This thread is in need of a lift… facelift that is. (move intended)
Let me share some tips/advice with our new Law players.
Tizoc-
1.) This move is best used when going for a slide mix up. It’s not as heavily punishable as WR+2 but with practice it’s very good to not pass up on it. Few characters can punish it badly so use it sparingly.
2.) Most damaging ones
Non wall- u/f+4, 4, u+3, dash in 2, b+2,2 B! dash in 4,3~DSS+3
Wall- u/f+4, 4, u+3, dash in 1, dash in 2, f+2, 1+2 (wall splat) f+1+2, B!, 4,3~DSS+3
3.) Do you mean setups afterwards or going into?
4.) This is practically good for when going against certain characters (Steve, Jack-6, Lei) that utilize more punches than kicks and you first have to get a feel for what they are going to do. It helps that the window is very long for it but just like any fighting game, it comes down to predictions. Upon landing it though the options are very good. You want to go for the 2 follow up since it causes a knockdown that can result in a guaranteed d/f2 or hopkick if they do not techroll, or a 50/50 mix up of your choice. If you just want the damage then 3 is your next best bet.
5.)Only used it once and that was when I went for a chip damage win… so that tells you something.
ryeyoo- First off depending on the Baek player you’re up against, if he’s constantly abusing d+3. 3.3 ord+3 then he’s just starting with him or is testing to see your input. The second hit CAN BE BLOCKED even if the first hit hits by tapping d/b when it’s about to hit and if you guess right on the last move, you get a free launcher on both options. Good Baek players wont use this. Also d/b 4 is heavily punishable and can be done on reaction with practice. Learn to see this to help your game and stop them from resorting to last fail safe moves.
Flamingo opitions- majority of his moves when he continues enlessly can be sidestepped to your left. This includes the hopkick from flamingo, the staple d+4,3,3,3 and f+4,3. Basically anymove that has him transition into his flamingo setups. Be ready for the 1+2 break since it’s the most common throw out of it.
His main launchers (not counting d/f2 and f,d,d/f2+3) are all heavily punishable which consists of flamingo u/f+3, SS 3+4, u/f+4.
It helps to mess around with his movelist to get a feel as far as what he has in his arsenal. Majority of them are susceptible to manual parry in between chains. Practice up.
-F.D.K.