Optimal Lars Combos for Tekken 8 (High-Damage, Reliable BnBs)
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- Опубліковано 22 лип 2024
- Looking for optimal Lars Alexandersson juggles that are better than the weak sauce in the Tekken 8 Move List? Silently or dynamically enter this video for high-damage (yet reasonable) BnB combos for Lars in Tekken 8.
The combos are organized by type of launch, so note the section headers or top of the screen for the applicable launchers. The combo that works for those launchers will be on the bottom of the screen. You can also use the timestamps to navigate to the launcher of your choice, or go to the Google Sheet to see the full notations with extra notes (link below).
On-hit Heat Dash conversion combos are included, but Heat-Burst-extended combos are not. There are also no stage-specific wall combos. This video provides an intermediate-level, reliable, and high-damage combo for every normal launch situation, with room to grow for Heat Burst extensions, wall carry, and other wall explodey shenanigans.
No animals were harmed in the making of this video, however all combos were tested on Xiaoyu.
0:00 Big Launch (uf+4 / f b+2 1 / CH (f+1 2) 3 / CH (b+2) 1 / CH ff+1+2 / CH DEN 2)
*the ff+3 notation is not a mistake, it will fix any weird off-kilter issues!
0:13 Medium Launch (f+1+2 / SEN 3)
0:32 Ninja Launch (WS 1~f / ff+2~f)
0:44 Lightning Screw (uf+3)
0:55 Tower Cannon (WS 3~d)
1:05 Shadow Cutter (CH db+4)
1:17 Early Tailspin (DEN 1+2, CH SEN 2, Low Parry)
1:27 Heat Dash (3+4~f / SEN 1~f / DEN 1 2~f / DEN 3~f / CH 1 1 1~f)
1:46 Finisher Options (Post-Tailspin, may need to use on Jack/Bears)
1:57 Wall Splat (Basic Wall Combos)
2:21 Unblockable (b+2+3)
Spreadsheet with all combos and notes:
t.ly/K-UwX
#Tekken8 #larsalexandersson - Ігри
Amazing work. And nice that you covered multiple different aspects. Thanks for the shoutout too!
The lars god is here 💀💀
Great stuff! Love how you covered his launchers!
Dope af. Love how u arranged the combos, very optimal. Gonna use this for inspo thank you!!
go forth and enter dynamically
thanks! unblockable combo in the end is fun. didnt even think, that we can extend b2+3
With the tower cannon combo, you can substitute the the 2 jab with a df1, it does more damage.
Awesome combos many thanks I love you
It always made me laugh how lars on infinite and lars on wall stages doesn’t play the fucking same
You just do less inputs and more stable inputs in wall stages… that’s the only difference brodie. I’m a Lars main since 6-Bloodline, wall stages have always improved Lars’ oki, pressure, and mix potential
@@Co1atowhat's good oki after lars' wall combo? i always feel at a disadvantage after the f+1+4 for some reason
@@crunkplugg In tekken 8, Lars now has frame advantage at the wall after f1+4. just gotta read habits and adjust pressure.
You can use f123 as wall combo and go into Den for oki, suddenly you have den2 to flip if they getup bad or straight ch launch, and den 3+4 is also great as you can go into sen from there and continue, its a whole rabbithole of shit that opens up if you use f123 for wall combo
@@desgyulabalogh3429 YOOOO thank you ima use this more
Its funny Ive been using the same combo since T7 season 4 and it for some reason still works. Still thanks for this
Nice! I'm almost competely new to Lars (only tried him briefly in T7), and these are exactly the conversions I was looking for! Especially those off of db 3, CH SEN 2, and a good uf 3 combo. Thanks!!
thank you so much for this
As a non Lars main I dont understand people who say this character requires no execution, I hate fighting Lars but damn as a Steve player i find some of Lars' combos actually difficult for a "beginner" character.
