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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.

How they play

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.

Key Lars moves

Plus on block

  • db+2,3*HE Combination (Hold)from db+2 (i15), mid, +13 on block
  • H.2+3Thunderbird Descentsituationali18, mid, +12 on block, needs Heat
  • H.SS.2Shockwave Insurgencesituationali16, mid, +6 on block, needs Heat
  • f,f,F+3Red Spritei20~26, mid, +6 on block

Plus you cannot ignore

  • f,f,F+3Red Spritei20~26, mid, +6 on block

Fastest mids

  • df+1i13, mid, -3 on block
  • f+1+4Power Slugi13, mid, -18 on block

Lows, safest first

  • H.LEN.1Blue Jetsituationali16, low, -12 on block, too fast to see coming, needs Heat
  • LEN.1Blasting Smackstancei16, low, -12 on block, too fast to see coming
  • db+1i17, low, -12 on block, too fast to see coming
  • SEN.2Turbine Hookstancei17, low, -12 on block, too fast to see coming

Panic buttons

  • 1+2X-Rayi25, absorbs a hit, -12 on block
  • uf+3Lightning Screwi16, jumps lows, -26 on block
  • uf,n,4Delayed Rising Toe Kicki23, jumps lows, -13 on block
  • uf+4Storm Axlei25, jumps lows, -8 on block

Launches on counter-hit

  • FC.df+2Power Spikesituationali15, counter-hit +63a
  • DEN.2Rimfirestancei17, counter-hit +62a
  • f,F+1+2Elbow Coronai16, counter-hit +59a (+39)
  • f+1,2,3Flash Bangfrom f+1 (i13), counter-hit +49a

Homing

  • DEN.3Bow Shockstancei22, homing, +5 on block
  • SEN.4Electric Volleystancei17, homing, +4 on block
  • b+1Chevron Slashi15, homing, -9 on block
  • b+1+2Wind Ligeri21, homing, -9 on block

Free launches for you

  • df+3,3Outpost Blitzfrom df+3 (i16), -15 on block
  • ws2,3Glass Breakersituationalfrom ws2 (i13), -15 on block
  • ub+1i13, -16 on block
  • f,F+3+4Double Actioni19, -16 on block
What Lars punishes you with
Lars’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,122—
−12 or worsef+2,125ws416
−13 or worsef+1+428ws2,333
−15 or worseb+2,333ws116 launches
What you get to do about Lars’s strings

Duck it and the whole string whiffs

  • f+22 follow-ups, all high

Fuzzy guard candidates

  • f,F+4,2high, 4f before f,F+4,3
  • df+1,1high, 3f before df+1,3
  • ws2,3high, 3f before ws2,1

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

  • 1,1jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • DEN.1,2jails — you stay in blockstun
  • f+1,2jails — you stay in blockstun
  • f+2,1jails — you stay in blockstun

Jailing is unrecorded on 88% of Lars’s string continuations, so a string missing from the last list was probably never checked.

Getting into Lars’s stances

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

  • f+2,1Charge Factorfrom f+2 (i12), -5 on block
  • f+1,2Flash Clawfrom f+1 (i13), -5 on block
  • df+2Flash Bulleti14, -3 on block
  • db+2i15, -8 on block
  • b+3i17, -12 on block
  • f,F+2Surge Blasti21, -13 on block
  • …and 8 more

DEN — 10 moves out of it

  • df+1,1from df+1 (i13), -6 on block
  • f+1,2,3Flash Bangfrom f+1 (i13), -5 on block
  • df+3i16, -11 on block
  • db+1+2Inductancei26, -13 on block
  • f+3Dynamic Entryblock frames unpublished
  • ws2situationali13, -8 on block
  • …and 3 more

LEN — 2 moves out of it

  • 1,4Legionnaire's Spinfrom 1 (i10), -12 on block
  • 3Kick Starti15, -17 on block
  • uf+1Alternating Currenti15, -12 on block
  • db+1,3Arc Combinationfrom db+1 (i17), -12 on block
  • ws2,3Glass Breakersituationalfrom ws2 (i13), -15 on block
  • hFC.1+2Double Smacksituationali18, -12 on block
  • …and 3 more

3 of 3 stances in Lars’s movelist have a documented way in.

