Lars — character information
Every Lars move in Tekken 8: 50 rows, 6 lows, 4 throws, 4 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.
On the numbers, Lars is expensive to be poked by (their average safe poke does 14.9 damage). Everything else about them sits inside the roster's normal range.
Neutral throws417th of 41
Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.
Lars: 4 throws from neutral — 17th of 41. The roster median is 4.
Plus on block9.1%33rd of 41
How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.
Lars: 9.1% of the movelist is plus on block — 33rd of 41. The roster median is 11%.
Lows12.4%28th of 41
How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.
Lars: 12.4% of the movelist is lows — 28th of 41. The roster median is 13.8%.
CH launchers638th of 41
Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.
Lars: 6 moves launch on counter hit — 38th of 41. The roster median is 12.
Stances216th of 41
Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.
Lars: 2 stances: DEN, SEN — 16th of 41. The roster median is 2.
Homing224th of 41
Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.
Lars: 2 homing strikes — 24th of 41. The roster median is 3.
Wall / balcony19%37th of 41
How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.
Lars: 19% of the movelist carries a balcony break or wall crush — 37th of 41. The roster median is 24.8%.
Floor breakers221st of 41
Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.
Lars: 2 strikes break the floor — 21st of 41. The roster median is 2.
Side switches48th of 41
Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.
Lars: 4 moves switch sides on hit — 8th of 41. The roster median is 2.
Chip damage14%22nd of 41
How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.
Lars: 14% do chip damage on block — 22nd of 41. The roster median is 14.5%.
Power crushes313th of 41
Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.
Lars: 3 power crushes — 13th of 41. The roster median is 3.
Fast mids217th of 41
Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.
Lars: 2 mids at i13 or faster — 17th of 41. The roster median is 2.
Parries / sabaki035th of 41
Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.
Lars: 0 parries or sabaki — 35th of 41. The roster median is 2.
Launchable lows33.3%28th of 41
How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.
Lars: 33.3% of their lows are -15 or worse — 28th of 41. The roster median is 37.5%.
Launchable mids/highs14.3%14th of 41
How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.
Lars: 14.3% of their highs and mids are -15 or worse — 14th of 41. The roster median is 10.9%.
Turn-keeping pokes37.3%17th of 41
How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.
Lars: 37.3% of their pokes stay plus on hit and safe on block — 17th of 41. The roster median is 35.5%.
Duckable highs19.8%26th of 41
How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.
Lars: 19.8% of the movelist is highs — 26th of 41. The roster median is 21.3%.
Low crushes11.6%25th of 41
How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.
Lars: 11.6% of the movelist jumps over lows — 25th of 41. The roster median is 12.8%.
High crushes9.1%23rd of 41
How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.
Lars: 9.1% of the movelist ducks under highs — 23rd of 41. The roster median is 9.7%.
Safe evasions45%22nd of 41
How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.
Lars: 45% of their evasive moves are still safe when blocked — 22nd of 41. The roster median is 45.5%.
Fast plus on block1.7%24th of 41
Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.
Lars: 1.7% of the movelist is plus on block at i15 or faster — 24th of 41. The roster median is 2%.
Safe poke damage14.96th of 41
What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.
Lars: their average safe poke does 14.9 damage — 6th of 41. The roster median is 13.2.
Follow-ups per move0.5133rd of 41
Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.
Lars: 0.51 follow-ups per standalone move — 33rd of 41. The roster median is 0.61.
Shading shows where Lars sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Lars reaches it on 1 of 23.
Your back to the wall
Less dangerous than most corners. 19% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.
Their back to the wall
4 moves switch sides on hit, in the top fifth of the roster, so they have an out but not a reliable one.
Centre stage
Stepping is largely available. Only 2 strikes of 121 moves are marked homing, below the roster middle, and 2 of those are mids — a short enough list to learn by sight.
On a breakable floor
2 strikes break the floor, about the roster middle.
