Lars t7 Frames

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LARS T7 FRAMES

To character select | Special moves | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit Notes
frame

in rage 1+2 m 55 20 pc8~17 ‐22 KND KND Rage art

in rage SEN 1+2 m, (DEN) 27 12~13 +7~+8 KND KND Rage art

in rage SEN 1+2, b+2+3 m, ! 27,33 12~13 KND KND KND

1 h 7 10 +1 +8 +8

1, 1 h, m 7,10 10 ‐8~‐7 0~+1 0~+1

1, 1, 1 h, m, m 7,10,15 10 ‐14~‐13 KND KND

1, 2 h, h 7,9 10 ‐1 +7 +7

1, 4 h, l 7,10 10 ‐12~‐11 +1~+2 +1~+2

2 h 10 10 0 +8 +8

2, 1 h, m 10,7 10 ‐5~‐4 +6~+7 +6~+7

2, 1, 3 h, m, m 10,10,20 10 ‐12~‐11 KND KND

2, 1, 4 h, m, h 10,10,27 10 ‐7~‐6 KND KND Tail spin

3 h 16 15 ‐12 +5 +5

3, D h 16 15s ‐12 +5 +5

4 h 27 17~18 ‐7~‐6 KND KND Tail spin

f+1 h 10 13 ‐5 +6 +6

f+1, 2 h, m 10,11 13 ‐5 +6 +6

f+1, 2, F h, m (SEN) 10,11 13 ‐8 +3 +3

f+1, 2, 3 h, m, m 10,11,20 13 ‐9 KND KND

f+1, 2, 3, F h, m, m, 10,11,20 13 ‐12 KND KND


(DEN)

f+2 h 10 12 ‐6 +3 +3

f+2, 1 h, h, (SEN) 10,12 12 ‐5 +6 +6

f+2, 1, F h, h (SEN) 10,12 12 ‐6 +5 +5

f+2, 4 h, h 10,22 12 ‐12~‐11 KND KND

f+4 m 12 17 ‐9 +7 +7

f+4, 1 m, m 12,8 17 ‐9~‐8 +2~+3 +2~+3

f+4, 1, 2 m, m, m 12,8,8 17 ‐10 +2 +2

f+4, 1, 2, 1 m, m, m, m 12,8,8,20 17 ‐14~‐13 ED ED

f+1+2 m 20 15~16 ‐13~‐12 CS CS

f+1+4 m 28 13 ‐18 ED ED

d/f+1 m 14 13 ‐1 +5 +5

d/f+2 m 15 16~17 ‐8 +3~‐4a +3~‐4a

d/f+2, 1 m, h 15,20 16 ‐7~‐6 KND (KND) KND Tail spin

d/f+3 m 15 16 ‐7 +3 +3

d/f+3, D m, (DEN) 15 16 ‐4(‐8) +6 +6

d/f+3, 3 m, m 15,24 16a ‐15~‐14 KND KND

d/f+4 m 16 15~16 ‐8~‐7 +2~+3 +2~+3

d/f+1+2 m 25 25 pc8~24 ‐12 KND KND Power crush

d+2 m 17 18~19 0~+1s +8~+9s KND

d+2, D m 17 18~19 0~+1s +8~+9s KND


Command Hit level Damage Start up frame Block frame Hit frame Counter hit Notes
frame

d+3 l 8 15 ‐14 ‐3 ‐3

d+3, 1 l, hh 8,4,10 15 ‐7 +4 +4

d+1+2 l (TC) 25 24~25s cs20~ ‐20~‐19 KND KND

d/b+1 l (TC) 9 17s cs6~ ‐12 ‐1 ‐1

d/b+1, 3 l (TC), h 9,10 17 6~ ‐12 ‐1 ‐1

d/b+1, 3, D l (TC), h 9,10 17 6~s ‐12 ‐1 ‐1

d/b+2 m 12 15 ‐8 +3 +3

d/b+2, F m, (SEN) 12 15 ‐5 +6 +6

d/b+2, 1 m, m 12,8 15 ‐8~‐7 +6~+7 +6~+7

d/b+2, 3 m, m 12,15 15 ‐13 0 +23g(KND)

