“You really think you can stop me?” - About Lars
[details=Spoiler]Lars has a heroic personality as he lead the coup d’etat into defeating the Mishima Zaibatsu, he has the fighting spirit and determination of his half-nephew, Jin Kazama. He also has the charisma of his adopted brother Lee Chaolan, but is the complete opposite to Heihachi and Kazuya in terms of personality. He strongly resembles Jin Kazama at times.
Lars’s actions and surroundings fit the mold of a arch-typical hero. Lars’s personality ranges from calm to angry at various moments, and his words and actions are of a soldier. As Lars’s point is to defeat Jin and declare peace, he is somewhat a second hero after Jin. [/details]
Lars is (probably) the new protagonist of the Tekken series, introduced in Tekken 6: Bloodline Rebellion. He is a fantastic character for newcomers of the series to learn the game with, with excellent pokes, fantastic punishes and damaging combos with low execution requirements, especially at the wall. Given these, Lars becomes a lot scarier in the hands of an experienced player, as well as seeming to have great synergy with a good portion of the cast of TTT2, make him an excellent choice for players of all skill levels.
New and changed moves
SE d/f+1 - a new mid-hitting B! move. Is more consistent and has better range than f,b+2,1, though has slightly less damage (I think it’s only 1 point less, though - quite negligible). It is, however, less consistent on backturned opponents. You can get a bit more creative in combos with this move, but the downside is that it’s launch punishable on block (-15), so only use it in combos.
b+2,3 - a mid-high string that is safe on block, though it doesn’t jail. Good damage, knocks down on hit and causes W!. It’s no longer hit-confirmable like it was in original arcade TTT2, so it’s best use is as a whiff punisher near the wall.
f+4,1,2,1 - a new string that is very useful near the wall. f+4,1,2 is NCc. The last hit seems to be -14, so be careful. The third hit, however, is -10. f+4,1 is safe, and can be used as a nice poke.
b+1 - range has been reduced.
d/b+2 - base damage reduced
1,2; d/b+2,1 - no longer homing
b+2,1 - now -10, but hit-confirmable
DE 1+2 - Now safe on block (-9)
d+2 - now causes B!.
u/f+4 - no longer causes B!.
DE 1+2 - no longer launches at all.
f+1+2 - now launch punishable on block (-14), and has less range.
iSW - causes W! after a B!, so you can land a shoulder (f+1+4) after it at the right ranges.
u/f+3 - damage reduced, hurtbox enlarged so other characters can punish it more easily. Contrary to what I said earlier, it seems that this move did not lose any of it’s crush frames.[/details]
[details=Spoiler]f+2,4 - probably one of the best i12 punishers in the game. Has enormous range, great damage, knocks down and causes W!. You can use this to punish moves that are -12 and -13 on block.
d/f+1 - a great poke with good range, slight tracking to the left, has slight high-crush properties, -1 on block and gives + frames on hit.
f+1+2 - JYU! A pretty standard whiff punisher after a sidestep, and can be used to punish moves that are -15. You can buffer a tag into this launcher, and getting rid of your opponent’s red health is always nice. It’s -14 on block, so it’s technically launch-punishable, but only by a small handful of the cast. Just be careful throwing it out there, anwyay.
b+1 - a fantastic move. An i15 homing chop that is safe on block.
u/f+3 - every Lars player’s favourite move. Though it lost a good number of the crush frames that it had in BR, it still crushes highs and lows, and since it’s a knee, it can’t be parried.
d/f+2 - totally awesome. i15, tracks slightly to the right, safe, has some high crush frames, gives + frames on NH and launches on CH.
f,f+1+2 - tracks to the left, safe on block, knocks down on NH and launches on CH. Good move for spacing.
d/b+4 - a slow/punishable sweep (i21, -21 on block), but has great range, crushes highs, can stop some lateral movement and sets up a small juggle on CH.
f,f+4,3 - the rage inducer. An unseeable low-mid NC with amazing damage. Keep in mind,
though, that it is launch punishable on block and is even slightly negative on hit, so be careful.
FC d/f+1+2 - two-hit low that’s only -13 on block. Likely his best low after f,f+4,3. Can be used to set up a scary FC game.
b+2,1 - It’s a hit-confirmable poke. Those are pretty good in Tekken.
*The ability to tag-buffer SE 3 means that you can do a tag combo from ws1_f,f+2~f, SE 3~5. Stupid red life damage.[/details]
Frame Data (courtesy of Avoiding The Puddle)