Lars Frame Data

*NOTE: Below damages are listed as hitting for 120%; (Opp Down) moves and throws are listed as hitting for 100%.  See Damage Scaling Guide.

Notes Convention

JG = Juggle SE = Silent Entry
KND = Knockdown DE = Dynamic Entry
SLD = Slide AVL = Avalanche Flip
FCD = Facedown CF = Crumple Fall
PLD = Playdead CS = Crumple Stun
RC = Recover Croucing MS = Minor Stun
OC = Opponent Recover Crouching B! = Causes Bound

Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 8 10 +1 +8 +8
2 h 10 10 0 +8 +8
3 h 19 15 -12 +5 +5
4 h 25 18 -7 KND KND

Advancing

INPUT RANGE DMG SPEED BLOCK HIT CH
f+1 h 12 13 -8 +3 +3
f+2 h 12 12 -6 +3 +3
f+3 DE DE DE
f+4 h 25 18 -7 KND KND

Dashing

INPUT RANGE DMG SPEED BLOCK HIT CH
f,f+1 h 12 13 -8 +3 +3
f,f+2 m 24 21 -13 JG JG
f,f+3 m 26 17(18) -8 KND KND
f,f+4 l 16 20(21) -30 +5 +5

Poking

INPUT RANGE DMG SPEED BLOCK HIT CH
d/f+1 m 16 13 -1 +5 +5
d/f+2 m 20 15 -9 +4 CS
d/f+3 m 18 16 -7 +3 +3
d/f+4 m 19 12? -? +? +?

Standing to Crouch

INPUT RANGE DMG SPEED BLOCK HIT CH
d+1 Sm 6 10 -5 RC +6 RC +6 RC
d/b+1 L 10 17 -12 -1 -1
d+2 m 19 18 0 +4 +4
d/b+2 m 12 15 -8 +3 +3
d+3 L 9 15 -14 -3 -3
d/b+3 L 14 16 -17 RC -3 RC -3 RC
d+4 l 8 12? -13? RC -2? RC -2? RC
d/b+4 L 21 21 -20 +5 PLD

While Crouching

INPUT RANGE DMG SPEED BLOCK HIT CH
FC+1 Sm 6 10 -5 RC +6 RC +6 RC
FC+2 Sm 9 11 -4 RC +7 RC +7 RC
FC+3 L 14 16 -17 RC -3 RC -3 RC
FC+4 l 12 12 -15 RC -4 RC -4 RC

While Standing

INPUT RANGE DMG SPEED BLOCK HIT CH
WS+1 m 19 15 -12 JG JG
WS+2 m 12 13 -9/+2 +2 +2
WS+3 h 36 20 +7 SLD SLD
WS+4 m 19 11 -6? +5? +5?

Jumping

INPUT RANGE DMG SPEED BLOCK HIT CH
u/f+1 h 14 ? -? +? +?
u/f+2 h 20 ? -? +? +?
u/f+3 mm 14,12 16 -21 JG RC JG RC
u/f+4 m 24 25 -9 JG B! JG B!

Sidestep

INPUT RANGE DMG SPEED BLOCK HIT CH
SS+1 h 8 10 +1 +8 +8
SS+2 m 24 25~ -8 SLD SLD
SS+3 h 19 15 -12 +5 +5
SS+4 h 25 18 -7 KND KND