Theres some harder pickups and tricky timings. 2 important skills needed to do good combos, you need a fast ff to do the hellsweep juggle which makes your damage higher, and just the motion of pressing a db2 or ws2 or b3 and quickly switching to forward so you go into SEN. the only really hard thing to do with lars is launch punishing -14. the fb21 input is tricky as hell you kinda have to lab each -14 move 1 at a time to get it right cuz the timing is super strict,
Thats crazy Steves combos are wayyyy harder than lars
@@fatalishuntinghorn I know lmao I play both, but for me i find Steve combos easier, even stuff like isw1 and stuff is not that difficult
Lasts had weird timing. I just started learning him and the stuff that throws me off is when he goes into stance he's got close to a second where you can't act, and I'm coming off bryan where I can act instantly out of stances
For the first combo you can add b3 f1+2 just delay the f1+2 a bit
If u use 6 hits after launching (tornado on the 6th), you can do DEN 3 into SEN 3+4 as an ender
yo that is pretty damn busted for an open stage combo ender
This terminology is hard asf to learn
it's a good investment for tekken in general!
I've found that u can change the medium launch combo so that u get the option to end on SEN 3+4 for a floor break
df+3~d DEN 2, 2, ff+4 2 DEN 1, b+3~f SEN 1+2 (S!), f+3 DEN1~f SEN 3+4
Gives exact same dmg and u can still end on SEN 1 this way if you choose to do so
The option shown in vid still works fine but knocks back too far if ur gonna try to SEN 3+4
true! i think ff+2~f SEN 3+4 works too and looks neat lol
@@crunkplugg gotta make sure you look flashy if ur playing lars 🤪
How do you link the heat dash into a combo? Like he just runs slowly over after hitting the heat engager without enough time to start combo
if it's the heat engager (the first hit that turns your heat on) then you get nothing except for a big frame advantage (+17). but once you've activated, you can choose to spend all your remaining heat when you hit with an engager by holding forward (heat dash). depending on the engager, you can convert to a full combo or at least one more big hit
Lars's heat gimmick is so broken i seldom spend it on heat dashing tbh im curious how you guys feel about it.@@crunkplugg
Forbidden tech at the end. Can you tech roll there or do you have to stay grounded.
Awesome video 10/10 want to play Lars now
you have to stay grounded there, which makes it super evil. but how you're gonna hit with the unblockable is another story lol
For anyone who could interest it, there's a bug for one of Lars combos which deals lot of damage and it's really easy. (I say it's a bug because it does more damage than 80 hits combos
F+2 1 DEN 2, WS+3~d, LEN 2 (S!) f+3 DEN 2, uf+4
It's not a bug because it is not a full combo (multiple hits over time decreases damage done to opponent), it just flows well together. It's very easy to block WS+3 as they are recovering from DEN 2. The best way to practice combos/figure out new combos is to play with "Opponent Actions: Standing" and then "Action After a Hit or Block: Block all" that way you will know if you drop your combo or if the combo in general is not possible to execute.
@@KazilikFireoh yeah I figured it out, I was a different player back then haha, but thanks anyway for the clarification and the recommendation.
i use lars but i do not know what CH and DEN is
CH = Counter Hit
DEN = Dynamic Entry, which is f3
After den 2, 2, my ff+4 is not consistent. Is it because I'm doing it too slow? Should I buffer ff while doing 2?
yep
yeah that ff+4 has to be pretty tight. sometimes i switch out to 2 1 LEN 2 (T!) when i don't have a great connection and/or i need to be SURE it's going to land
@@crunkplugg I also found that instead 2 1 Len 2, but 2 df1 b3~f 1+3 is very good alternative. Deals very high damage and pushes to wall good.
Any suggestion for the ninja launch if you don't want to switch sides?
