Opponent right up against the wall....
(cosmics juggle off ff+1+2 and ff+3)
uf+4, 2, W! uf+4 B! df1, db21, f+1+4.
Opponent slightly off axis resulting in slight travel time:
ff+1+2 w! de1+2, df1, f+1+4. (or d+3,1, see below)
Opponent nearly parrallel to the wall:
When you get side stun de1 lets you knock them off it and juggle normally alongside the wall.
ff+1+2 side stun W! de1, 2 1, fb21 B! (finisher dependent on how close to corner you are)
If you want safety do fb21 wb!, df1, f+1+4. It is very rare that this whiffs.
After you are behind them do d+4 to mix up with mid. Do d+4 enough times you can backturned hop for rejuggle. They can't interrupt d+4, only block. Can't parry out of techroll.
If you want frames on the wall do d+3,1.
For example, fb21, df1, d+3,1 is only a few points less than f+1+4 with enough frames for ff+1+2 to beat getupkicks. This will not work on any juggle where f+1+4 would result in backturn for you (d+3, (1) happens).
Or my favourite if they like to techroll, d+3, 1 enough time to safely duck and stay ducked as they techroll then do df+1+2. After you've done this a couple of times...
ws1 uf+2 (bitch slap) uf+4, df1, db21, f+1+4.
I call this
"I'm goinnngg looooowwwwwwwwwww psyche"
Generally, d+2 will track techroll to either side against the wall, letting you do ss game. ff+1+2 being punishable only happens if you do it when lars is on a very deep angle. You also usually have enough time on a techroll to df1+2 for some frame advantage or throw attempt.
b+2,1 mixups are decent too, since on b+(2),1 ch you get fb21, df1, f+1+4
Another little trick if they try to stay down and wait for you to whiff something is to do iws2~d. If it's a mid getup de1,2 will rewall. If it's low de 1+2 will let you do the same juggle as uf+4. You can also do d+3,1 on an opponent that lies there since it will reset the oki situation with better frames for you than stomp.
If they don't techroll but instead stay down and immediately getupkick 3 or 4, uf+4 will crush getup3 and blocking will let you f+2,1 for splat. For this reason I don't always like to use f+1+4 for damage since you are on seriously shitty frames afterwards unless they techroll. As in, you can't even hit d+3,1 or try to interrupt with d+4 when they are grounded, getup kick 3 will cleanly beat both for ch juggle. This mostly seems to happen if you hit the full wall combo (eg df1, db21, f+1+4). It's probably to do with the low wall hit.
Lars basic wall safety guide: If in doubt, skip db21.
Last edited by Morninglord on Oct 13th, 2011 at 08:04