Lars, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Lars

87 moves you can start on your own, 34 follow-ups inside strings, and 11 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
87
Launchers
22
Fastest
i10
Safe
62

You blocked it. What does Lars get?

Pick how minus they were.

Blocked standing

The punish people take
  • f+1,2 21 +6
  • f+1+4 28 +18a (+8)

Anything Lars can start from neutral inside the window.

  • Back throw Swift Silence throw i12 50
  • f,f,F+2+4 SHB throw i11 40
  • Left throw Tactical Knee throw i12 40
  • Right throw Lethal Force throw i12 40
  • 2 i10 10
  • 1 Jab i10 5

Blocked a low

The punish people take
  • ws2,1 30 +2c
  • ws2,3,D 33 +6 LEN

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 Shell Smash i11 16
  • ws2 i13 13

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

87 of 121 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 5
2 h i10 0 8 10
(airborne).f,f,F+2+4 Rejection Throw break: none t i11 0 31 (21)
DEN.1DEN Elbow h i11~12 1 8 14
f,f,F+2+4 SHB Throw break: 1+2 t i11 -3 0 40
ws4 Shell Smash m i11~12 -6 5 16
1+3 Hostile Takedown Spike t i12~14 -3 1 35
2+4 Raging Thunder Homing t i12~14 -3 0 35
Back throw Swift Silence Throw break: none t i12~14 0 50
DEN.1+2DEN Into the Storm Tornado h i12~13 -1 +29a 24
f+2 h i12 -6 3 10
Left throw Tactical Knee Throw break: 1 t i12~14 -3 0 40
Right throw Lethal Force Throw break: 2 t i12~14 -3 1 40
SEN.1SEN Lightning Thrust Heat Engager m i12~13 -9 +23a (+13) 26
uf+1+2 Apocalypse Throw break: 1+2 t i12~14 -3 0 35
df+1 Alert L Recovers 2F faster on hit (t33 r20) m i13 -3 5 12
f+1 h i13 -5 6 10
f+1+4 Power Slug Balcony Break m i13~14 -18 +18a (+8) 28
SEN.3+4SEN Lightning Axle Floor Break m,m i13~14,i18~19 +0c +22d (-13) 6,16 (23)
ws2 Transition to DEN r30 with D (-12/-1) m i13~14 -8 3 13
df+2 Flash Bullet Elbow m i14 -3 9 +13c 15
f,n,b+2 m i14 -12 0 10
SEN.1+2SEN Entangling Ejector Tornado m i14~16 -14 +20a (+13) 21
SEN.3SEN Rising Storm Recovers 3F faster on hit (t45 r29) M i14~16 -13 +29a (+19) 20
3 Kick Start Transition to LEN -11 +6 r34 with D h i15 -17 0 16
b+1 Chevron Slash Homing m i15~17 -9 4 +14a (+5) 17
b+2 Has good left sidestep tracking m i15 -7 4 12
b+4 Magnetic Knee Knee m i15 -8 8 23
d+3 l i15 -14 -3 8
db+2 Transition to SEN with input F (-5/+6) m i15 -8 3 12
df+4 m i15~16 -8 2 16
f+1+2 Ark Blast m i15~16 -13 [[Lars_combos#Staples|+28]] 20
FC.df+2FC Power Spike m i15~16 -8 5 +63a 19
uf+1 Alternating Current Combo from 1st hit m,m i15,i25 -12 3 10,20
uf+2 Normal hit offsets opponent slightly to the left of the axis and rotates them. h i15-i16 -12 9 17
ws1 Streamer Tornado m i15~16 -12 [[Lars combos#Staples|+38a]] 16
2+3 Heat Burst Heat Burst m i16 1 +2c [12;12]
df+3 Transition to DEN with D (-4/+15) m i16 -11 8 15
f,F+1+2 Elbow Corona Elbow m i16~17 -9 +14 (+5) +59a (+39) 20