Plus on block
Plus you cannot ignore
Fastest mids
Lows, safest first
Panic buttons
Launches on counter-hit
Homing
Free launches for you
| You are | Standing punish | Damage | From crouch | Damage |
|---|---|---|---|---|
| −10 or worse | 2,1 | 22 | — | |
| −12 or worse | f+2,1 | 25 | ws4 | 16 |
| −13 or worse | f+1+4 | 28 | ws2,3 | 33 |
| −15 or worse | b+2,3 | 33 | ws1 | 16 launches |
Duck it and the whole string whiffs
Fuzzy guard candidates
Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.
Do not try to duck these
Jailing is unrecorded on 88% of Lars’s string continuations, so a string missing from the last list was probably never checked.
The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Lars there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.
SEN — 8 moves out of it
DEN — 10 moves out of it
LEN — 2 moves out of it
3 of 3 stances in Lars’s movelist have a documented way in.
Lars has 4 throws that can start from neutral.
Default break: 1+2. It covers 2 of 4 breakable throws (50%).
What 1+2 does not cover, most damaging first:
1+3Hostile Takedown — breaks with 1 or 2, 35 damage2+4Raging Thunder — breaks with 1 or 2, 35 damage
From a stance:
- DEN — f,f,F+2+4. Every throw documented from here breaks with 1+2.
| Throw | Name | Break | Damage | Leaves you | Likely used |
|---|---|---|---|---|---|
1+3 | Hostile Takedown | 1 or 2 | 35 | FUFA | Against sidestepping |
2+4 | Raging Thunder | 1 or 2 | 35 | FDFT off-axis | Against sidesteppingTo escape a corner |
f,f,F+2+4from DEN | SHB | 1+2 | 40 | FDFA | — |
uf+1+2 | Apocalypse | 1+2 | 35 | FUFT | — |
Five questions from the vetted quiz corpus, scoped to this character.
What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.
Filters · 131 moves
131 moves
Search any column from its heading.
| Details | Properties | ||||||||
|---|---|---|---|---|---|---|---|---|---|
(airborne).DEN.2+4 | — | — | — | — | — | — | — | — | |
(airborne).f,f,F+2+4 | Rejection | Throw | 11 | — | 0 | — | 31 (21) | — | |
(back to wall).b,b,ub | Wall Jump Divekick | Mid | 29~33 | -1 | +19c | — | 25 | ||
1 | Jab | High | 10 | +1 | +8 | — | 5 | — | |
1,1 | — | Mid | i18~19 rel | -8 | +0 | — | ,8 | — | |
1,1,1 | Delta Slicer | Mid | i25~26 rel | -12 HD | +17a | — | ,20 | ||
1,2 | Left Right Combo | High | i10 rel | -3 | +8 | — | ,9 | — | |
1,4 | Legionnaire's Spin | Low | i22 rel | -12 | +1 | — | ,10 | — | |
1+2 | X-Ray | Mid | 25 | -12 | +7d | — | 25 | ||
1+2+3+4 | Ki Charge | — | — | — | — | — | — | — | |
1+3 | Hostile Takedown | Throw | 12~14 | -3 | +1 | — | 35 | ||