d/b+2, 3* (Very long hold) m, m 12,25 15 +8 KND KND

d/b+4 l (TC) 17 21~22s cs6~ ‐26 +5~+6s KND

d/b+1+2 m? 18 26~27 ‐14~‐13 +5~+6 CS

b+1 m 17 15~17 ‐9~‐7 +4~+6 KND Homing, Tail spin

b+2 m 12 16 ‐7 +4 +4

b+2, 1 m, m 12,17 16 ‐10 +4 KND

b+2, 3 m, h 12,21 16 ‐8~‐7 KND KND

b+3 m 14 17 ‐12 +4 +4

b+3, F m, (SEN) 14 17 ‐5 +11 +11

b+3, 4 m, h 14,20 17 ‐8~‐7 KND KND Tail spin

b+4 m 23 15 ‐8 +8 Throw(KND)

b+4(CH in front) m, (throw) 27,23 15 Throw(KND)

b+1+2 mm? 8,20 21~22, 31~32 ‐11~‐10 +6k +6k Homing, Tail spin

b+2+3 ! 45 84~85 KND KND KND

u/b or u or u/f+3 m (TJ)(, m) 12(,14) 16~17s (,34) js12~ ‐26~‐25 Launch Launch
(13~6a)

u/b+4 m (TJ) 20 25~27 js9~ ‐9~‐7 KND KND

u or u/f+4 m (TJ) 20 25~27 js9~ ‐9~‐7 KND KND

f, F+2 m 20 21~22 (22~) ‐13~‐12 Launch Launch

f, F+2 When hit f m, (SEN) 20 21~22 (22~) Launch Launch

f, F+3 m 22 18~19 (19~) ‐8~‐7 KND KND

f, F+4 l 14 21(22~) ‐31 +5 +5

f, F+4, 3 l, m 14,20 21(22~) ‐16 +3 +3

f, F+1+2 m 20 16~17 (17~) ‐11~‐10 KND

f, F+3+4 ll 11,15 19~20 ,29~30 (20~) ‐16~‐15 0~+1s


cs21~

f, b+2 m 10 14(14~) ‐12 0 0

f, b+2, 1 m, m 10,10 14(14~) ‐18~‐17 BU BU

f, f, f+3 m (TJ) 30 20~26 (23~) js3~ +8~+14g KND KND

WS+1 m 16 15~16 ‐12~‐11 Launch Launch

WS+1 When hit f m, (SEN) 16 15~16 Launch Launch

WS+2 m 13 13~14 ‐8~‐7 +3~+4 +3~+4

WS+2, F m, (SEN) 13 13~14 ‐5~‐4 +7~+8 +6~+7

WS+2, D m, (DEN) 13 13~14 ‐12~‐11 0~+1 ‐1~0

WS+2, 1 m, m 13,17 13~14 ‐12~‐11s +5~+6s KND

WS+3 h 30 20 +7 KND KND

WS+4 m 16 11~12 ‐6~‐5 +5~+6 +5~+6

FC+d/f+2 m 19 16 ‐8 +5 KND

FC+d/f+1+2 ll 10,14 18,31~32 cs1~ ‐12~‐11 +1~+2 +1~+2

SS+2 m 20 16~17 (25~) ‐7~‐6 KND KND

Opponent Down d+3+4 l 25 22~23 ‐14~‐13 ‐3~‐2 ‐3~‐2

Opponent Down d+3+4*, l (SEN) 20 22~23 ‐14~‐13 ‐3~‐2 ‐3~‐2


Command Hit level Damage Start up frame Block frame Hit frame Counter hit Notes
frame

1+2+3+4 (Special) 22~23

1+2+3+4, 2 m 20 16~17 (46~) js14~ ‐18~‐17 Launch (JG?) Launch (JG?)

SEN only from certain (SEN) 16~17 (46~) 14~


moves

SEN 1 m 27 12~13 ‐10~‐9 KND KND

SEN 2 l 20 19~20s cs12~ ‐13~‐12 +5~+6s KND

SEN 3 m 20 14~16 ar14~ ‐14~‐12 Launch (JG?) Launch (JG?)