Throws and breaks

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+3 Hostile Takedown — breaks with 1 or 2, 35 damage
  • 2+4 Raging 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.
Lars neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Hostile Takedown1 or 235FUFAAgainst sidestepping
2+4Raging Thunder1 or 235FDFT off-axisAgainst sidesteppingTo escape a corner
f,f,F+2+4from DENSHB1+240FDFA—
uf+1+2Apocalypse1+235FUFT—

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

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
Level
Properties

131 moves

Search any column from its heading.

Lars frame data — 131 moves
DetailsProperties
(airborne).DEN.2+4————————
(airborne).f,f,F+2+4RejectionThrow11—0—31 (21)—
(back to wall).b,b,ubWall Jump DivekickMid29~33-1+19c—25
1JabHigh10+1+8—5—
1,1—Midi18~19 rel-8+0—,8—
1,1,1Delta SlicerMidi25~26 rel-12 HD+17a—,20
1,2Left Right ComboHighi10 rel-3+8—,9—
1,4Legionnaire's SpinLowi22 rel-12+1—,10—
1+2X-RayMid25-12+7d—25
1+2+3+4Ki Charge———————
1+3Hostile TakedownThrow12~14-3+1—35
2—High10+0+8—10—
2,1Ring CurrentMidi20~21 rel-6+8—,12—
2+3Heat BurstMid16+1+2c—[12;12]
2+4Raging ThunderThrow12~14-30—35
3Kick StartHigh15-17+0—16—
3+4Electric JoltMid17~18-8 HD+17d—22
4Spinning CutterHigh17~18-7+18a (+9)—27
b+1Chevron SlashMid15~17-9+4+14a (+5)17
b+1+2Wind LigerMid ⋯21~22-9+9—4,20
b+2—Mid15-7+4—12—
b+2,1Gilbert SmashMidi15 rel-10+4+32a,17—
b+2,3Gilbert CannonHighi18 rel-8+38d (-20)—,21
b+3—Mid17-12+4—14—
b+3,4Impulse PlusHighi23~24 rel-8+19 (+10)—,20
b+4Magnetic KneeMid15-8+8—23
b+4,1+2Magnetic Knee BlastThrow— rel—+0d—,15—
Back throwSwift SilenceThrow12~14—0—50—
d+1+2Earth BatteryLow24~25-20+9d—25
d+2Tactical SwordMid18~19+0+8c+30d17
d+3—Low15-14-3—8—
d+3,1Tesla GravityHigh ⋯i19i18 rel-7+4—,4,10—
d+3,1 (wall stun)Tesla Gravity ThrustMidi35~36 rel—-3a (-15)—,27
db+1—Low17-12-1—9
db+1,3Arc CombinationHighi19 rel-12-1—,10—
db+1+2InductanceMid26-13+8—12—
db+2—Mid15-8+3—12—
db+2,1Double TapMidi15~16 rel-8+6—,8—
db+2,3HE CombinationMidi19 rel-13+8—,15
db+2,3*HE Combination (Hold)Midi51 rel+13+24d (+14)—,25
db+4Shadow CutterLow20~21-26+5c+29a19
DEN.1—High11~12+1+8—14
DEN.1,2Double BarrelHighi14~15 rel-6 HD+21c—,20
DEN.1+2Into the StormHigh12~13-1+29a—24
DEN.2RimfireMid17~19-7+7+62a17—
DEN.2+4————————
DEN.3Bow ShockMid22~23+5+5—23
DEN.3+4Stack UpLow22~23-14-3+5c21—
DEN.4Legionnaire's ShotLow23~25-12+1—14—
DEN.BDynamic Entry———————
DEN.n,FSilent Entry——————
df+1—Mid13-3+5—12—
df+1,1—Highi21 rel-6+6—,12—
df+1,1,3Lightning BarrageMidi25~26 rel-12+15c—,25
df+1,3Lightning SparkMidi24 rel-12+13a (+4)—,20
df+1+2Zeus UnlimitedMid20-18+0d—55+
df+2Flash BulletMid14-3+9+13c15
df+3—Mid16-11+8—15—
