Lars special moves
f 1 2 1+2
f 1 2 1+2
f F 2 F SEN 3 , d/f 2 1 , dash , d/f 1 , b 3 F SEN 1+2 , DEN 1 F , SEN 3 , W! , d/b 2 1 , f 1+4
#519 12 hits 105 damages Rage Wall
This combo has needs a decent amount of space behind you to land it all. You can add/subtract things after the cross under to make it fit on whatever stage you on, but this is the most damage I could squeeze out of it on the bottom floor of Forgotten Realm. It works on other stages as well, it isn't stage specific. You just need a wall. Make sure you dash up close before the, d/f 1, so the, SEN 3, doesn't whiff. If you hit the wall with Rage Drive and/or, DEN 1, go straight into , d/b 2 1, f 1+4.
u/f 4 , d/f 1 , f 1 2 3 DEN 1 SEN d/f 1 F! , 4 , dash , b 3 F SEN 1+2 W! , f 1 , d/b 2 1 , f 1+4
#518 14 hits 91 damages Rage Wall Floor
This combo utilizes Floor Break, Rage Drive and Wall. Very tight timing for the ending, it can take a while to get down and is pretty situational.
u/f 4 , f 3 DEN 2 , d/f 3 D DEN 2 , b 1 , f 3 DEN 1 W! , d/b 2 1 , f 1+4
#517 9 hits 79 damages Wall
When your opponent lands from Screw very close to the wall, f 3 DEN 1, is a great way to put them on the wall. From there you would cut out the, d/f 1, and go straight to the d/b 2 1, f 1+4. Walling your opponent with, DEN 1, results in less damage than being able to utilize, d/f 1, after your opponent hits the wall. But sometimes you do not have the space. It is good to know all of your options from all distances to make sure you maximize your potential whenever you get a chance to use a wall. 79 damage without a counter hit, Rage Art or Rage Drive, is still respectable damage.
f 1+2 , d/f 2 , d/b 2 1 , d/f 2 1 , f 3 DEN 1 2 , W! dash , d/f 1 , d/b 2 1 , f 1+4
#516 12 hits 89 damages Wall
As you can see, there is generally a way to get a healthy conversion off the Wall from nearly any juggle with Lars. He does quite well with walls. Pretty much every combo can be easily converted into Wall if one is present, and Lars excels at carrying opponents long distances. So make sure to practice wall conversions at different distances. Don't be afraid to experiment with these Wall combos, or any combo I have posted for that matter. I've only posted the max damage option for each combo/variantion. See what results, setups, or mixup situations you get from changing things up.
u/f 4 , d/f 3 D DEN 2 , d/f 2 1 , f 3 DEN 2 , W! dash , d/f 1 , d/b 2 1 , f 1+4
#515 10 hits 85 damages Wall
This is for when your opponent lands medium distance from the wall, like the wall is in barely in sight from where your Screwed opponent lands (if you have a good camera angle). If you have a bad/wonky camera, you'll have to feel it out/know the stage pretty well. The, DEN 2, will pick them up to a good height and a decent distance. This puts your opponent fully on the wall, making the Wall portion of the combo significantly easier to land than if you try to Wall your opponent with, DEN 1 2, or DEN 1 at medium(ish) distance. The dash in this combo is usually rather short, but sometimes is a little on the medium side. It is worth having it be noted.
u/f 3 , WR 4 , d/f 2 1 , f 3 DEN 1 2 , W! dash , d/f 1 , d/b 2 1 , f 1+4
#514 11 hits 86 damages Wall
Lars' strongest wall conversion is also quite simple, which is very nice. If you have to run very long distances, or on the Bears, cut out the first, d/f 1, and just do the, d/b 2 1, f 1+4. In situations like that, the opponent will fall out and you will lose out on damage. This best for a wall is further away. DEN 1 2 sends your opponent flying quite far and left on the wall in a nice position. You would be surprised how far you can dash up and still hit the entirety of the Wall combo.
f 1+2 , d/f 3 D DEN 2 , 2 , d/f 2 1 , dash , d/b 2 F SEN 1+2 , DEN 1 F , SEN 1
#513 10 hits 79 damages Rage
This is a variation of the other f 1+2 rage drive combo that should hit everyone consistently. If you know the character you are facing will NOT get hit by the, d/f 2 1, portion of the combo, do this instead. You will lose out on some damage, but losing out on a few points is better than only getting roughly half the damage you should have gotten.
LP d/f 3 D DEN 2 , 2 1 4 , f 3 DEN 1 F , SEN 1
#512 7 hits 44 damages Low Parry
This combo does decent damage and is a good starting combo for someone new to Low Parries. It uses the, 2,1,4, string to screw your opponent and it doesn't require a dash.
LP d/f 2 , d/b 2 1 , d/f 2 1 , f 2 1 SEN 1
#511 8 hits 43 damages Low Parry
This low parry combo is better if you're kind of close to a wall, but aren't to certain how close due to a wonky camera position. The, d/f 2, pick up is easier to cancel into the, d/b 2 1, f 1+4 for the majority of the staple wall combo. It's a better option using, d/f 3 D DEN 2, to pick up your opponent when close to a wall to not lose out on damage.
LP d/f 3 D DEN 2 , 2 , d/f 2 1 , dash , f 2 1 SEN 1
#510 8 hits 46 damages Low Parry
This is a standard Low Parry conversion. It needs a decent amount of space to complete but 46 damage is a solid conversion of a low parry with no wall.