RBNorway




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| Special moves | Basic Moves

Special moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
in rage 1+2 m 55 20 pc8~17 -22 KND KND Rage art
in rage SEN 1+2 m (DEN) 27 12~13 +7~+8 KND KND Rage art
in rage SEN 1+2, b+2+3 m, ! 27,33 12~13 KND KND KND
in rage DEN 3+4 l, m 16,16 21 -13 launch launch
1 h 7 10 +1 +8 +8
1, 1 h, m 7,8 10 -8~-7 0~+1 0~+1
1, 1, 1 h, m, m 7,8,20 10 -14~-13 KND KND
1, 2 h, h 7,9 10 -1 +7 +7
1, 4 h, l 7,10 10 -12~-11 +1~+2 +1~+2
2 h 10 10 0 +8 +8
2, 1 h, m 10,7 10 -5~-4 +6~+7 +6~+7
2, 1, 3 h, m, m 10,10,20 10 -12~-11 KND KND
2, 1, 4 h, m, h 10,10,27 10 -7~-6 KND KND Tail spin
3 h 16 15 -12 +5 +5
3, D h 16 15s -10 +7 +7
4 h 27 17~18 -7~-6 KND KND Tail spin
f+1 h 10 13 -5 +6 +6
f+1, 2 h, m 10,11 13 -5 +6 +6
f+1, 2, F h, m (SEN) 10,11 13 -8 +3 +3
f+1, 2, 3 h, m, m 10,11,20 13 -9 KND JG
f+1, 2, 3, F h, m, m, (DEN) 10,11,20 13 -12 KND JG
f+2 h 10 12 -6 +3 +3
f+2, 1 h, h, (SEN) 10,15 12 -5 +6 +6
f+2, 1, F h, h (SEN) 10,15 12 -6 +5 +5
f+2, 4 h, h 10,22 12 -12~-11 KND KND
f+4 m 12 17 -9 +7 +7
f+4, 1 m, m 12,8 17 -9~-8 +2~+3 +2~+3
f+4, 1, 2 m, m, m 12,8,8 17 -10 +2 +2
f+4, 1, 2, 1 m, m, m, m 12,8,8,20 17 -14~-13 KND KND
f+1+2 m 20 15~16 -13~-12 CS CS
f+1+4 m 28 13 -18 KND KND
d/f+1 m 14 13 -1 +5 +5
d/f+2 m 15 16~17 -8 +3~-4a +3~-4a
d/f+2, 1 m, m 15,20 16 -14~-13 Tail spin Tail spin Tail spin
d/f+3 m 15 16 -7 +3 +3
d/f+3, D m, (DEN) 15 16 -4(-8) +6 +6
d/f+3, 3 m, m 15,24 16a -15~-14 KND KND
d/f+4 m 16 15~16 -8~-7 +2~+3 +2~+3
d/f+1+2 m 25 25 pc8~24 -12 KND KND Power crush
d+2 m 17 18~19 0~+1s +8~+9s KND
d+2, D m 17 18~19 0~+1s +8~+9s KND
d+3 l 8 15 -14 -3 -3
d+3, 1 l, hh 8,4,10 15 -7 +4 +4
d+1+2 l (TC) 25 24~25s cs20~ -20~-19 KND KND
d/b+1 l (TC) 9 17s cs6~ -12 -1 -1
d/b+1, 3 l (TC), h 9,10 17 6~ -12 -1 -1
d/b+1, 3, D l (TC), h 9,10 17 6~s -10 +1 +1
d/b+2 m 12 15 -8 +3 +3
d/b+2, F m, (SEN) 12 15 -5 +6 +6
d/b+2, 1 m, m 12,8 15 -8~-7 +6~+7 +6~+7
d/b+2, 3 m, m 12,15 15 -13 0 +23g(KND)
d/b+2, 3* (Very long hold) m, m 12,25 15 +8 KND KND
d/b+4 l (TC) 19 21~22s cs6~ -26 +5~+6s JG
d/b+1+2 m? 18 26~27 -14~-13 +5~+6 CS
b+1 m 17 15~17 -9~-7 +4~+6 KND Homing, Tail spin
b+2 m 12 16 -7 +4 +4
b+2, 1 m, m 12,17 16 -10 +4 KND
b+2, 3 m, h 12,21 16 -8~-7 KND KND
b+3 m 14 17 -12 +4 +4
b+3, F m, (SEN) 14 17 -5 +11 +11
b+3, 4 m, h 14,20 17 -8~-7 KND KND Tail spin
b+4 m 23 (,28) 15 -8 +8 Throw
b+4(CH in front) m, (throw) 27,23 15 Throw(KND)
