Lars T8 Frames

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To character select | Kuma / Law

CommandHit levelDamageStart up frameBlock frameHit frameCounter hit frameNotes
2+3m12 (12)i16+1+2c* Heat BurstPower crush
H.LEN.1l,th20,15i16~17-12c+5* Side switch on hit throw* Opponent is left FUFA
H.LEN.2m20i16~17-9+65a (+49)* Tornado
H.f+3+4sm5 (5)i18~24+5+10* Transition to SEN* Partially uses remaining heat timePower crush
H.2+3m55i18~19+8c (+10c DEN)+0* Heat Smash* Spike* Transition to DEN on block* Cancel auto-DEN transition with input B
R.df+1+2m,t55+i20-15+0d* Rage Art* Reversal Break* Ereases opponent’s recoverable health on hit* Damage increases with lower health, maximum 80* Freezes match timer on activation and on hit* Restores recoverable health on hit* Transition to attack throw on hit* Consumes RagePower crush 8~
1h5i10+1+8
1,1h, m5, 8,i18~19-8+0* Combo from 1st hit CH
1,1,1h, m, m5, 8, 20,i25~26-12+5c* Heat Engager* Balcony Break* Combo from 2nd hit* Combo from 1st CH
1,2h, h5, 9,i10-3+8* Jails
1,4h, l5, 10,i22-12+1* Combo from 1st CH* Transition to LEN with input D
2h10i10+0+8
2,1h, m10, 12,i20~21-6 LEN+8 LEN* Combo from 1st hit* Transition to LEN, cannot cancel
3h16i15-17+0* Transition to LEN with input D
3~Dh16-11+6
4h27i17~18-7+18 (+9)* Balcony Break
1+2m25i25-12+7Power crush 8~
3+4m22i17~18-8+43d (-15)* Heat Engager* Balcony Break
f+1h10i13-5+6
f+1,2h, m10, 11,i12-5+6* Combo from 1st hit* Transition to SEN* Cancel SEN transition with input B
f+1,2,3h, m, m10, 11, 20,i24-5+48d (-10)+49a* Balcony Break* Combo from 2nd hit CH* Transition to DEN* Cancel DEN transition with input B
f+1,2,3~Bh, m, m10, 11, 20-12+41d (-17)+42a
f+1,2~Bh, m10, 11-8+3
f+2h10i12-6+3
f+2,1h, h10, 15,i13-5+6* Combo from 1st hit* Jails* Transition to SEN* Cancel SEN transition with input B
f+2,1~Bh, h10, 15-6+5
f+2,4h, h10, 22,i18~19-12+15 (+6)* Balcony Break
f+3sp* Transition to DEN
f+4m12i17-9+7* Knee
f+4,1m, m12, 8,i21~22-9+2
f+4,1,2m, m, m12, 8, 8,i12-10+2
f+4,1,2,1m, m, m, m12, 8, 8, 20,i24~25-14+19 (+9)* Balcony Break
f+1+2m20i15~16-13+28
f+1+4m28i13~14-18+18 (+8)* Balcony Break* Shoulder
df+1m14i13-1+5
df+2m15i14-3+9+39 (+31)* Elbow* Transition to SEN* Cancel SEN transition with input B
df+2~Bm15-11+1+31 (+23)
df+3m15i16-7+5* Transition to DEN with input D
df+3,3m, m15, 24,i25~26-15+29 (+14)
df+3~Dm15-4+8
df+4m16i15~16-8+2
d+2m17i18~19+0c+8c+10d* Elbow* Transition to FC with input D
d+3l8i15-14-3
d+3,1l, hh8, 4,10,i19,i18-7+4* Combo from 1st hit CH
d+1+2l25i24~25-20+9d
db+1l9i17-12-1High crush
db+1,3l, h9, 10,i19-12-1* Combo from 1st hit* Transition to LEN with input D
db+2m12i15-8+3* Transition to SEN with input F
db+2,1m, m12, 8,i15~16-8+6
db+2,3m, m12, 15,i19-13+8* Tornado* Input can be held to power up and deal more chip damage on block
db+2,3*m, m12, 15,i51+13+24d (+14)* Tornado* Balcony BreakInput can be partially held from i? to i?
db+2~Fm12-5+6
db+4l19i21~22-26+5c+29aHigh crush
db+1+2m18i26-13+6+10* Transition to DEN with input D
db+1+2~Dm18-8+7+11
b+1m17i15~17-9+4* Homing
b+2m12i15-7+4
b+2,1m, m12, 17,i15-10+4+32a* Combo from 1st hit* Can be delayed from 1st hit by ??? frames* Can be delayed by a total of ??? frames
b+2,3m, h12, 21,i18-8+38d (-20)* Balcony Break* Tornado
b+3m14i17-12+4* Transition to SEN with input F
b+3,4m, h14, 20,i23~24-8+19 (+10)* Balcony Break
b+3~Fm14-5+11
b+4m23i15-8+8Knee