Special Attacks

INPUT RANGE DMG SPEED BLOCK HIT CH
1 h 8 10 +1 +8 +8
1,1 hm 8,12 -8 0 0
1,1,1 hmm 8,12,20 -12 -1 OC B! -1 OC B!
1,2 hh 8,10 -1 +7 +7
1,4 hL 8,12 -12 +1 +1
2 h 10 10 0 +8 +8
2,1 hm 10,10 -7 +4 +4
2,1,3 hmm 10,10,21 -12 KND KND
2,1,4 hmh 10,10,28 -7 KND KND
3 h 19 15 -12 +5 +5
3~d RC RC RC
4 h 25 18 -7 KND KND
1+2 mm 12,24 15 -9/-10 +3 +3/-2
1+2~b Cancel
2nd Hit
Cancel
2nd Hit
Cancel
2nd Hit
f+1 h 12 13 -8 +3 +3
f+1,2 hm 12,13 -8 +3 +3
f+1,2~f SE SE SE
f+1,2,3 hmm 12,13,24 13 -12 KND KND
f+1,2,3~d DE DE DE
f+2 h 12 12 -6 +3 +3
f+2,1 hh 12,9 -6 +5 +5
f+2,1~f SE SE SE
f+2,4 hh 12,26 -12 KND KND
f+1+2 m 24 15 -12 CF CF
f+1+4 m 33 13 -18 KND KND
d/f+1 m 16 13 -1 +5 +5
d/f+2 m 20 15 -9 +4 CS
d/f+3 m 18 16 -7 +3 +3
d/f+3~d SE SE SE
d/f+3,3 mm 18,24 -20 KND KND
d/f+1+2 m 21 24 +2 OC +4 OC B! SLD B!
d+2 m 19 18 0 OC +4 OC +4 OC
d+3 L 9 15 -14 -3 -3
d+3,1 Lhh 9,4,12 -10 (-18) +6 +6
d+1+2 L 30 24 -20 RC SLD RC SLD RC
d/b+1 L 10 17 -12 RC -1 RC -1 RC
d/b+1,3 Lh 10,12 -12 -4 -4
d/b+1,3~d RC RC RC
d/b+2 m 14 15 -8 +3 +3
d/b+2~f SE SE SE
d/b+2,1 mm 14,9 -6 +6 +6
d/b+2,3 mm 14,18 -13 0 MS
d/b+2,3(hold) -9~+8 KND KND
d/b+4 L 21 21 -20 +5 PLD
d/b+1+2 m 21 26 -10 +5 CF
b+1 m 19 15 -8~-9 +4 +4~+5
b+2 m 12 16 -7 +4 +4
b+2,1 mm 12,20 -8 +3 CF
b+3 m 16 19 -9 +2 +2
b+3~f SE SE SE
b+3,4 mh 16,26 -12 KND KND
b+4 m 24(28,25) 18 -8 +8 Throw
b+1+2 mm 9,24 21 -11 KND KND
b+2+3 (!) 24,24 80 KND KND KND
u/f+3 mm 14,12 13 -21 JG RC JG RC
u/f+4 m 24 25 -9 JG B! JG B!
f,f+2 m 24 21 -13 JG JG
f,f+2(hit)~f SE SE SE
f,f+3 m 26 17(18) -8 KND KND
f,f+4 l 16 20(21) -30 +5 +5
f,f+4,3 lm 16,24 -17 -3 -3
f,f+1+2 m 24 15(16) -11 KND KND
f,f+3+4 LL 13,18 18(19) -16 0 0
f,b+2 m 12 13(14) -12 PLD PLD
f,b+2,1 mm 12,12 -16 SLD B! SLD B!
f,f,f+3 m 36 18(20) +7~+11 KND KND
WS+1 m 19 15 -12 JG JG
WS+1~f SE SE SE
WS+2 m 12 13 -9/+2 +2 +2
WS+2~f SE SE SE
WS+2~d DE DE DE
WS+2,1 mm 12,20 -12 OC +1 OC B! +1 OC B!
WS+3 h 36 20 +7 SLD SLD
FC,d/f+1+2 ll 12,12 18 -12 +1 +1
SS+2 m 24 25~ -8 SLD SLD
(OppDown)
d+3+4
L 20 -14~
(OppDown)
d+3+4(hold)~f
SE SE SE
1+2+3+4,2 m 24 36~66 -18 JG JG
u/b,b Backflip Backflip Backflip
b,b,u/b
(Wall Jump)
m 30 -? KND KND

Silent Entry

INPUT RANGE DMG SPEED BLOCK HIT CH
SE 1 m 32 12 -10 KND KND
SE 2 L 24 22 -17 FCD FCD
SE 3 m 24 14 -14 JG JG

Dynamic Entry

INPUT RANGE DMG SPEED BLOCK HIT CH
f+3 DE DE DE
DE 1 h 16 17 -4 +7 +7
DE 1~f SE SE SE
DE 1,2 hh 16,24 -6 KND KND
DE 2 m 20 18 -7 +7 CS
DE 1+2 m 24 12 -10 JG JG
DE 2+3 20,20 Throw Throw Throw

Avalanche Flip

INPUT RANGE DMG SPEED BLOCK HIT CH
u/f+3+4 AVL AVL AVL
u/f+3+4(hold) 40 27 Throw Throw Throw
u/f+3+4,1 L 20 54 -16 RC 0 RC 0 RC
u/f+3+4,4 m 24(28+20) 37 -8 0 OC B! Throw

Throws

INPUT SIDE DMG SPD BREAK NOTE
1+3 (or f+1+3) Front 35 12(15) 1 PLD
2+4 (or f+2+4) Front 15,20 12(15) 2 FCD
Any Throw Left 10,10,20 1 KND
Any Throw Right 15,25 2 PLD
Any Throw Back 50 No Break FCD
u/f+1+2 Front 10,5,5,20 12 1+2 KND
f,f,f+2+4
(or DE 2+3)
Front 20,20 10 1+2 SLD
f,f,f+2+4
(or DE 2+3)
Air 10,10 10 No Break KND

Item Moves

INPUT RANGE DMG ITEM COST NOTE
2+3+4 hhhhh 6,6,6,6,6 Submachine Gun 700,000 Waist – Right
Shoots Submachine Gun in a horizontal arc
b+1+3+4 M 20 Sledgehammer 500,000 Back
Swings Sledgehammer overhead; OC on block, hits grounded
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11 thoughts on “Lars Frame Data

  1. DE 2 is obviously much slower than DE 1, not only by 1 frame. And DE 1+2 is i12? I’m guessing that DE 1 is the i12 and DE 1+2 is i17.

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