2 | — | High | 10 | +0 | +8 | — | 10 | — | |
2,1 | Ring Current | Mid | i20~21 rel | -6 | +8 | — | ,12 | — | |
2+3 | Heat Burst | Mid | 16 | +1 | +2c | — | [12;12] | ||
2+4 | Raging Thunder | Throw | 12~14 | -3 | 0 | — | 35 | ||
3 | Kick Start | High | 15 | -17 | +0 | — | 16 | — | |
3+4 | Electric Jolt | Mid | 17~18 | -8 HD | +17d | — | 22 | ||
4 | Spinning Cutter | High | 17~18 | -7 | +18a (+9) | — | 27 | ||
b+1 | Chevron Slash | Mid | 15~17 | -9 | +4 | +14a (+5) | 17 | ||
b+1+2 | Wind Liger | Mid ⋯ | 21~22 | -9 | +9 | — | 4,20 | ||
b+2 | — | Mid | 15 | -7 | +4 | — | 12 | — | |
b+2,1 | Gilbert Smash | Mid | i15 rel | -10 | +4 | +32a | ,17 | — | |
b+2,3 | Gilbert Cannon | High | i18 rel | -8 | +38d (-20) | — | ,21 | ||
b+3 | — | Mid | 17 | -12 | +4 | — | 14 | — | |
b+3,4 | Impulse Plus | High | i23~24 rel | -8 | +19 (+10) | — | ,20 | ||
b+4 | Magnetic Knee | Mid | 15 | -8 | +8 | — | 23 | ||
b+4,1+2 | Magnetic Knee Blast | Throw | — rel | — | +0d | — | ,15 | — | |
Back throw | Swift Silence | Throw | 12~14 | — | 0 | — | 50 | — | |
d+1+2 | Earth Battery | Low | 24~25 | -20 | +9d | — | 25 | ||
d+2 | Tactical Sword | Mid | 18~19 | +0 | +8c | +30d | 17 | ||
d+3 | — | Low | 15 | -14 | -3 | — | 8 | — | |
d+3,1 | Tesla Gravity | High ⋯ | i19i18 rel | -7 | +4 | — | ,4,10 | — | |
d+3,1 (wall stun) | Tesla Gravity Thrust | Mid | i35~36 rel | — | -3a (-15) | — | ,27 | ||
db+1 | — | Low | 17 | -12 | -1 | — | 9 | ||
db+1,3 | Arc Combination | High | i19 rel | -12 | -1 | — | ,10 | — | |
db+1+2 | Inductance | Mid | 26 | -13 | +8 | — | 12 | — | |
db+2 | — | Mid | 15 | -8 | +3 | — | 12 | — | |
db+2,1 | Double Tap | Mid | i15~16 rel | -8 | +6 | — | ,8 | — | |
db+2,3 | HE Combination | Mid | i19 rel | -13 | +8 | — | ,15 | ||
db+2,3* | HE Combination (Hold) | Mid | i51 rel | +13 | +24d (+14) | — | ,25 | ||
db+4 | Shadow Cutter | Low | 20~21 | -26 | +5c | +29a | 19 | ||
DEN.1 | — | High | 11~12 | +1 | +8 | — | 14 | ||
DEN.1,2 | Double Barrel | High | i14~15 rel | -6 HD | +21c | — | ,20 | ||
DEN.1+2 | Into the Storm | High | 12~13 | -1 | +29a | — | 24 | ||
DEN.2 | Rimfire | Mid | 17~19 | -7 | +7 | +62a | 17 | — | |
DEN.2+4 | — | — | — | — | — | — | — | — | |
DEN.3 | Bow Shock | Mid | 22~23 | +5 | +5 | — | 23 | ||
DEN.3+4 | Stack Up | Low | 22~23 | -14 | -3 | +5c | 21 | — | |
DEN.4 | Legionnaire's Shot | Low | 23~25 | -12 | +1 | — | 14 | — | |
DEN.B | Dynamic Entry | — | — | — | — | — | — | — | |
DEN.n,F | Silent Entry | — | — | — | — | — | — | ||
df+1 | — | Mid | 13 | -3 | +5 | — | 12 | — | |
