Lars special moves
| Icons | Legend | Description |
1+2 |
Rage Art | |
f 1 2 1+2 |
Rage Drive | |
| SEN | SEN |
Silent Entry |
| DEN | DEN |
Dynamic Entry |
Ready| Icons | Legend | Description |
1+2 |
Rage Art | |
f 1 2 1+2 |
Rage Drive | |
| SEN | SEN |
Silent Entry |
| DEN | DEN |
Dynamic Entry |
WR
dash
SEN
u/f 3 , WR 4 , d/f 2 1 , dash , d/f 1 , b 3 F SEN 1
#496 8 hits 62 damages
A more optimized version of the, u/f 3, combo starter in Lars' move list. It does 6 more damage than the staple combo, and is still very easy and consistent to do.
DEN
dash
SEN
f 1+2 , d/f 3 D DEN 2 , d/f 2 1 , dash , d/f 1 , b 3 F SEN 1
#495 8 hits 66 damages
This does not work on every character, but the ones it does work on it is easy to do to. The d/f 2 1, does not send the opponent far so the dash following is very easy. It is also the inconsistent part of the combo. So test in practice mode which characters this does not work on, and do the other, f 1+2 combo I posted if this one doesn't work.
DEN
dash
SEN
f 1+2 , d/f 3 D DEN 2 , 2 , d/f 2 1 , dash , f 2 1 SEN 1
#494 9 hits 66 damages
More consistent variation of the other f 1+2 starter. It works on every character, but the dash up after, d/f 1 2, is a little bit more difficult than the dash in the other combo.
WR
dash
SEN
d/b 4 , WR 4 , d/b 2 1 , d/f 2 1 , dash , f 2 1 SEN , 1
#493 9 hits 64 damages Counter Hit
Some characters will not get picked up by the WR 4. And when you are too far away, WR 4 will also not pick up, but it does the most damage. WR 2 hits every character but does 2 less damage. If you need damage, do what is listed. If you need consistency due to being far away after db 4, or on a character who doesn't get picked up by WR 4, replace WR 4 with WR 2. Test it out in practice mode and see who gets picked up by WR 4 and who you need to use WR 2 on.
dashdashdash
DEN
dash
SEN
b 2+3 , dash dash dash , b f 3 DEN 2 , 2 , d/f 2 1 , dash , b 3 F SEN , 1+2 , 1 F , 1
#492 9 hits 102 damages Rage
This combo has an unblockable starter (but very slow start up). It can be used to catch someone off guard every now and again.The dash after the B 2+3 is actually a full run. It can be made much easier by holding 4 until you do the F 3, DEN 2. By doing this you can also bypass the B input before inputting the, F 3, DEN 2. This is an off axis Rage Drive combo that requires a decent amount of space. This is a very situational, but very powerful combo for one that doesn't need counter hit or any stage gimmicks. You can do this without Rage Drive by simply cutting it out of the combo.
DEN
DEN
dash
SEN
f b 2 1 , f 3 DEN 2 , d/f 3 D DEN 2 , b 1 , dash , d/f 1 , b 3 F SEN 1
#491 9 hits 65 damages
f b 2 1, is a great move for whiff punishes. The 2 is harder to punish on block, but if you commit and do the 1 on block as well, it is easily punishable. The pay off for landing this move is great. The conversions from, f b 2 1, are usually all quite good and easy to standard difficulty.