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lars Tekken 8 Season 2 Guide

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Last updated Nov 18, 2025, Game version 2.06

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!

Strengths

  • Mixups: Has the simplest yet effective mixups in the game.
  • Combos: Lars' combos are the farthest carrying while dealing good damage, and can be the most versatile to use, making him more interesting to experiment with.
  • Strong mids: His FF1+2, B1, DF2, B4,1+2, SS2, DB+2,1, DEN 3 are very useful mids in his kit
  • The best punishment in the game.

Weaknesses

  • He has a very bad sidestep, making it hard to move around.
  • The majority of his lows are launch but are vital to his mixups and plus frames
  • He is very linear, so characters with strong steps can get around his kit easily

Heat System

  • Lars' heat systems unleash his true stance potential. It gives him access to and all new move in Rebellion (F3+4), which gives him plus 5 into his SEN stance. Along with enhanced versions of H SS2 and H DEN 3+4, giving him a second hit in a lightning strike for a free follow-up. In addition, his LEN 1 and LEN 2 are also enhanced. H LEN 1 gives an attack throw, and H LEN 2 gives an instant tornado for a combo. He is also capable of regenerating heat by using his stance, making stance transitioning imperative if you want to prolong your heat. Lastly, his heat smash allows you to stance afterwards, or you can cancel it by holding B for plus frames for a non-stance mix.

Top 10 Moves

1 (and extensions)

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

DF+1 (and extensions)

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

DF+2

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

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

B1

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 combo
m, i15~17, -9 oB, +4 oH, +14a (+5) oCH

f,f,f+1

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

B4,1+2

A safe knee attack throw at 15 frames. Great against most parries
m, th, i15, 0 oH

3+4

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 moves
m, i17~18, -8 oB, +17d oH

SEN 2

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

DEN 1

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

Punishers

Standing
i10f 2,1 (Fastest jab punish. Free automatic LEN mix up)
i12f F2,4 (Best standing punish)
i12f F2,1 (A decent punish. Loses damage but gains a SEN mix-up)
i13f F1+4 (Furthest reaching punish, but less damage than F2,4)
i14f F,N, B 2,1 (Fastest and best launch punish, gives the best combos)
i15f F1+2 (An easier punish with less execution, will be the common launch punish)
i16f UF3 (Not used as often as the other launchers, but still fairly useful)
i17f 3+4 (Good against pushback moves like DeathFist and is a Heat Engager)
Crouching
i11f WS 4
i13f WS 2,1 (Leaves opponent in crouch on hit)
i13f WS 2,3 (The optimal punish. It deals more damage and can transition into LEN for a mix-up.)
i15f WS 1 (Launcher that works against any launch punishable low)
i20f WS 3 (Strongest launcher, amazing against stagger lows like Mishima Hellsweep)
Whiff punishers
2,1 (Fast safe whiff punish)
F1+2 (Easy to use, fast mid launcher)
B3,4 (Long range KND whiff punish)
DF+2 B (Fast mid)

Combos

F,N,B+2,1 | UF4 | CH FC DF2 | CH DEN 2
DEN 2 → f123~ DEN1 → b3~f SEN 1+2 →DEN 2 u 4
F1+2 | SEN 3
df+3~d DEN 2 → df2~SEN 4 → 2 → b3~f SEN1+2 → DEN2 u 4
UF+3
FC df2 → db2~f SEN1+2 → ff42~DEN 2 u 4
CH DB4
FC df2 → db21 → df2~SEN 4 → db2~f SEN 1+2 → SSL DEN 2 u 4
CH FF1+2
fff+1~ SEN 4→ df3~d DEN 2→ df+2~ SEN 1+2 → SSL DEN 2 u 4
WS1 | FF2
~f SEN 3 → df+3~d DEN 2→ df2~ SEN 4→ db+2~f SEN 1+2 → DEN 2 u 4
WS3
~d → LEN 2 → fff+1~b → ff42~ DEN1 → df+3~d DEN 2 u 4
DEN 1+2
fff+1~b → ff42~ DEN1 → df+3~d DEN 2 u 4
Low Parry
fff+1~b → ff42~ DEN1 → df+3~d DEN 2 u 4

Beginner Combos

F,N,B+2,1 | UF4 | CH FC DF2 | CH DEN 2
f123~ DEN1 → b3 SEN 1+2 → DEN 2 u 4
F1+2 | SEN 3
df+3~d DEN 2 → f+21~SEN 1+2 → f+21~ SEN 1
UF+3 | CH DB4
WS2~f SEN 1+2 → df+1 → f+21~SEN 1
CH FF1+2
db+21 → f+21~ SEN 1+2 → f+21~SEN 1
WS3
~d LEN 2 → f+123~ DEN 1~f SEN 1
WS1 | FF2
uf+3 → WS2~f ~SEN 1+2 → DEN 2 u 4
Low Parry
F123~DEN1 → b3~f SEN 1

Combo Enders

Carry
Floor break
F,B+21
Wall break

Wall Combos

Normal
df+1 → db+21 → f1+4
1 → df+1 → d3 1
With tornado
df+1 → d 3, 1
fff2+4 → f1+4

Small Combos

SS+2
ff+2
CH df+2
SEN 1 or SEN 3+4
DF3
~d DEN 1 2
CH DEN 3+4
~f SEN 1
DB1+2
~d DEN 1 2

Notable Moves

SS 2

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 crush
m, i16~17, -7 oB, +22d oH

DF3 (into DEN 1+2)

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 combo
m, i16, -11 oB, +8 oH

DEN 3

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

D2

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

SEN 1

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 frames
m, 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 opponents

F+3 (DEN)

