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Strings: df.3 1 df.1 2+3 1-1-1 1-4

This document provides a summary of Lars' move list and strategies in Tekken 7, organized by category: 1. Strings, normals, mids, normals lows, spacing tools, stances, whiff punishment, throws, punishment, and combos are summarized with brief move descriptions and notes. 2. Corner strategies are also outlined, including screw attacks, wall splat moves, and wall carry options. 3. Overall the document concisely covers Lars' key moves and tactics for both neutral and advantage situations.
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0% found this document useful (0 votes)
87 views4 pages

Strings: df.3 1 df.1 2+3 1-1-1 1-4

This document provides a summary of Lars' move list and strategies in Tekken 7, organized by category: 1. Strings, normals, mids, normals lows, spacing tools, stances, whiff punishment, throws, punishment, and combos are summarized with brief move descriptions and notes. 2. Corner strategies are also outlined, including screw attacks, wall splat moves, and wall carry options. 3. Overall the document concisely covers Lars' key moves and tactics for both neutral and advantage situations.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as RTF, PDF, TXT or read online on Scribd
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LARS

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STRINGS
0 df.3, hold down then 1, then forward, then df.1

1 Remember after a string can go for a cheeky up 2+3 hold for a grab

2 1-1-1 is kl string

3 1-4 is it? jab into low

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NORMALS MIDS
4 Use d.2 to blow up parries, an elbow mid

5 uf.3 panic move

6 DE.2 good for oki to pick them up

7 df.1 mid, 13 frames +5 on hit good for frame traps

8 b.2-1 Mid, mid poke string. Second hit is pretty delayable. Also gives DOS on counter hit
so you can get a combo with dash, db.2-1

9 df.2-1, mid high so can just go for df.2

10 1.1 mid mid 1-4 mid low

11 b.1 is amazing very fast mid homing move, -9 as well

12 ss.2 is amazing mid, you have to commit to it, its -7 lel, gets guaranteed stomp or im
hearing d.1+2 is also guaranteed and better? great round starter

13 f-b.2 -1 is 14 frame punish launcher which is odd

14 b.4 as mid, good to destroy parries

15 db.1 is interesing low, do 3 after unless they duck

16 ws.2-1, or ws.2 hold forward then df.1, or hold down

17 Hold df.1+2 while crouching


18 db.2-1 long range frame favourable natrual combo cant be ducked and safe on block -8,
good option after ss establish frame advantage

19 df.4 rangey mid

20 b.1+2 and db.1+2 seem to evade mids completely

21 fwd.1-2 then 1 for mid

22 df.1+2 armour move

23 b.3 is nice poke

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NORMALS LOWS
24 ff.2+3 is good when they stay on ground

25 d.3-1 is nice low

26 ff.4-3 is intresting low, can also mix with ff.2 as mid

27 d.1+2 is far low and good whiff punish, treat it as snake edge

28 db.4 is great far low, but super good players can see, still use

29 fwd.1-2 then 2 for low

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SPACING TOOLS
30 iwr.3 good gap closer

31 ff.1+2 is also good gap closer , -11 has some pushback

32 quarter circle motion from top to left to do cartwheel

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STANCES
33 dynamic entry.fwd.3 , can cancel with db and do budget wavedash. 1 is good even if
high, +8 on hit, 2 is safe counter hit launcher, 3 is slow but it has tonnes of range and its
+6 on block. silent entry is fwd after a move like dynamic entry.1, silent entry
34 db.2 hold forward is good , ws.2 hold down , b.3 hold forward has insane range

35 silent entry 1 is mid, 2 is low, 3 is a luancher if you sure they will duck, best mid option is
df.1 so db.2 - silent entry - df.1 is nice

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WHIFF
36 ff.2 is good

37 ws.3 whiff punish

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THROWS
38 uf.1+2 is his good mid throw

39 run 2+4 is a throw. Easy way to do this throw from DE is to press f+3 to enter DE and
buffer the 3 (hold it down), then press 2.

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PUNISHMENT
Standing

40 10 frame: 2-1 , can occassionaly wallsplat with 4

41 12 frame: fwd.2-4 very good range amazing punishment so all hopkicks

42 14 frame: fwd.b.2-1 Launcher

43 14 frame: b.3-4 far pushback moves like claudio ff.2, heihachai normal god fist etc,
premium tool for far moves

44 15 frame: fwd.1+2 arc blast, punishable though,

45 fwd.4-1-2

Crouching

46 11 frame: ws.4

47 13 frame: ws.2-1, can do ws.2 down to get out very useful

48 15 frame: ws.1 is launcher


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COMBOS
49 f.b2-1 , fwd.3-2 , df.1, df.2-1, run up df.1, b.3 hold forward-1

50 arc blast , df.2, db.2-1, df.2-1, run up df.1, b.3 hold forward-1

51 oribtal heel , df.1 , f.1-2-3 forward 1+2, microdash df.1 , b.3 hold forward-1

52 uf.3, ws.4, df.2-1, run up df.1, b.3 hold forward-1

53 ws.1, silent entry.3, db.2-1, df.2-1 , run up df.1, b.3 hold forward-1

54 db.2-3 is amazing wall carry at end instead of b3 hold forward-1

55 ff.2, hold forward 3, db.2-1, df.2-1, DE1-fwd.1

56 Low parry: df.1, db.2-1, df.2-1, DE.1, fwd.1

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COUNTER HIT
57 db.4, ws.2 , db.2-1, df.2-1, run up df.1, b.3 hold forward-1

58 ff.1+2, dynamic entry.1, df.1, fwd.4-1-2, db.2 silent entry-1

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CORNER
59 df.2-1 screw attack, dynamic entry 1-2, dynamic entry 1 (now on wall), or run up df.1,
db.2-1, fwd.1+4

wallsplat moves

60 fwd.2-4

61 b.1+2

62 b.2-3, safe on block

63 ff.3

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