b+1+2mm4,20i21~22,i8~9-9+9* Balcony Break* Homing
b+2+3ub(m)45i84~85+61a
uf+3mm26 (9)i16~17-26+33a (+15)
uf+4m20i25~27-8+42a
uf+3+4sp
uf+3+4,4sp, m,th20,20,i17~18-40Low crush
uf+3+4,1+2sp, th(h)40,i9~11+1* Throw break: 1+2
1+2+3+4sp
CH b+4m,th27,28i150Knee
f,F+2m20i21~22-13+35a* Tornado* Transition to SEN on hit with input F
f,F+2~Fm20+37a* On hit only* Switches sides
f,F+4l12i21-31+5
f,F+4,2l, h12, 15,i24-7+9Cannot cancel DEN transition
f,F+4,3l, m12, 20,i28-16-3
f,F+1+2m20i16~17-9+14 (+5)+59a (+39)* Elbow* Balcony Break* chip damage on block
f,F+3+4l,l26i19~20-16+0cHigh crush ?
f,n,b+2m10i14-120
f,n,b+2,1m, m10, 10,i16-18+47a (+39)
uf,n,4m20i23~25-13+32a (+22)Low crush
f,f,F+3m30i20~26+6+33 (-25)* Balcony Break* chip damage on blockLow crush
ws1m16i15~16-12+38a* Tornado* Transition to SEN with F on hit
ws1~Fm16+36a* On hit only* Switches sides
ws2m13i13~14-8+3* Transition to DEN with D* Transition to SEN with F
ws2,1m, m13, 17,i23~24-12+2c+4d* Combo from 1st hit
ws2,3m, h13, 20,i20-15-3* Combo from 1st hit* Transition to LEN with D
ws2,3~Dm, h13, 20-11+6
ws2~Dm13-12-1* Retreats during stance transition
ws2~Fm13-5+6
ws3h30i200+21 (+15)* Transition to LEN with input D
ws3~Dh30+4+26 (+20)
ws4m16i11~12-6+5
SS.2m20i16~17-7+22d
FC.1+2ll24i18-12+1
FC.df+2m19i15~16-8+5+63a
(airborne).DEN.2+3
(back to wall).b,b,ubm25i29~33-1~+3+45~+48d (-13~-10)is8~13
DEN.1h14i11~12+1+8* Elbow* Transition to SEN with input FHigh crush 4~10?
DEN.1,2h, h14, 20,i14~15-6+47a (-11)* Heat Engager* Balcony Break
DEN.1~Fh14-3+4
DEN.2m19i17~19-7+7+62a* Transition to Avalanche Flip on hit with input UF
DEN.2~UFm19+9+64* On hit only
DEN.3m23i22~23+5+7* Heat Engager* Homing* Transition to SEN (cannot cancel, does not transition when using Heat Dash)* chip damage on blockLow crush 8~
DEN.4l14i23~25-12+1* Transition to LEN with input D
DEN.1+2h20i12~13-10+63a (+47)* Tornado* Balcony Break
DEN.2+3
DEN.3+4l21i22~23-14-3+5* Transition to SEN with input F
DEN.3+4~Fl21-7+4+12
DEN.Bsp* Transition to DEN* Can only performed on first DEN transition
DEN.n,Fsp* Transition to SEN
LEN.1l20i16~17-12+4High crush 1~
LEN.2m20i16~17-9+25 (+15)* Tornado* Powers up during Heat (Uses Heat Time, Tornado launches on hit)High crush 1~15, Low crush 16~
SEN.1m26i12~13-6+23a (+13)* Heat Engager* Balcony Break
SEN.2l23i17~19-12+6c+73a (+57)* TornadoHigh crush 9~
SEN.3m20i14~16-14+29a (+19)Low crush 14~
SEN.4h28i17~18-9+18 (+9)* Homing* Balcony BreakPower crush 6~
SEN.1+2m21i14~16-9+20a (+3)* Tornado* Balcony Break
SEN.3+4mm22 (11)i13~14,i18~19+0c+22d (-13)* Spike* chip damage on blockLow crush 7~
SEN.Bsp* Transition to DEN
SEN.Dsp* Transition to LENHigh crush 24~27?
(airborne).f,f,F+2+4th(h)31 (21)i110* Throw break: none* Opponent status on hit: FUFT
1+3th(h)35i12~14-3+1* Spike* Throw break: 1 or 2* Opponent status on hit: FUFA
2+4th(h)35i12~14-30* Throw break: 1 or 2* Opponent status on hit: FDFT perpendicular* Side switch on hit
Back throwth(h)50i12~140* Throw break: none* Opponent status on hit: FDFT
Left throwth(h)40i12~14-30* Throw break: 1* Opponent status on hit: FUFT
Right throwth(h)40i12~14-3+1* Throw break: 2* Opponent status on hit: FUFA
f,f,F+2+4th(h)40i11-30* Throw break: 1+2* Opponent status on hit: FDFA
uf+1+2th(h)35i12~14-30* Throw break: 1+2* Opponent status on hit: FUFT

To character select | Kuma / Law

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