df+1,1 | — | High | i21 rel | -6 | +6 | — | ,12 | — | |
df+1,1,3 | Lightning Barrage | Mid | i25~26 rel | -12 | +15c | — | ,25 | ||
df+1,3 | Lightning Spark | Mid | i24 rel | -12 | +13a (+4) | — | ,20 | ||
df+1+2 | Zeus Unlimited | Mid | 20 | -18 | +0d | — | 55+ | ||
df+2 | Flash Bullet | Mid | 14 | -3 | +9 | +13c | 15 | ||
df+3 | — | Mid | 16 | -11 | +8 | — | 15 | — | |
df+3,3 | Outpost Blitz | Mid | i25~26 rel | -15 | +29a (+14a) | — | ,24 (16) | ||
df4 | — | Mid | 15~16 | -8 | +2 | — | 16 | — | |
f,f,F+1 | Flash Blade | High | 18~20 | +4 | +36a | — | 23 | ||
f,f,F+2+4 | SHB | Throw | 11 | -3 | 0 | — | 40 | — | |
f,f,F+3 | Red Sprite | Mid | 20~26 | +6 | +15a (+5) | — | 30 | ||
f,F+1+2 | Elbow Corona | Mid | 16~17 | -9 | +14 (+5) | +59a (+39) | 20 | ||
f,F+2 | Surge Blast | Mid | 21~22 | -13 | +35a | — | 20 | ||
f,F+3+4 | Double Action | Low | 19~20 | -16 | +0c | — | 26 | ||
f,F+4 | — | Low | 21 | -31 | +5 | — | 12 | — | |
f,F+4,2 | Cross Transistor | High | i24 rel | -7 | +11 | — | ,15 | — | |
f,F+4,3 | Double Pulse | Mid | i28 rel | -16 | -3 | — | ,20 | — | |
f,n,b+2 | — | Mid | 14 | -12 | 0 | — | 10 | — | |
f,n,b+2,1 | Blue Bolt | Mid | i16 rel | -18 | +47a (+39) | — | ,10 | — | |
f+1 | — | High | 13 | -5 | +6 | — | 10 | — | |
f+1,2 | Flash Claw | Mid | i12 rel | -5 | +6 | — | ,11 | — | |
f+1,2,3 | Flash Bang | Mid | i24 rel | -5 | +22c | +49a | ,20 | ||
f+1+2 | Ark Blast | Mid | 15~16 | -13 | +28 | — | 20 | — | |
f+1+4 | Power Slug | Mid | 13~14 | -18 | +18 (+8) | — | 28 | ||
f+2 | — | High | 12 | -6 | +3 | — | 10 | — | |
f+2,1 | Charge Factor | High | i13 rel | -5 | +6 | — | ,15 | — | |
f+2,4 | Death Mask | High | i18~19 rel | -12 | +15 (+6) | — | ,22 | ||
f+3 | Dynamic Entry | — | — | — | — | — | — | — | |
f+4 | — | Mid | 17 | -9 | +7 | — | 12 | ||
f+4,1 | — | Mid | i21~22 rel | -9 | +2 | — | ,8 | — | |
f+4,1,2 | — | Mid | i12 rel | -10 | +2 | — | ,8 | — | |
f+4,1,2,1 | Volcanic Lightning | Mid | i24~25 rel | -14 | +19 (+9) | — | ,20 | ||
FC.df+2 | Power Spike | Mid | 15~16 | -8 | +5 | +63a | 19 | — | |
H.2+3 | Thunderbird Descent | Mid | 18~19 | +12 | +0d / +81a | — | 55 | ||
H.DEN.3+4 | Stack Up Insurgence | Low ⋯ | 22~23 | -14 | +21d | — | 11,5 | — | |
H.f+3+4 | Rebellion | Mid sm | 18~24 | +5 | +10 | — | 5 | ||
H.LEN.1 | Blue Jet | Low ⋯ | 16~17 | -12 | +5d | — | 20,10 | ||
H.LEN.2 | Rising Force (Heat) | Mid | 16~17 | -9 | +29d | — | 25 | ||
H.SS.2 | Shockwave Insurgence | Mid ⋯ | 16~17 | +6 | +27d | — | 20,10 | ||
hFC.1+2 | Double Smack | Low ⋯ | 18 | -12 | +1c | — | 9,15 | ||
