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Een vertaalprobleem melden
db1,3 is also another low poke that goes low high. It is a natural combo that does 19 damage and is safer than spamming db+4.
SEN 2 (f1,2 or f2,1 or f3,1f goes into SEN) is a low sweep that can go into a full combo on counter hit.
ff3+4 is a low low that has decent range but is launch punishable on block.
uf+3+4, 1 makes Lars do a flip into a low poke. -13~12 on block.
d3,1 is a low high high move that is launch punishable on the first hit if they block it.
d1+2 is a good low check move as it knocks down the opponent but is launch punishable on block.
(full crouch) FC+df1+2 which is a double low poke thats kind of slow and -12~11 on block.
ff3,4 is a low mid poke but is launch punishable on block.
Keep in mind that spamming the same move will make your opponent parry the lows so try and vary it up with the pokes.
(while standing) ws3 is a really slow high kick but on block it makes you +7, meaning that if your opponent tries to push anything you will punish them. If I see my opponent get hit by it then I try and do my df2,1 screw into a combo. Even if they block df2,1, you can't be punished for it.
If my opponent doesn't roll tech after a SEN ender, I usually go for SEN 2 instead of SEN 1 which is the far knockback ender. With SEN 2, they get a little extra damage for not teching but will leave you vulnurable if they do.
fff3 or (while running) wr3 is Lars slash kick that leaves you +8~14 on block so your opponent has to not push a button or else they get punished by your attack.
In terms of using either SEN or DEN, I try not to go into stance too often unless I know that my opponent isn't aware. df3f puts you into dynamic entry. ws2f puts you SEN while ws2d puts you in DEN while also backing you up. db2f puts you in SEN. You can do whatever stance combos you can. ws2d DEN1f puts you into SEN for whatever move you want to use.
Not sure if this is as important but SEN df1, (sidestep) SS2, or d2 puts the opponent into crouch state so they are forced to do a ws move.
df1+2 is Lars' power crush move, meaning that you can armor past highs or mids but get counter hit on lows.
uf1+2 is his command grab that can only be teched if your opponent pushes 1+2, otherwise they take the full 40 damage.
uf3+4 by itself is a grab but I wouldn't rely on it as it requires your opponent to be standing still.
uf3+4 4 is a safe mid kick on block after the flip. On counter hit, it grabs and switches sides.
ff1+2 is a good get off me knockback as it pushes your opponent away. It also screws on counterhit.
db1+2 makes Lars back up and do a mid attack. It's unsafe on block but can lead into a full combo on counterhit.
Sorry if this is really long but hope this helps you get better. It took me a while to figure out how to play Lars also.
Last question, if an opponent is turtling and going hard on standing defence how do you crack them open? ff3+4 and db4 both feel horrendously unsafe.
There's also a guide on Lars by a guy called Frame Whisperer on YouTube, he's very good at teaching you stuff.
db1,3 is a good move, although second hit can be ducked, you can do db1 then into mid low mixup with fcdf1+2 and ws moves.
You already know db4, good crush properties and launches on CH, so when you see your opponent jabs a lot you know what to do.
d2 forces crouch and is safe, with a decent range. One strat with this move is backdash when it's blocked, if opponent hits a button it whiffs, you punish.
Also b4, safe on block and automatically deals about 50dmg on CH, abuse this move when you know your opponent won't jab back when you pressure them
Very helpful! I didn't even know d/f+1+2 was a move until this - I'm finding it a great poke and pressure option. I'm also liking that the WS2 can go into DE defensively or SE aggressively to vary your gameplay - especially since SE can go either be a low or launching mid.
I'm still at Mentor rank at the moment but I've been able to get a few good wins against Marauders lately, thanks to the help I've had through this thread. Thanks!