df+3,3Outpost BlitzMidi25~26 rel-15+29a (+14a)—,24 (16)
df4—Mid15~16-8+2—16—
f,f,F+1Flash BladeHigh18~20+4+36a—23
f,f,F+2+4SHBThrow11-30—40—
f,f,F+3Red SpriteMid20~26+6+15a (+5)—30
f,F+1+2Elbow CoronaMid16~17-9+14 (+5)+59a (+39)20
f,F+2Surge BlastMid21~22-13+35a—20
f,F+3+4Double ActionLow19~20-16+0c—26
f,F+4—Low21-31+5—12—
f,F+4,2Cross TransistorHighi24 rel-7+11—,15—
f,F+4,3Double PulseMidi28 rel-16-3—,20—
f,n,b+2—Mid14-120—10—
f,n,b+2,1Blue BoltMidi16 rel-18+47a (+39)—,10—
f+1—High13-5+6—10—
f+1,2Flash ClawMidi12 rel-5+6—,11—
f+1,2,3Flash BangMidi24 rel-5+22c+49a,20
f+1+2Ark BlastMid15~16-13+28—20—
f+1+4Power SlugMid13~14-18+18 (+8)—28
f+2—High12-6+3—10—
f+2,1Charge FactorHighi13 rel-5+6—,15—
f+2,4Death MaskHighi18~19 rel-12+15 (+6)—,22
f+3Dynamic Entry———————
f+4—Mid17-9+7—12
f+4,1—Midi21~22 rel-9+2—,8—
f+4,1,2—Midi12 rel-10+2—,8—
f+4,1,2,1Volcanic LightningMidi24~25 rel-14+19 (+9)—,20
FC.df+2Power SpikeMid15~16-8+5+63a19—
H.2+3Thunderbird DescentMid18~19+12+0d / +81a—55
H.DEN.3+4Stack Up InsurgenceLow ⋯22~23-14+21d—11,5—
H.f+3+4RebellionMid sm18~24+5+10—5
H.LEN.1Blue JetLow ⋯16~17-12+5d—20,10
H.LEN.2Rising Force (Heat)Mid16~17-9+29d—25
H.SS.2Shockwave InsurgenceMid ⋯16~17+6+27d—20,10
hFC.1+2Double SmackLow ⋯18-12+1c—9,15
Left throwTactical KneeThrow12~14-30—40—
LEN.1Blasting SmackLow16~17-12+4c—20
LEN.2Rising ForceMid16~17-9+25 (+15)—25
Right throwLethal ForceThrow12~14-3+1—40—
SEN.1Lightning ThrustMid12~13-9 HD+23a (+13)—26
SEN.1+2Entangling EjectorMid14~16-14+20a (+13)—21
SEN.2Turbine HookLow17~19-12+6c+27d23
SEN.3Rising StormMid14~16-13+29a (+19)—20
SEN.3+4Lightning AxleMid ⋯13~14+0+22d (-13)—6,16 (23)
SEN.4Electric VolleyHigh17~18+4+31a—19
SEN.BDynamic Entry———————
SEN.DLimited Entry——————
SS.2ShockwaveMid16~17-7+22d—20
ub+1—High13-16-5—12—
ub+1,2—Midi16 rel-25-14—,7—
ub+1,2,1—Midi15 rel-16-5—,8—
ub+1,2,1,1—Midi25 rel-25-14—,12—
ub+1,2,1,1,2—Lowi17 rel-26-15—,6—
ub+1,2,1,1,2,2—Midi23 rel-27+23—,10—
ub+1,2,1,1,2,2,3—Midi14 rel———,7—
ub+1,2,1,1,2,2,3,3—Midi18 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—Midi15 rel—+4 (+3)—,17—
ub+1+2ZeusMid84~85—+61a—45—
uf,n,4Delayed Rising Toe KickMid23~25-13+32a (+22)—20
uf+1Alternating CurrentMid ⋯15-12+3—10,20—
uf+1+2ApocalypseThrow12~14-30—35—
uf+2—High15-12+9—17—
uf+3Lightning ScrewMid ⋯16~17-26+33a (+15)—12,14 (20)
uf+3+4Avalanche Flip——————
uf+3+4,1+2Avalanche DropThrowi9~11 rel-7+1—40
uf+3+4,4Avalanche Flip Break DownMid ⋯i17~18 rel-4+0d—20,20
uf+4Storm AxleMid25~27-8+42a—20
ws1StreamerMid15~16-12+38a—16
ws2—Mid13~14-8+3—13—
ws2,1Multiplied ForceMidi23~24 rel-12+2c+4d,17—
ws2,3Glass BreakerHighi20 rel-15-3—,20—
ws3Tower CannonHigh20+0+21a (+15)—30—
ws4Shell SmashMid11~12-6+5—16—