
lars
lars Tekken 8 Season 2 Guide


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