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Tekken 8 — Characters

Lars Alexandersson – Frame Data

Lars combines solid basic tools with fast-moving stance offense. His transitions create layered mixups, while strong block punishment lets defensive success lead directly into offense.

120 Moves

Normal Moves

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

FC Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

H. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

R. Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SS Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

DEN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

LEN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions

SEN Stance

CommandHit LevelDamageStartupBlockHitCHActiveNotesTransitions
Fighter Profile
Pressure | Stance Beginner
Offense
9
Defense
6
Execution
6

Weak to: Step Right

Overview

Mobile stance mixups and strong punishment; limited on sidestep

Heat System

Lars' heat system amplifies his stance game: he gains Rebellion (F3+4) for +5 into SEN, enhanced SS2 and DEN 3+4 with a lightning follow-up, plus buffed LEN 1 (attack throw) and LEN 2 (instant tornado). Using stances regenerates heat, and his heat smash transitions into a stance or can be canceled with B for plus frames.

Strengths

Mixups: Simple, effective stance mixups that catch opponents off guard.Combos: Farthest carrying combos in the game, dealing good damage and offering versatile routes.Strong mids: Useful mids like FF1+2, B1, DF2, B4,1+2, SS2, DB+2,1, and DEN 3.Punishment: one of the best punishment in the game, with tools at every major punish frame.

Weaknesses & Counterplay

Sidestep: Bad sidestep makes it hard to move around.Lows: not so much low risk lows, most of them are launchable.
Game Plan
Rely on stance mix-ups (SEN, DEN, LEN) and safe pokes like DB4, FF4,2, DB1,3, 1,4, DF2, and B1 to keep the opponent guessing.Punish hard at every key frame: 2,1 at 10f, f+2,4/f+2,1 for mids, f,N,b+2,1 at 14f for launches, and F1+2 at 15f.Use your combo game to carry opponents to the wall for big damage opportunities.Avoid over-stepping: your sidestep is weak and your kit is linear, so use stances to create angles and mitigate movement weaknesses.
Stances
Dynamic Entry (DEN) — enter: Input F3, or use F+1,2,3 or FF+4,2 for an auto transition; hold D after DF3 or DB1+2 to enter. — A forward-moving stance for pressure; press F to flow into SEN.Silent Entry (SEN) — enter: From DEN press F, or automatically from f+2,1, f+1,2, df+2, and DEN 3; also after WS2 or b3. Hold B to cancel. — Core mix-up stance from key punishers; cancel with B to stay safe.Limited Entry (LEN) — enter: Automatically after 2,1, hold D in SEN, or hold D after 1,4, DEN 4, WS3, and 3. — Secondary mix-up stance from strings and SEN; gains enhanced attacks in heat (attack throw, instant tornado).