Nvm, the route is just adding an uf+3 after the ninja launch and doing the uf+3 route after
@@Hermelin69 yes! i need to update with this
You can also just end with f3-2-u4 to end same side@@Hermelin69
Back to the lab I go
Why is Dinamyc Entry b+2? Also why sometimes in the same combo it says b+2 but then says DEN. The terminology is confusing x_x I get DEN/SEN/LEN but that b+2 seems to my like "back + 2"
b+2 is just back+RP, but i can't think of where in the video you'd be seeing it aside from the Wall Combo. the DEN notation just indicates that the previous move put you in DEN. so you'll see something like f+1 2 3 DEN (because completing f+1 2 3 puts you in Dynamic Entry). hope that helps
@@crunkplugg I get that 2 is RP, 1 is LP, etc. I know abouth that annotation. I see the problem/confusion I had now. Just in the first combo I started seeing it, below is the combo and above is the alternatives to the launcher uf+4 OR f b+2 1 (
You can do the nasty setup off of ninja launches with 2 instead of the DEN 2 as a combo
There’s no DEN 2 in the ninja launch section
@@user-fl7um3iu5i instead of the den 2 in the unblockable
Bro the wall splat getting the shoulder hit to land is so hard
it can be funky. when in doubt, use f+3 DEN 2+3 (or while running 2+4) into shoulder for a more reliable wall ender!
I'm new to the game. What do those den and sen word mean?
DEN = dynamic entry (f+3 DEN, etc.)
SEN = silent entry (f+2 1 SEN, etc.)
LEN = limited entry (2 1 LEN, etc.)
@@crunkplugg thanks! 😁👍
Is this Tekken music ? Name ?
wayang kulit / abyss of time - TTT2
every combo that can end with DEN 2 uf 3+4 should end with it. it does like 3 more damage for 3-4 less inputs
not necessarily - you may not want to give up pushing closer to wall for +3 dmg
I miss df2,1 so much. Its presence as my crutch in T7 for hitting low-profiles and as the perfect "i dunno what to do in this random combo" filler was so secure. When I do a WS1 my brain just heckin brains and I freeze up.
yeah the new df+2 isn't nearly as low-profile, but i do think it's a stronger move overall! i also have not gotten used to WS1 - i tend to do the uf+3 same-side followup way more often than actually transitioning to the side-switch
I agree because it goes into more of the mixups and isn't death on block, but the new one doesn't hit Xiaoyu in AOP - nor does arc blast or b4. DF2 was my favourite way of scooping her up out of it, and I'm not really sure what to do now other than go for the very risky db4. Do you have any tips?@@crunkplugg
@@SuperCosmicSpaceMagnettrue! RIP old df+2. luckily you can get a lot of use out of WS+2 (into SEN, DEN, or 2nd hit) vs her stance
True! I'll need to get into the habit if doing the instant while-standing stuff. Seems like it'd open a whole lotta doors for Lars too.@@crunkplugg
Song title?
ABYSS OF TIME / WAYANG KULIT - TTT2
My most damaging combo is 82 without heat or wall
track name pls
Abyss of Time (Wayang Kulit) - TTT2
any alternatives for FF 421?
2 1 LEN 1+2 or db+2~f SEN 1+2 should work!
tysm! btw i tried doing LEN 1+2 but it kept coming out as LEN 1/LEN 2
@@crunkplugg
@@horouuucrap i meant 2 1 LEN 2!!!
@@crunkplugg ah, ok! thanks a lot :D
YAAAAAAAAAAAAAAAAS! Abuse those frames bb!!!
lmao
What is den and sen?
den (dynamic entry) and sen (silent entry)
@@nopenope4957 okay yeah, now it all makes way more sense
Thank you my G
Good stuff but i kinda don't like that all his combos are kinda the same, i want variety !!
What is den and what is sen lol? Good vid bro
SEN = silent entry, DEN = dynamic entry
and now in T8, LEN! (limited entry)
wtf is den and sen???
DEN = dynamic entry stance, SEN = silent entry stance, LEN = limited entry stance
What does ch means
counter hit
@@crunkplugg what about T?
@@Geywyg1 If you mean T! or S! it’s the same and means Tornado/Tailspin/Screw (whatever the current name is in the current Tekken)
@@redspine2859 thx bro
😭😭 these combos are awesome but I don’t know what any of the terminology means I just know buttons lol
Then start learning. There are tons of tutorials everywhere.
it's slightly different from how i do it but this should get you started if you're still looking! criticalpunchcom.wordpress.com/2019/02/14/tekken-7-understanding-tekken-notation/
These are just math equations
the limit does not exist
most of them are not that optimal though