H.LEN.1H.LEN Blue Jet Consumes 600F of remaining Heat time L,t i16~17 -12c +5d 20,10
H.LEN.2H.LEN Rising Force (Heat) Tornado m i16~17 -9 +29d 25
H.SS.2H.SS Shockwave Insurgence 6 chip damage on block m,SM i16~17, i8 +6c +27d 20,10
LEN.1LEN Blasting Smack L i16~17 -12 +4c 20
LEN.2LEN Rising Force Tornado m i16~17 -9 +25 (+15) 25
SS.2SS Shockwave 4 chip damage on block m i16~17 -7 +22d 20
uf+3 Lightning Screw Knee m,m i16~17,i15~18 -26 [[Lars_combos#Staples|+33a (+15)]] 12,14 (20)
3+4 Electric Jolt Heat Engager m i17~18 -8 +17d 22
4 Spinning Cutter Balcony Break h i17~18 -7 +18a (+9) 27
b+3 Transition to SEN with input F (-5/+11) m i17 -12 4 14
db+1 l i17 -12 -1 9
DEN.2DEN Rimfire Transition to Avalanche Flip on hit or CH with input UF (+9/+64a) M i17~19 -7 7 +62a 17
f+4 Knee m i17 -9 7 12
SEN.2SEN Turbine Hook Tornado L i17~19 -12 +6c +27d 23
SEN.4SEN Electric Volley Strong Aerial Tailspin h i17~18 4 +31a 19
d+2 Tactical Sword Spike m i18~19 +0c +8c +30d 17
f,f,F+1 Flash Blade Balcony Break h i18~20 4 +36a 23
H.2+3H Thunderbird Descent Heat Smash m,M i18~19, i38~41 +12c +0d / +81a 55
H.f+3+4H Rebellion Transition to SEN sm i18~24 5 10 5
hFC.1+2hFC Double Smack Transition to LEN on hit with input n,D (+3c) l,l i18,i14~i15 -12 +1c 9,15
f,F+3+4 Double Action l,l i19~20 -16 +0c 26
db+4 Shadow Cutter l i20~21 -26 +5c +29a 19
f,f,F+3 Red Sprite Balcony Break m i20~26 6 +15a (+5) 30
R.df+1+2R Zeus Unlimited Rage Art m,t i20 -18 +0d 55+
ws3 Tower Cannon Transition to LEN r34 with input D (+4/+26a (+20)) h i20 0 +21a (+15) 30
b+1+2 Wind Liger Balcony Break m,m i21~22,i8~9 -9 9 4,20
f,F+2 Surge Blast Tornado M i21~22 -13 [[Lars_combos#Staples|+35a]] 20
f,F+4 l i21 -31 5 12
DEN.3DEN Bow Shock Heat Engager m i22~23 5 5 23
DEN.3+4DEN Stack Up Transition to SEN with input F (-7/+4/+12c) L i22~23 -14 -3 +5c 21
H.DEN.3+4H.DEN Stack Up Insurgence Available only on 1st hit L,SM i22~23, i9 -14? +21d 11,5
DEN.4DEN Legionnaire's Shot Transition to LEN with input D (-12/+3) l i23~25 -12 1 14
uf,n,4 Delayed Rising Toe Kick m i23~25 -13 [[Lars_combos#Staples|+32a (+22)]] 20
d+1+2 Earth Battery l i24~25 -20 +9d 25
1+2 X-Ray Spike m i25 -12 +7d 25
uf+4 Storm Axle Has high and mid evasive frames from frames 4? to 10? m i25~27 -8 [[Lars_combos#Staples|+42a]] 20
db+1+2 Inductance Transition to DEN with input D (-6/+11) m i26 -13 8 12
(Back to wall).b,b,UB Wall Jump Divekick Balcony Break m i29~33 -1 +19cg 25
ub+1+2 Zeus m! i84~85 +61a 45
1+2+3+4 Ki Charge sp
(airborne).DEN.2+4
DEN.2+4DEN
DEN.BDEN Dynamic Entry Transition to DEN sp
DEN.n,FDEN Silent Entry Transition to SEN sp
f+3 Dynamic Entry Transition to DEN sp
SEN.BSEN Dynamic Entry Transition to DEN (backwards movement) sp
SEN.DSEN Limited Entry Transition to LEN sp
uf+3+4 Avalanche Flip sp

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.