SEN 4 h 27 20~21 ‐10~‐9 Launch Launch (Screw) Power crush, Tail


(Screw) spin

SEN d/f+1 m 20 14~15 0~+1s +8~+9s KND

f+3 or Form certain (Special) cs 4~10 14~15


moves

DEN F (SEN)

DEN 1 h 14 11~12 (26~) ‐1~0 +8~+9 +8~+9

DEN 1, F h, (SEN) 14 11~12 (26~) ‐3~‐2 +6~+7 +6~+7

DEN 1, 2 h, h 14,20 11~12 (26~) ‐6~‐5 KND KND

DEN 2 m? 19 17~19 (32~) ‐7~‐5 +7~+9 CS

DEN 3 m 25 27~30 (42~) +4~+7 KND KND Wall bounce

DEN 4, 3 l, m 14,20 21 ‐16 +3 +3 Same as f, F+4, 3

DEN 1+2 h 20 12~13s (28~) ‐10~‐9 KND KND Tail spin

DEN 2+3 h(Throw) 20,20 12(27~) Throw(KND)

DEN 2+3 (Opponent in Air throw 23,8 12(27~) Throw(KND)


air)

u/b or u or u/f+3+4 (Special) (TJ) lc,a

u/b or u or u/f+3+4* h(Throw) 40(50) 9(25) js1~ Throw(KND)

u/f+3+4, 1 l 20 23~24s (53~) js1~10 ‐13~‐12 +3~+4s KND


cs20~

u/f+3+4, 4 m 20(,20) 17~18 (37~) js1~ ‐8~‐7 +8~+9s Throw(KND)

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes

1 h 7 10 +1 +8 +8

2 h 10 10 0 +8 +8

3 h 16 15 ‐12 +5 +5

4 h 27 17~18 ‐7~‐6 KND KND Tail spin

f+1 h 10 13 ‐5 +6 +6

f+2 h 10 12 ‐6 +3 +3

f+3 (to DEN) (DEN) 12

f+4 m 12 17 ‐9 +7 +7

d/f+1 m 14 13 ‐1 +5 +5

d/f+2 m? 15 16 ‐8 +3a +3a

d/f+3 m 15 16 ‐7 +3 +3

d/f+4 m 16 15~16 ‐8~‐7 +2~+3 +2~+3

d+1 Sm (TC) 5 10s cs4~ ‐5 +6 +6

d+2 m 17 18~19 0~+1s +8~+9s KND

d+3 l 8 15 ‐14 ‐3 ‐3

d+4 l (TC) 7 12s cs4~ ‐13 ‐2 ‐2

d/b+1 l (TC) 9 17s cs6~ ‐12 ‐1 ‐1

d/b+2 m 12 15 ‐8 +3 +3

d/b+3 l (TC) 12 16s cs4~ ‐17 ‐3 ‐3

d/b+4 l (TC) 17 21~22s cs6~ ‐26 +5~+6s KND

b+1 m 17 15~17 ‐9~‐7 +4~+6 KND Homing, Tail spin


Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes

b+2 m 12 16 ‐7 +4 +4

b+3 m 14 17 ‐12 +4 +4

b+4 m 23 15 ‐8 +8 Throw(KND)

u/b or u+1 m (TJ) 12 18 js9~ ‐8 +3 +3

u/f+1 h 12 13 ‐16 ‐5 ‐5

u/b or u or u/f+2 h 17 15~16 ‐12~‐11 +9~+10g +9~+10g

u/b or u or u/f+3 m (TJ)(, m) 12(,14) 16~17s (,34) js12~ ‐26~‐25 (13~6a) Launch Launch

u/b+4 m (TJ) 20 25~27 js9~ ‐9~‐7 KND KND

u or u/f+4 m (TJ) 20 25~27 js9~ ‐9~‐7 KND KND

u/f, n+4 m 25 23(29,35) js9~33 ‐11(‐13) Launch (JG?) Launch (JG?)