b+1+2 mm 8,20 21~22, 31~32 -11~-10 +6k Tail spin Homing, Tail spin
b+2+3 ! 45 84~85 KND KND KND
u/b or u or u/f+3 m (TJ)(, m) 12(,14) 16~17s (,34) js12~ -26~-25 (13~6a) Launch Launch
u/b+4 m (TJ) 20 25~27 js9~ -9~-7 KND KND
u or u/f+4 m (TJ) 20 25~27 js9~ -9~-7 KND KND
f, F+2 m 20 21~22 (22~) -13~-12 Launch Launch
f, F+2 When hit f m, (SEN) 20 21~22 (22~) Launch Launch
f, F+3 m 22 18~19 (19~) -8~-7 KND KND
f, F+4 l 14 21(22~) -31 +5 +5
f, F+4, 3 l, m 14,20 21(22~) -16 +8k (+17k wc) +8k (+17 wc Wall crush
f, F+1+2 m 20 16~17 (17~) -9~-8 KND Tail spin
f, F+3+4 ll 11,15 19~20 ,29~30 (20~) cs21~ -16~-15 0~+1s
f, b+2 m 10 14(14~) -12 0 0
f, b+2, 1 m, m 10,10 14(14~) -18~-17 BU BU
f, f, f+3 m (TJ) 30 20~26 (23~) js3~ +8~+14g KND KND
WS+1 m 16 15~16 -12~-11 Launch Launch
WS+1 When hit f m, (SEN) 16 15~16 Launch Launch
WS+2 m 13 13~14 -8~-7 +3~+4 +3~+4
WS+2, F m, (SEN) 13 13~14 -5~-4 +7~+8 +6~+7
WS+2, D m, (DEN) 13 13~14 -12~-11 0~+1 -1~0
WS+2, 1 m, m 13,17 13~14 -12~-11s +5~+6s Launch
WS+3 h 30 20 +7 KND KND
WS+4 m 16 11~12 -6~-5 +5~+6 +5~+6
FC+d/f+2 m 19 16 -8 +5 KND
FC+d/f+1+2 ll 10,14 18,31~32 cs1~ -12~-11 +1~+2 +1~+2
SS+2 m 20 16~17 (25~) -7~-6 KND KND
Opponent Down d+3+4 l 25 22~23 -14~-13 -3~-2 -3~-2
Opponent Down d+3+4*, F l (SEN) 20 22~23 -14~-13 -3~-2 -3~-2
1+2+3+4 (Special) 22~23
1+2+3+4, 2 m 20 16~17 (46~) js14~ -18~-17 Launch (JG?) Launch (JG?)
SEN only from certain moves (SEN) 16~17 (46~) 14~
SEN 1 m 27 12~13 -10~-9 KND KND Wall bounce
SEN 2 l 20 19~20s cs12~ -12~-11 +5~+7s KND
SEN 3 m 20 14~16 ar14~ -14~-12 Launch (JG?) Launch (JG?)
SEN 4 h 27 20~21 -10~-9 Launch (Screw) Launch (Screw) Power crush, Tail spin
SEN 3+4 mm (TJ) 6,22 13~14 js7~ -6 +11k +11k
SEN d/f+1 m 20 14~15 0~+1s +8~+9s Launch
f+3 or From certain moves (Special) cs 4~10 14~15
DEN F (SEN)
DEN 1 h 14 11~12 (26~) -1~0 +8~+9 +8~+9
DEN 1, F h, (SEN) 14 11~12 (26~) -3~-2 +6~+7 +6~+7
DEN 1, 2 h, h 14,20 11~12 (26~) -6~-5 KND KND
DEN 2 m? 19 17~19 (32~) -7~-5 +7~+9 CS
DEN 3 m 25 27~30 (42~) +6~+9 KND KND Wall bounce
DEN 4, 3 l, m 14,20 21 -16 +3 +3 Same as f, F+4, 3
DEN 1+2 h 20 12~13s (28~) -10~-9 KND KND Tail spin
DEN 2+3 h(Throw) 20,20 12(27~) Throw(KND)
DEN 2+3 (Opponent in air) Air throw 23,8 12(27~) Throw(KND)
DEN 3+4
u/b or u or u/f+3+4 (Special) (TJ) lc,a
u/b or u or u/f+3+4* h(Throw) 40(50) 9(25) js1~ Throw(KND)
u/f+3+4, 1 l 20 23~24s (53~) js1~10 cs20~ -13~-12 +3~+4s KND
u/f+3+4, 4 m 20(,20) 17~18 (37~) js1~ -8~-7 +8~+9s Throw(KND)

