Lars

Tekken 8

Lars

Lars Alexandersson

107 moves · frame data from wavu.wiki

Also in Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 8

  • Hostile Takedown

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +1

    Spike • Homing • Throw break: 1 or 2 • Opponent status on hit: FUFA

  • Raging Thunder

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    0

    Homing • Throw break: 1 or 2 • Opponent status on hit: FDFT perpendicular • Side switch on hit

  • Tactical Knee

    Left 40 break 1
    or
    start
    i12~14
    block
    -3
    hit
    0

    Throw break: 1 • Opponent status on hit: FUFT

  • Lethal Force

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    +1

    Throw break: 2 • Opponent status on hit: FUFA

  • Swift Silence

    Back 50
    or
    start
    i12~14
    hit
    0

    Throw break: none • Opponent status on hit: FDFT

  • Apocalypse

    Front 35 break 1+2
    start
    i12~14
    block
    -3
    hit
    0

    Throw break: 1+2 • Opponent status on hit: FUFT

  • SHB

    Before 40 break 1+2
    start
    i11
    block
    -3
    hit
    0

    Throw break: 1+2 • Opponent status on hit: FDFA

  • Rejection

    Air 31
    Approachopponentintheair

Attacks 65

  • Zeus Unlimited

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • Delta Slicer

    HMM 33
    start
    i25~26
    block
    -12
    hit
    +17a

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Spike • Combo from 1st CH or 2nd hit with 4f delay • Interrupt with i2 from 1st block • Move can be delayed 4f

  • Left Right Combo

    HH 14
    start
    i10
    block
    -3
    hit
    +8

    Jail from 1st attack with 4f delay • Move can be delayed 4f

  • Legionnaire's Spin

    HL 15
    start
    i22
    block
    -12
    hit
    +1

    Combo from 1st CH with 2f delay • Interrupt with i3 from 1st block • Move can be delayed 2f • Transition to LEN -12 +3 r32 with D

  • Ring Current

    HM 22
    start
    i20~21
    block
    -6
    hit
    +8

    Combo from 1st hit with 3f delay • Interrupt with i3 from 1st block • Input can be delayed 3f • Move cannot be delayed

  • Kick Start

    H 16
    start
    i15
    block
    -17
    hit
    +0

    Transition to LEN -11 +6 r34 with D • cs31~ on LEN transition

  • Spinning Cutter

    H 27
    start
    i17~18
    block
    -7
    hit
    +18a (+9)

    Balcony Break

  • X-Ray

    M 25
    start
    i25
    block
    -12
    hit
    +7d

    Spike • -7 on block and chip damage on successful attack absorption

  • Electric Jolt

    M 22
    start
    i17~18
    block
    -8
    hit
    +17d

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Forces tech backroll on hit • Hit vs BT +14d

  • Ki Charge

  • Flash Claw

    HM 21
    start
    i12
    block
    -5
    hit
    +6

    Transition to SEN • Combo from 1st hit with 1F delay • Input can be delayed by 1F • Jails from 1st block • Transition to standing with B (-8/+3)

  • Flash Bang

    HMM 41
    start
    i24
    block
    -5
    hit
    +22c
    ch
    +49a

    Balcony Break • Combo from 2nd hit CH • Interrupt with i4 from 1st block • Transition to DEN • Cancel DEN and transition to standing with input B (-12/+41d (-17)/+42a) • Forces tech backroll on hit • * Opponent recovers crouching

  • Charge Factor

    HH 25
    start
    i13
    block
    -5
    hit
    +6

    Combo from 1st hit • Jails • Transition to SEN • Cancel SEN and transition to standing with input B (-6/+5)

  • Death Mask

    HH 32
    start
    i18~19
    block
    -12
    hit
    +15 (+6)

    Balcony Break

  • Dynamic Entry

  • Volcanic Lightning

    MMMM 48
    start
    i24~25
    block
    -14
    hit
    +19 (+9)

    Balcony Break • Combo from 3rd CH • Interrupt with i5 from 1st block

  • Ark Blast

    M 20
    start
    i15~16
    block
    -13
    hit
    +28
  • Power Slug

    M 28
    start
    i13~14
    block
    -18
    hit
    +18a (+8)

    Balcony Break • Shoulder

  • Lightning Barrage

    MHM 49
    start
    i25~26
    block
    -12
    hit
    +15cg

    Balcony Break • Combo from 2nd CH with 10F delay • Interrupt with i5 from 1st block • Move can be delayed by 10F • Input can be delayed by 14F • Forces tech back roll on hit

  • Lightning Spark

    MM 32
    start
    i24
    block
    -12
    hit
    +13a (+4)

    Balcony Break • Combo from 1st CH with 1F delay • Interrupt with i5 from 1st block • Move cannot be delayed • Input can be delayed by 1F