WS+1 m 16 15~16 ‐12~‐11 Launch Launch

WS+2 m 10 13~14 ‐9~‐8 +2~+3 +2~+3

WS+3 h 30 20 +7 KND KND

WS+4 m 16 11~12 ‐6~‐5 +5~+6 +5~+6

FC+1 Sm (TC) 5 10s cs1~ ‐5 +6 +6

FC+2 Sm (TC) 8 11s cs1~ ‐4 +7 +7

FC+3 l (TC) 12 16s cs1~ ‐17 ‐3 ‐3

FC+4 l (TC) 10 12s cs1~ ‐15 ‐4 ‐4

SS+1 h 7 10(11~) +1 +8 +8

SS+2 m 20 16~17 (25~) ‐7~‐6 KND KND

SS+3 h 16 15(16~) ‐12 +5 +5

SS+4 h 27 17~18 (18~) ‐7~‐6 KND KND Tail spin

BT 1 or 2 h 15 8 ‐8 +3 +3

BT 3 or 4 h 25 10 ‐8 KND KND

BT d+1 or 2 Sm 10 10s cs1~ ‐2 +9 +9

BT d+3 or 4 l 12 10s cs1~ ‐11 +3 +3

20 Responses to Lars T7 Frames

xCRIMNAL_SNEAKx says:
July 12, 2016 at 10:07 am

Lars FR update
2,1,4 now tailspins

Reply

Leotheshulk says:
November 1, 2016 at 4:15 am

Den 3 new move


F,b 2 1 has less recovery 13f?
Db+4 more frame. Advangtage I think 3 and f f 3, 4 is +1 or 0 now

Reply

MadCow says:
March 2, 2019 at 9:40 pm

Do you mean f, f+4, 3 ? Think it is 0

Reply

J-ill says:
December 4, 2016 at 1:38 pm

F123 really ‐9 that changes how you can use lars heaps at 13 frames

Reply

TKZX says:
June 4, 2017 at 2:34 am

It’s ‐9 But forced transition so he can get launched for free to be honest. But his moves come out at ‐9…

Reply

SalaHyena says:
December 27, 2017 at 11:42 pm
b1+2 is a tailspin move too, not just homing

Reply

MadCow says:
March 2, 2019 at 9:40 pm

Thanks

Reply

WuMing says:
April 14, 2018 at 12:13 am

Lars RA is pc7

Reply

NKOSILATHI DHLAMINI says:


July 31, 2018 at 8:27 am

LARS IS NEVER AT AN ADVANTAGE ON HIS STANDING 3D AND DB1,4D TRANSITIONS. LARS REMAINS ‐12 AND IN MY OPINION THAT DOESNT MAKE SENSE.
MOST STANCE TRANSITIONS MUST EASE BLOCK DISADVANTAGE. TAKE A LOOK AT JIN’S F4‐ZEN STANCE. JIN GOES FROM ‐8 TO ‐1‐0 ON BLOCK(IF ITS A
BLOCKED SHALLOW HIT). I THINK ITS FAIR FOR LARS TO BE ‐1 – ‐3 ON BLOCK.

Reply

MadCow says:
March 2, 2019 at 9:41 pm

I guess it was changed to 8 at a later time

Reply

NKOSILATHI DHLAMINI says:


July 31, 2018 at 8:38 am

B1+2 SHOULD BE +12‐+15 ON HIT,THEN B1 SHOULD BE +8‐+10 ON HIT AND CAUSE A SPIN STATE. I ALSO THINK BACK ONE HAS A LOT OF POTENTIAL TO
REPLACE DF2. LARS NEED AT LEAST ONE GOOD MOVE THAT WOULD MAKE HIM SCARY ON THE NEUTRAL AND CONTAIN MOVEMENT. SO YAH B1 SHOULD CAUSE
A CRUMPLE STUN ON COUNTER HIT SIMILAR TO DF2 IN PREVIOUS TEKKEN GAMES.

Reply

OnedollaAND5cent says:
December 8, 2018 at 9:32 pm

I dont see DEN 4, 3. I know no one cares about Lars, but man…lol

Reply

MadCow says:
March 2, 2019 at 9:42 pm

I’ve udpated data to season 2, so it’s there now

Reply

Only Lab says:


March 8, 2019 at 10:24 am

Just a heads up for the mods of this site, if DE 4,3 is the same as f,F+4,3, you need to make it so that it properly shows that DE 4,3 is +0 on hit and only DE 4
is +5. This is very misleading for newer Lars players as it could potentially mean it’s +5 on hit if it’s done through Dynamic Entry.

Reply

Lars player says:


April 3, 2019 at 4:03 pm

you forgot to change SE2’s frames, I believe its i19 now

Reply

MadCow says:
April 7, 2019 at 7:55 pm

Thanks. Fixed

Reply

Ryozun says:
September 15, 2019 at 11:02 am

Where’s the FC DF+2 and SEN 4

Reply

MadCow says:
September 24, 2019 at 9:59 pm

It’s there now, FC+d/f+1+2 and SEN 4

Reply

Reg Matsch says:


November 11, 2019 at 4:30 pm

Sorry what does CS mean as a notation ?


Reply

MadCow says:
November 14, 2019 at 6:22 pm

Crumple stun

Reply

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