Left throw | Tactical Knee | Throw | 12~14 | -3 | 0 | — | 40 | — | |
LEN.1 | Blasting Smack | Low | 16~17 | -12 | +4c | — | 20 | ||
LEN.2 | Rising Force | Mid | 16~17 | -9 | +25 (+15) | — | 25 | ||
Right throw | Lethal Force | Throw | 12~14 | -3 | +1 | — | 40 | — | |
SEN.1 | Lightning Thrust | Mid | 12~13 | -9 HD | +23a (+13) | — | 26 | ||
SEN.1+2 | Entangling Ejector | Mid | 14~16 | -14 | +20a (+13) | — | 21 | ||
SEN.2 | Turbine Hook | Low | 17~19 | -12 | +6c | +27d | 23 | ||
SEN.3 | Rising Storm | Mid | 14~16 | -13 | +29a (+19) | — | 20 | ||
SEN.3+4 | Lightning Axle | Mid ⋯ | 13~14 | +0 | +22d (-13) | — | 6,16 (23) | ||
SEN.4 | Electric Volley | High | 17~18 | +4 | +31a | — | 19 | ||
SEN.B | Dynamic Entry | — | — | — | — | — | — | — | |
SEN.D | Limited Entry | — | — | — | — | — | — | ||
SS.2 | Shockwave | Mid | 16~17 | -7 | +22d | — | 20 | ||
ub+1 | — | High | 13 | -16 | -5 | — | 12 | — | |
ub+1,2 | — | Mid | i16 rel | -25 | -14 | — | ,7 | — | |
ub+1,2,1 | — | Mid | i15 rel | -16 | -5 | — | ,8 | — | |
ub+1,2,1,1 | — | Mid | i25 rel | -25 | -14 | — | ,12 | — | |
ub+1,2,1,1,2 | — | Low | i17 rel | -26 | -15 | — | ,6 | — | |
ub+1,2,1,1,2,2 | — | Mid | i23 rel | -27 | +23 | — | ,10 | — | |
ub+1,2,1,1,2,2,3 | — | Mid | i14 rel | — | — | — | ,7 | — | |
ub+1,2,1,1,2,2,3,3 | — | Mid | i18 rel | — | +11 (+4) | — | ,6 | — | |
ub+1,2,1,1,2,2,3,3,1+2 | — | Mid | — rel | — | +12 | — | ,2+1 | — | |
ub+1,2,1,1,2,2,3,3,1+2,1+2 | — | Mid | i15 rel | — | +4 (+3) | — | ,17 | — | |
ub+1+2 | Zeus | Mid | 84~85 | — | +61a | — | 45 | — | |
uf,n,4 | Delayed Rising Toe Kick | Mid | 23~25 | -13 | +32a (+22) | — | 20 | ||
uf+1 | Alternating Current | Mid ⋯ | 15 | -12 | +3 | — | 10,20 | — | |
uf+1+2 | Apocalypse | Throw | 12~14 | -3 | 0 | — | 35 | — | |
uf+2 | — | High | 15 | -12 | +9 | — | 17 | — | |
uf+3 | Lightning Screw | Mid ⋯ | 16~17 | -26 | +33a (+15) | — | 12,14 (20) | ||
uf+3+4 | Avalanche Flip | — | — | — | — | — | — | ||
uf+3+4,1+2 | Avalanche Drop | Throw | i9~11 rel | -7 | +1 | — | 40 | ||
uf+3+4,4 | Avalanche Flip Break Down | Mid ⋯ | i17~18 rel | -4 | +0d | — | 20,20 | ||
uf+4 | Storm Axle | Mid | 25~27 | -8 | +42a | — | 20 | ||
ws1 | Streamer | Mid | 15~16 | -12 | +38a | — | 16 | ||
ws2 | — | Mid | 13~14 | -8 | +3 | — | 13 | — | |
ws2,1 | Multiplied Force | Mid | i23~24 rel | -12 | +2c | +4d | ,17 | — | |
ws2,3 | Glass Breaker | High | i20 rel | -15 | -3 | — | ,20 | — | |
ws3 | Tower Cannon | High | 20 | +0 | +21a (+15) | — | 30 | — | |
ws4 | Shell Smash | Mid | 11~12 | -6 | +5 | — | 16 | — |