  • Flash Bullet

    M 15
    start
    i14
    block
    -3
    hit
    +9
    ch
    +13c

    Elbow • Transition to SEN • Transition to standing r34 with B (-11/+1/+5c)

  • Outpost Blitz

    MM 55
    start
    i25~26
    block
    -15
    hit
    +29a (+14a)

    Combo from 1st hit with 2F delay • 16 damage with scaling from 1st hit • Interrupt with i4 from 1st block • Input can be delayed by 2F • Move cannot be delayed

  • Tactical Sword

    M 17
    start
    i18~19
    block
    +0c
    hit
    +8c
    ch
    +30d

    Spike • Elbow • Transition to FC with input D

  • Tesla Gravity

    LMM 22
    start
    i19,i18
    block
    -7
    hit
    +4

    Combo from 1st hit CH

  • Tesla Gravity Thrust

    LHHM 24
    Duringopponentwallstun
  • Earth Battery

    L 25
    start
    i24~25
    block
    -20
    hit
    +9d
  • Arc Combination

    LH 19
  • Hollow Point

    M 12
    start
    i15
    block
    -8
    hit
    +3

    Transition to SEN with input F (-5/+6)

  • Double Tap

    MM 20
    start
    i15~16
    block
    -8
    hit
    +6

    Jail from 1st block with ?F delay

  • HE Combination

    MM 27
    start
    i19
    block
    -13
    hit
    +8

    Tornado • Wall Crush +20g on hit • Input can be held to power up and deal more chip damage on block • Input can be delayed by 5F? from 1st? • Interrupt with i4 from 1st block

  • Shadow Cutter

    L 19
    start
    i20~21
    block
    -26
    hit
    +5c
    ch
    +29a
  • Inductance

    M 12
    start
    i26
    block
    -13
    hit
    +8

    Transition to DEN with input D (-6/+11) • Backsway

  • Chevron Slash

    M 17
    start
    i15~17
    block
    -9
    hit
    +4
    ch
    +14a (+5)

    Homing • Balcony Break on CH

  • Gilbert Smash

    MM 29
    start
    i15
    block
    -10
    hit
    +4
    ch
    +32a

    Combo from 1st hit with 15F delay • Jail from 1st block with ?F delay • Move can be delayed by 10F • Input can be delayed by 15F

  • Gilbert Cannon

    MH 33
    start
    i18
    block
    -8
    hit
    +38d (-20)

    Balcony Break • Tornado • Combo from 1st hit with 5F delay • Interrupt with i1 from 1st block • Move cannot be delayed • Input can be delayed by 5F

  • Impulse Kick

    M 14
    start
    i17
    block
    -12
    hit
    +4

    Transition to SEN with input F (-5/+11)

  • Impulse Plus

    MH 34
    start
    i23~24
    block
    -8
    hit
    +19 (+10)

    Balcony Break • Combo from 1st hit with ?F delay • Interrupt with i3 from 1st block

  • Magnetic Knee

    M 23
    start
    i15
    block
    -8
    hit
    +8

    Knee

  • Magnetic Knee Blast

    MT 38
    hit
    +0d

    Available on b+4 frontal standing hit

  • Wind Liger

    MM 24
    start
    i21~22,i8~9
    block
    -9
    hit
    +9

    Balcony Break • Homing • Can evade jabs from range

  • Zeus

    ! 45
    /
  • Alternating Current

    MM 30
    or
    start
    i15,i25
    block
    -12
    hit
    +3

    Combo from 1st hit • Cancel 2nd hit to r35? with B (-12/-5) at frame 16 • Transition to LEN r29 on hit with D (+3) • Interrupt with i2 from 1st block • Has good right sidestep tracking

  • Lightning Screw

    MM 46
    or or
    start
    i16~17,i15~18
    block
    -26
    hit
    +33a (+15)

    Knee • Second hit available on 1st hit (t75 r38, js12~61, fs62~64) • Transition to FC on hit

  • Storm Axle

    M 20
    or or
    start
    i25~27
    block
    -8
    hit
    +42a

    Has high and mid evasive frames from frames 4? to 10? • Increased evasion when performed from crouching state or LEN

  • Avalanche Flip

    or or
  • Avalanche Flip Break Down

    MT 40
    start
    i17~18
    block
    -4
    hit
    +0d

    Shift to attack throw on front hit • +8c on BT hit • i37~38 effective startup (uf+3+4 takes i20)

  • Avalanche Drop

    T 40
    start
    i9~11
    block
    -7
    hit
    +1

    Throw break: 1+2 • i29~31 effective startup (uf+3+4 takes i20) • Side switch on break

  • Delayed Rising Toe Kick

    M 20
    start
    i23~25
    block
    -13
    hit
    +32a (+22)
  • Surge Blast

    M 20
    start
    i21~22
    block
    -13
    hit
    +35a

    Tornado • Transition to SEN on hit with input F (+37a) • * Switches sides

  • Cross Transistor

    LH 27
    start
    i24
    block
    -7
    hit
    +11

    Cannot cancel DEN transition (cannot block i36 moves?)