Basic Moves

Command Hit level Damage Start up frame Block frame Hit frame Counter hit frame Notes
1 h 7 10 +1 +8 +8
2 h 10 10 0 +8 +8
3 h 16 15 -12 +5 +5
4 h 27 17~18 -7~-6 KND KND Tail spin
f+1 h 10 13 -5 +6 +6
f+2 h 10 12 -6 +3 +3
f+3 (to DEN) (DEN) 12
f+4 m 12 17 -9 +7 +7
d/f+1 m 14 13 -1 +5 +5
d/f+2 m? 15 16 -8 +3a +3a
d/f+3 m 15 16 -7 +3 +3
d/f+4 m 16 15~16 -8~-7 +2~+3 +2~+3
d+1 Sm (TC) 5 10s cs4~ -5 +6 +6
d+2 m 17 18~19 0~+1s +8~+9s KND
d+3 l 8 15 -14 -3 -3
d+4 l (TC) 7 12s cs4~ -13 -2 -2
d/b+1 l (TC) 9 17s cs6~ -12 -1 -1
d/b+2 m 12 15 -8 +3 +3
d/b+3 l (TC) 12 16s cs4~ -17 -3 -3
d/b+4 l (TC) 19 21~22s cs6~ -26 +5~+6s JG
b+1 m 17 15~17 -9~-7 +4~+6 KND Homing, Tail spin
b+2 m 12 16 -7 +4 +4
b+3 m 14 17 -12 +4 +4
b+4 m 23 (,28) 15 -8 +8 Throw
u/b or u+1 m (TJ) 12 18 js9~ -8 +3 +3
u/f+1 h 12 13 -16 -5 -5
u/b or u or u/f+2 h 17 15~16 -12~-11 +9~+10g +9~+10g
u/b or u or u/f+3 m (TJ)(, m) 12(,14) 16~17s (,34) js12~ -26~-25 (13~6a) Launch Launch
u/b+4 m (TJ) 20 25~27 js9~ -9~-7 KND KND
u or u/f+4 m (TJ) 20 25~27 js9~ -9~-7 KND KND
u/f, n+4 m 25 23(29,35) js9~33 -11(-13) Launch (JG?) Launch (JG?)
WS+1 m 16 15~16 -12~-11 Launch Launch
WS+2 m 10 13~14 -9~-8 +2~+3 +2~+3
WS+3 h 30 20 +7 KND KND
WS+4 m 16 11~12 -6~-5 +5~+6 +5~+6
FC+1 Sm (TC) 5 10s cs1~ -5 +6 +6
FC+2 Sm (TC) 8 11s cs1~ -4 +7 +7
FC+3 l (TC) 12 16s cs1~ -17 -3 -3
FC+4 l (TC) 10 12s cs1~ -15 -4 -4
SS+1 h 7 10(11~) +1 +8 +8
SS+2 m 20 16~17 (25~) -7~-6 KND KND
SS+3 h 16 15(16~) -12 +5 +5
SS+4 h 27 17~18 (18~) -7~-6 KND KND Tail spin
BT 1 or 2 h 15 8 -8 +3 +3
BT 3 or 4 h 25 10 -8 KND KND
BT d+1 or 2 Sm 10 10s cs1~ -2 +9 +9
BT d+3 or 4 l 12 10s cs1~ -11 +3 +3


25 Responses

    1. This was left from the initial translation. Updated to KND now. Thx for letting us know.

  1. I can’t comment on the Armor King page but Armor King’s movelist says his standing 2 and 2,1 are low attacks. I suspect there could be other errors in Armor King’s page.

  2. Just a heads up for the mods of this site, if DE 4,3 is the same as f,F+4,3, you need to make it so that it properly shows that DE 4,3 is +0 on hit and only DE 4 is +5. This is very misleading for newer Lars players as it could potentially mean it’s +5 on hit if it’s done through Dynamic Entry.

  3. B1+2 SHOULD BE +12-+15 ON HIT,THEN B1 SHOULD BE +8-+10 ON HIT AND CAUSE A SPIN STATE. I ALSO THINK BACK ONE HAS A LOT OF POTENTIAL TO REPLACE DF2. LARS NEED AT LEAST ONE GOOD MOVE THAT WOULD MAKE HIM SCARY ON THE NEUTRAL AND CONTAIN MOVEMENT. SO YAH B1 SHOULD CAUSE A CRUMPLE STUN ON COUNTER HIT SIMILAR TO DF2 IN PREVIOUS TEKKEN GAMES.

    1. LARS IS NEVER AT AN ADVANTAGE ON HIS STANDING 3D AND DB1,4D TRANSITIONS. LARS REMAINS -12 AND IN MY OPINION THAT DOESNT MAKE SENSE. MOST STANCE TRANSITIONS MUST EASE BLOCK DISADVANTAGE. TAKE A LOOK AT JIN’S F4-ZEN STANCE. JIN GOES FROM -8 TO -1-0 ON BLOCK(IF ITS A BLOCKED SHALLOW HIT). I THINK ITS FAIR FOR LARS TO BE -1 – -3 ON BLOCK.

    1. It’s -9 But forced transition so he can get launched for free to be honest. But his moves come out at -9…

  4. Den 3 new move
    F,b 2 1 has less recovery 13f?
    Db+4 more frame. Advangtage I think 3 and f f 3, 4 is +1 or 0 now

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