Introduction
Lars Alexanderson is a versatile high-risk, high-reward character who can utilize his various stances to catch the opponent off guard and to make mistakes when challenging them. His Silent Entry (SEN), Dynamic Entry (DEN), and Limited Entry (LEN) are very simple yet effective mixups that can be utilized in various scenarios. He also excels in punishment, offering one of if not the best punishment tools in the game, having strong punishment at every major punish frame from 10 to 16+, with (2,1 at 10f) (f+2,4 or f+2,1) F+2,4 for damage f+2,1 for a SEN mix and his most iconic punish in f,N,b+2,1 at 14f making it the best launch punisher in the game and at 15f his F1+2. He also boasts the best combos in the game, easily able to get opponents to the wall for big damage opportunities.
His game plan is a revolving door of keep your opponent on edge with stance mix-ups and annoying pokes in DB4, F,F+4,2, DB+1,3, 1,4, DF+2, and B+1, along with staying on top of your punishment, which can lead back into his combo game, netting you high damage. While Lars may have a low entry to pick up and play, being one of the easier characters to play, winning with him at higher levels can be difficult due to his risky pokes and stances. But once mastered, he is a very fun and rewarding character to play!
Top 10 Moves
Lars' jab is a fairly long-reaching jab that is very good at controlling space. The extension 1,4 is a very simple low extension that leaves you at plus 1 for small frame traps or to be used for movement, but generally used as a round ender. It can also transition into LEN for plus 3 on hit for a better mix, albeit not super advantageous. Lastly, Lars 1,1,1 is his best 10f move, being a wall splatting heat engager and a great counter hit tool at the wall.h, i10, +1 oB, +8 oH
Lars df+1 is a useful 13f generic tool, although -3 on block, it can set up movement after to create openings. It is also very good at challenging high armor moves, with its fast recovery, he can easily duck and punish after checking an opponent's power crush. df1,1 is a natural mid high that can be used as a psuedo mix up with df1,3 (mid mid) to catch an opponent trying to duck and punish, but df1,1 as a punish is very powerful as it can transition into DEN by holding D, giving you +10 for a very solid mix up. Finally, his "df1,1,3 string isn't as useful unless you have the opponent trained to swing after the first hit, because if the 2nd hit lands on counter hit, the 3 follow-up is guaranteed. The best use is at the wall. m, i13, -3 oB, +5 oH
This move is a 14f mid that automatically transitions into SEN. By holding B, you can stop the transition. DF2 has multiple uses on hit. It's plus 9 with the transition, allowing for an uninterruptable mix-up without the transition. it's plus 1, but gives very good space and can be used as a simple 14f punisher as well.m, i14, -3 oB, +9 oH, +13c oCH
2, 1 is a simple but effective 10f punish. It auto transitions into LEN, giving you a +8 mix-up, and can be cancelled for more creative follow-ups.h, m, i10, -6 oB, +8 oH
His best homing move at 15f startup and safe at -9. You can use the move against strong steppers to keep them in check, and on ch gives a knock down and wallsplats for a combom, i15~17, -9 oB, +4 oH, +14a (+5) oCH
A new addition in season 2. This long-range running move has excellent tracking and transitions into SEN. It can be used for a simple mix-up when pressuring opponents or as a tool to force opponents back. While only plus 4 on block into SEN and plus 2 when cancelled, it's a great tool to instill pressure in your favor, and on hit gives a free SEN 2 follow-up. This move also doubles as a strong aerial tailspin, making this a mandatory staple in your combos.h, i18~20, +4 oB, +36a oH
A safe knee attack throw at 15 frames. Great against most parriesm, th, i15, 0 oH
Linear but long-reaching heat engager kick at 17f startup. This move, while not used often by Lars players, is good against moves that are highly negative but safe due to push back (ex: Deathfist), and because it is a heat engager, this makes it imperative to catch those punishes to get the highest amount of damage against these types of movesm, i17~18, -8 oB, +17d oH
A strong stance low, easily his best at only -12. This low gives you plus 6 on hit and is crucial to his stance pressure, leaving you in crouch and giving you access to numerous while-standing moves to mix your opponent. On counter hit, it gives an instant tornado for a combo. l, i17~19, -12 oB, +6c oH, +73a (+57) oCH
This move is essential. It is, in essence, a long-range jab that can be used to stop anyone from coming in and/or to close distance with ease, and can also be transitioned into SEN as well. At plus 8 on hit and plus 1 on block, you have plenty of room to play around and experiment with to check your opponent.h, i11~12, +1 oB, +8 oH
Notable Moves
A strong sidestepping mid that KND on hit and can be followed up with DEN 3+4 or FF2, both of which can transition into SEN for more pressure. In heat this move gets enhanced with a thunderstrike, taking it from -9 to +6, meaning that you can follow up with df1, stopping opponents from rage arts, but will not beat power crushm, i16~17, -7 oB, +22d oH
A fast 16f mid kick that on hit gives you DEN 1, 2. This works very well as a block punish or whiff punish, as this link leads into a heat engager, and if you are already in heat, it gives you a heat dash combom, i16, -11 oB, +8 oH
A plus 5 forward advancing homing stance mid that forces an automatic SEN mix up and is a heat engager. m, i22~23, +5 oB, +5 oH
This mid forces 0 on block but leaves your opponent in crouch, giving a slight advantage. By holding D, you can make yourself crouch as well, making WS 4 beat almost every option or follow-up, and if you remain standing, this is a decent frame trap when used with 111.m, i18~19, +0c oB, +8c oH, +10d oCH
A heat-engaging mid from SEN. It's safe on block and best used when you want to either stay safe or if you see your opponent trying to press on stance plus framesm, i12~13, -6 oB, +23a (+13) oH
SEN (by itself)
This stance can high-crush, making baiting an opponent fall in your favor, or if you are using a stance into a high power crush, this move comes in handy to make hard reads against opponentsThis stance has a manual input giving a psuedo wavedash feeling. It can also high-crush, but only when it is manually input. This is very useful against a lot of strings if you have the knowledgesp
A mid mid 0 on block that can set up a mini midngame with frame traps and movement. This move can also floor break for a combom,m, i13~14, +0c oB, +22d (-13) oH
Lars hellsweep operates as both a mix-up tool in (FF4,2), giving you plus frames into DEN for a very strong mix-up, and FF4,3 does more damage but leaves you at -3. It allows you to pick and choose what kind of pressure you want to put on your opponent. Although the risk may be large due to it being launch punishable, this move will make all the difference in applying pressure l, h, i21, -7 oB, +11 oH
Lars' most iconic low at 20f startup. This launch-punishable low is a staple in Lars' gameplay. At plus 5, this move starts a vast majority of Lars' mixups, and on counter hit gives a full combo.l, i20~21, -26 oB, +5c oH, +29a oCH
A safe 15f full crouch counter hitting mid. Used in tandem with DB4, SEN2, or any low that leaves him in crouch. This move will check for anyone pressing in situations they shouldn't, or anyone second-guessing themselves once, and it is one of his best combo startersm, i15~16, -8 oB, +5 oH, +63a oCH
An 18F full crouch low. A safer alternative low that can transition into LEN by holding D. It can create mind games and help train your opponent's reactionsl,l, i18, -12 oB, +1 oH
A general slash kick that gives plus 6 on block and helps start offense in a safe mannerm, i20~26, +6 oB, +15a (+5) oH