH,+5oB) |
df2(+9oH,-3oB) | DEN1(+4oH,-3oB) | f1,2(+6oH,-5oB) |
f2,1(+6oH,-5oB) | ws2(+6oH,-5oB) | db2(+6oH,-5oB) |
b3(+11oH,-5oB) | DEN3+4(+4oH,-7oB). i12m, i17 PC, i17 low.
LEN. Transitions: ws3(+4oB) | 1,4(+1oH,-12oB) |
DEN4(+1oH,-12oB) | db1,3(-1oH,-12oB) | 2,1(+8oH,-6oB, forced)
3(+6oH,-11oB) | ws2,3(+6oH,-11oB). i11m(ws4), i16m, i16l
Can go from DEN->DEN, DEN->SEN, SEN->DEN, SEN->LEN

Standing block punishment

−15 pushbackdf3,3(-15) |
−153(-17) | f1+4(-18) | uf3(-26, time your punish) | ff4,3(-16) | fb2,1(-18) | ws2,3(-15) |
−14f4,1,2,1 | SEN3 |
−13f1+2 | db2,3(except max hold) | db1+2 | uf,n,4 | ff2 |
−121,1,1 | 1+2 | f1,2,3~b | f2,4 | fb2 | ws1 | (db1),2 |
-11 / -10f4,1,2(-10) | df2~b(-11) | b2,1(-10) | DEN1+2(-10) |

While standing block punishment

−15d1+2(-20) | db1,3(lh jail) | db4(-26) | ff3+4(-16 always?) |
−14d3 | DEN 3+4 |
−13
−121,4 | db1 | ws2,1 | FC 1+2 | DEN4 | SEN2 | LEN1 |
−11 / -10

Other notes

uf3+4,1+2 (the jumping throw) is 1+2 break.

Duckable highs

d3,1 | b2,3(mix) | b3,4 | (ff4),2 (first hit whiff) |

Plus on block

db2,3*(+13) | WR3(+6~+12) | ws3(+0 / +4 LEN) | DEN1(+1) | SEN4(+2 if absorb) | SEN3+4(+0c) |
d2(+0c) |

Low minus

df1(-1) |
1,2(-3) | uf3+4,4(-4) |

Low hit advantage

ff4,3(-3) | df4(+2) |