This 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 knowledge
sp

SEN 3+4

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 combo
m,m, i13~14, +0c oB, +22d (-13) oH

FF+4,2 | FF+4,3

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

DB+4

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

FC DF2

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 starters
m, i15~16, -8 oB, +5 oH, +63a oCH

FC 1+2

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 reactions
l,l, i18, -12 oB, +1 oH

FFF+3

A general slash kick that gives plus 6 on block and helps start offense in a safe manner
m, i20~26, +6 oB, +15a (+5) oH

Stances

F3 / Dynamic (DEN)

This stance can be accessed by manually inputting F3 or using moves such as F+1,2,3 and FF+4.2, it will automatically transition, while other moves like DF3 and DB1+2 require you to hold D in order to make him transition

SEN / LEN (Silent Entry) (Limited Entry)

SEN can be accessed after manually going in to DEN by pressing F. SEN will automatically transition from f+2,1, f+1,2, df+2, and DEN 3, and a few other moves, and all can be cancelled by holding B. Other moves require a manual input, such as WS2 and b3. LEN, just like SEN, can be accessed through a move, 2,1, making it the only move to auto transition. It can also be accessed from SEN by holding D in SEN, and can be manually accessed by holding D after 1,4, DEN 4, WS3, and 3.

Panic Moves

1,1,1

Lars Jab ch string. Good at interrupting pressure
h, m, m, i10, -12 oB, +5c oH

uf+3

Lightning screw. A high-crushing mid launcher. Very risky to use, but great reward
m,m, i16~17, -26 oB, +33a (+15) oH

db1+2

A pseudo Backswing blow. It can be used against some strings and pressure, gives a free DEN 1,2 on hit. Must learn how to hit confirm, bacause it is very aasy to punish the transition if it doesn't hit.
m, i26, -13 oB, +8 oH

db+4

A 20f high crushing low, launch punishable on block
l, i20~21, -26 oB, +5c oH, +29a oCH

Frame Traps

1 | DEN 1 1,1,1
B1 df+2
DF1 B4
DB4 FC df+2

Knowledge Checks

DEN 3

An easy-use stance mid that covers long distances and leaves you at +5 for a SEN mix-up
m, i22~23, +5 oB, +5 oH

DF+1, 1 | df+1,3 | df+1,1,3

Df1,1 is a mid-high string that can be ducked, but alternatively DF1,3 is mid-mid, and although -12, it is a good check for opponents who duck DF1,1, and at the wall will wall splat for a combo, and DF1,1,3 is for those not respecting the second hit at all, making the 1,3 free on CH
m, h, i13, -6 oB, +6 oH

SEN 3+4

SEN 3+4 into 1,1,1 is a common strategy with Lars players. it's 0 on block, but leaves you crouched. Sidestep, block, or use a FC low or mid if you have one that is fast.
m,m, i13~14, +0c oB, +22d (-13) oH

2,1

On block, 2,1 is -8, meaning that you should be able to take your turn, but Lars can use orbital and beat certain mids and highs. Using a move that can float him safely or side-stepping to the right will nullify this mix-up
h, m, i10, -6 oB, +8 oH

DB4

A 20f +5 on hit low. An essential move for a lot of Lars players, and commonly followed up with FC DF2 for a safe CH launching combo. On block your character can get their strongest WS launch. If hit by it, do not press
l, i20~21, -26 oB, +5c oH, +29a oCH

Defensive tips

Sidestep Right

Lars is very weak to his right side and generally linear, making it the best choice when fighting him. To keep people in line, Lars players will use B1 and f,f,f+1 to keep you from getting around him. If you are stepping Lars, check to see if they are stopping you from doing so, and if not, take advantage.

Learn the SEN stance moves

Learning which moves go into SEN (i.e, F2,1, DF,2, B3, etc.) will help greatly, as SEN on block is not a real mix-up. Step to the left and duck to avoid the follow-up attacks, or if you feel confident in your read, use a launcher as he can't block in SEN.

Block the lows.

Lars' lows are generally bad on block, but on hit grant him a very good advantage. Moves like his DB4, FF4,3 / FF4,2 and DB1,3 are deadly for him on block. Keep your defense up and launch him for swinging too big with lows.

Do not sit still

Lars loves nothing more than an inactive player; he WILL run you over. You must be active against him. Use your movement to your advantage

Defensive Move Handling

DB1,3

On blocking the first hit of this string, the second hit will keep you ducking, automatically whiffing. Be mindful and launch this move any chance you get.
l, h, i17, -12 oB, -1 oH

DB+4

A launch punishable low that leads into a lot of Lars pressure and a commonly used move
l, i20~21, -26 oB, +5c oH, +29a oCH

DF3,3

A 2-hit guaranteed string that can transition into DEN by holding D. Be careful when challenging this move, as DF33 can't be interrupted but is launch punishable, and Lars can't block in DEN. Be patient and wait for your opening.
m, m, i16, -15 oB, +29a (+14a) oH

1,4

You can block the 2nd hit even if the jab lands, and it can be low parried if the jab is blocked.
h, l, i10, -12 oB, +1 oH

B2,1

A 2-hit delayable CH launching string that can be used in tandem with B2,3. You can flash duck and remain safe between both moves and launch the high in B2,3
m, m, i15, -10 oB, +4 oH, +32a oCH

DB1+2

A backswing block that can transition into DEN. It's unsafe, being -13, but if you are scouting that he goes into DEN afterwards, you can launch him.
m, i26, -13 oB, +8 oH

DB2,3

A mid into a chargeable mid kick. This move can be stopped while charging, but can be let go early to catch timing. Using a jab to stop the charge is the easiest way to counter it.
m, m, i15, -13 oB, +8 oH

External Resources