Law Frame Data: "It's in the recipe!"

Notes: Start/Active/Recovery (FrameAdvantage/FrameDisadvantage)



Normal Moves
Standing normals
LP  5/3/11, +3 / -1
MP 14/2/15, +4,-1 / 0,-5
HP 11/2/27, +4,-1 / -9,-18 Crumple on standing counter hit
LK  6/3/10, +4 / 0
MK  8/3/18,  0,-5 / -4,-9
HK 13/4/23, -2,-9 / -7,-14
 
Close standing normals
LP  4/3/8, +6 / +2
MP  6/3/11, +7,+2 / +3,-2
HP  9/3/25, -2,-11 / -8,-17 Forces stand on hit
LK  5/3/10, +4 / 0
MK  8/2/15, +4,-1 / 0,-5
HK  8/2/17, +7,-1 / +1,-7 Forces stand on hit
 
Crouching normals
LP  4/3/8, +6 / +2
MP  5/4/11, +6,-1  /+3,-5
HP 11/4/31, -9,-18 / -15,-24 Forces stand on hit
LK  5/3/9, +5 / +1
MK  8/4/12, +6,0 / +1,-4
HK 11/4/30, na / -14,-23
 
Launcher
13/2/54, switch / -34 Crushes crouching attacks, launches opponent while switching
 
Cross Cancel
14/7/22, knockdown, -7 Similar to somersault kick, full body invulnerability frames 1-15
 
Jumping normals
LP  5/3/+4f on land +12/+4
MP  5/5/+4f on land +16/+5 Knockdown on airborne foe
HP 14/4/+4f on land +20/+4
LK  6/8/+4f on land +12/+4
MK  7/8/+4f on land +16/+5
HK  8/10/+4f on land +20/+8
 
Unique Attacks
df.LK 17/2/18, +1 / -2 Forces standing on hit
df.MK 16/10/14, +1 / -5 Full body projectile invulerability frames 15-30
b.MK 13/2/23, knockdown / -8
f.MP 20/2/22, +5 / -3 Ground bounce on Counter Hit
 
Machine Gun Arrow
LP                4/3/11, +6/+2
LP~LP              6/3/17,  0/-2
LP~LP~LP          6/3/17,  0/-2
LP~LP~LP~LP        6/3/17 , 0/-2
LP~LP~LP~LP~LP    6/3/17,  0/-2
LP~LP~LP~LP~LP~LP  6/3/17,  0/-2
 
Left Right Combo (Knee OR Dragon Fist Combo OR Blazing Fist Combo)
LP                    5/3/11, +3 / +1 Identical to standing LP, sequence also possible with close standing LP
LP~b.MP            6/3/16, +1 / -1
LP~b.MP~LK          5/7/14, knockdown / -6
LP~b.MP~b.MP        14/2/23, -4 / -7
LP~b.MP~b.MP~MP      12/2/29, bound / -13
LP~b.MP~b.MP~LP      10/3/25, +3 / -10 Backturn on hit
 
Back Medium Punch (Knuckle Rush OR Junkyard Kick OR Dragon Rush Combo)
b.MP        9/2/23,  -2 / -5
b.MP~MP      12/2/29,  bound / -13
b.MP~LK          12/2/20,  -1 / -4
b.MP~LK~MK    12/2/25,  float / -7
b.MP~LK~d.MK    13/2/25,  knockdown / -8
 
Throws
120 damage both versions, 7/2/20, hard knockdown
 
Specials
LK Somersault 14/7/22, knockdown/-7 Airborne frames 13-28
MK Somersault 14/7/20, knockdown/-5 Airborne frames 13-28
HK Somersault 14/7/20, knockdown/-5 Airborne frames 13-28
EX Somersault 7/13(15)14/38, knockdown/-60 Airborne frames 14-95, Full body invulnerability frames 1-18, knockdown state frame 96
Backflipper 5/10/25, knockdown/-13
 
LP Fury Fist Rush 16/4/27, floats/-5
MP Fury Fist Rush 16/4/27, bound/-5
HP Fury Fist Rush 16/4/27, knockdown/-5
EX Fury Fist Rush 17/4/27, wall bounce/-5 Full body invulnerability 1-16
Shaolin Spin Kicks 17/2(12)2(14)2/21, +2/-1
EX Shaolin Spin Kicks 12/2(12)2(14)2(35)2/18, wall bounce/-3 Super Charge full body invulnerability frames 1-20; attack has full body invulnerability frames 1-2, full body projectile invulnerability frames 3-87, airborne frames 59-77
 
Dragon Charge 93f recovery
EX Dragon Charge 93f recovery Armor frames 1-65; input dash to cancel
Cloud Gates 16/2/34, bound/-10
Dragon's Flight 17/9/21, knockdown/-8 Full body projectile invulnerability frames 1-33, crushes airborne attacks frames 19-29, airborne frames 14-33
Dragon Knuckle 11/15/41, crumple/-24 Floats airborne opponents
EX Dragon Knuckle 11/15/29, crumple/-12 Floats airborne opponents
Dragon Knuckle Combo 15/4/43, knockdown/-17 Armor frames 1-18
Dragon Knuckle Flight 16/9/34, knockdown/-21 Airborne frames 11-30
 
Super Art
Junkyard Soul 8/2(12)2(14)2/50, knockdown/-35
Full body invulnerability frames 1-7
 
Cross Art
8/2(21)2(20)4/34, switch/-47
Full body invulnerability frames 1-9


I’ll reformat this better later for readability.

Format is good enough imo. Law’s normals are slower and with less frame advantage than i’d have guessed

I feel he has enough on most aspects even if these look slow. You just need to touch people and start pressure. A lot of his good moves are good whiff punishes.

Sent from my Galaxy Nexus using Tapatalk

Not to undermine your efforts (because I really appreciate the data), but there’s a compiled list of frame data for more characters than just Law.

That’s alright. Just another source for people to look up. This is convenient if readers want to stay on the forum. A lot of other players post it on those character forums too.

lol updated OP with notes. I wish I can spreadsheet the thing in the post.

Hey I could use a little help punishing Law. I find him frustrating as hell when my buddy AdrianDaTruth plays him… he seems safe ALL the damn time… it’s nerve-racking … i know a window when i see one but I can never really get a clear shot without Law either A) recovering and blocking or B) sticking out another move like a jab and beating whatever i do in any case. But i know there’s something i’m missing. I know there is some crucial point-of-punish that i’m missing by a slim margin. And his block-strings and normals don’t seem too vulnerable or heavy on recovery… It doesn’t help that his 2nd character is Ryu and can only properly punished with Alpha-Counters … you Law players gotta help me

So i don’t want to turn yo guys into turncoats, but i’m thinking i need help from the Law end of the equation. In my mind i see a 3-frame super like Sagat’s or Cammy’s being the best punishment tool against Law, would that be the right track? When should i be ready to do it? … If it helps I’ve been playing as Sagat, Cammy, Nina, and Juri in any assortment… any advice?

Gonna update soon with mook data. Has chains which are not present in the bradyguide.

Updated! Chain values are mostly pretty safe. It’s best to use a mixture of Shaolin Kick cancels and fishing lights to medium chains for hit confirms.