  • Double Pulse

    LM 32
    start
    i28
    block
    -16
    hit
    -3
  • Elbow Corona

    M 20
    start
    i16~17
    block
    -9
    hit
    +14 (+5)
    ch
    +59a (+39)

    Elbow • Balcony Break • 4 chip damage on block

  • Double Action

    LL 26
    start
    i19~20
    block
    -16
    hit
    +0c
  • Blue Bolt

    MM 20
  • Flash Blade

    H 23
    start
    i18~20
    block
    +4
    hit
    +36a

    Balcony Break • 9 chip damage on block • Transition to t51? r33? standing with B (+2/+34a) • Effectively homing? • Unparryable (bug?)

  • Red Sprite

    M 30
    start
    i20~26
    block
    +6
    hit
    +15a (+5)

    Balcony Break • 9 chip damage on block

  • Streamer

    M 16
    WS
  • Lightning Starter

    M 13
    WS
  • Multiplied Force

    MM 30
    WS
  • Glass Breaker

    MH 33
    WS
  • Tower Cannon

    H 30
    WS
  • Shell Smash

    M 16
    WS
  • Double Smack

    LL 24
    FC
  • Power Spike

    M 19
    FC
  • Shockwave

    M 20
    SS

During Dynamic Entry 10

  • Dynamic Entry

  • Lock & Load

    H 14
    DuringDynamicEntry
  • Double Barrel

    HH 34
    DuringDynamicEntry
  • Rimfire

    M 17
    DuringDynamicEntry
  • Bow Shock

    M 23
    DuringDynamicEntry
  • Legionnaire's Shot

    L 14
    DuringDynamicEntry
  • Into the Storm

    H 20
    DuringDynamicEntry
  • Stack Up

    L 21
    DuringDynamicEntry
  • Dynamic Entry

    DuringDynamicEntry
  • Silent Entry

    DuringDynamicEntry

During Silent Entry 8

  • Lightning Thrust

    M 26
    DuringSilentEntry
  • Turbine Hook

    L 23
    DuringSilentEntry
  • Rising Storm

    M 20
    DuringSilentEntry
  • Electric Volley

    H 19
    DuringSilentEntry
  • Entangling Ejector

    M 21
    DuringSilentEntry
  • Lightning Axle

    MM 22
    DuringSilentEntry
  • Limited Entry

    DuringSilentEntry
  • Dynamic Entry

    DuringSilentEntry

During Limited Entry 4

  • Limited Entry

    DuringSilentEntry
  • Blasting Smack

    L 20
    DuringLimitedEntry
  • Blue Jet

    LT 35
    DuringHeatandLimitedEntry,
  • Rising Force

    M 20
    DuringLimitedEntry

During Heat 11

  • Heat Burst

    M 15
    WhenHeatactivationisavailable
  • Delta Slicer

    HMM 33
    start
    i25~26
    block
    -12
    hit
    +17a

    Heat Engager • Heat Dash +5, +43d (+35) • Balcony Break • Spike • Combo from 1st CH or 2nd hit with 4f delay • Interrupt with i2 from 1st block • Move can be delayed 4f

  • Electric Jolt

    M 22
    start
    i17~18
    block
    -8
    hit
    +17d

    Heat Engager • Heat Dash +5, +36a (+26) • Balcony Break • Forces tech backroll on hit • Hit vs BT +14d

  • Double Barrel

    HH 34
    DuringDynamicEntry
  • Bow Shock

    M 23
    DuringDynamicEntry
  • Lightning Thrust

    M 26
    DuringSilentEntry
  • Rebellion

    M 5
    DuringHeat
    start
    i18~24
    block
    +5
    hit
    +10

    Transition to SEN • Consumes 300F of remaining heat time • Only deals recoverable damage

  • Blue Jet

    LT 35
    DuringHeatandLimitedEntry,
  • Thunderbird Descent

    MT 55
    DuringHeat
    start
    i18~19, i38~41
    block
    +12c
    hit
    +0d / +81a

    Heat Smash • Floor Break • Transition to 30dmg attack throw on 1st hit • 2nd hit +81a 25dmg on 1st block or whiff • Transition to r35 DEN (+12c/+81a) • Transition to r37 standing with B (+10c/+79a) • 7 chip damage on block • Opponent recovers FDFA

  • Shockwave Insurgence

    M 30
    DuringHeat SS
  • Stack Up Insurgence

    L 21
    DuringHeatandDynamicEntry

10 Hit Combo 1

  • HMMMLMMMM 88

Lars's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.