I used to think Law was God tier but after fighting him a bit and watching really good Laws, he’s not as crazy as I originally thought but don’t get twisted, a skilled Law can still outplay you lool
Dex even said it here before, Law is pretty much the same character and I agree, it’s just that he got a really good AA and one or two buffs here and there. If Capcom made his cr.hp a AA instead of the somersault kick (which you can safe jump nicely and even throw him out of it if you’re really close) most players wouldn’t complain as much…the only thing some of them will say is not being able to punish ffr properly even though it’s -5 on block.
Huh. Makes Law sound like a character who would fit my style greatly, sounds a lot like Bryan in neutral but better. Sadly I am held back by my scrub morals at the moment.
Well today I did wake up with an inexplicable desire to do combos that involved Ex Mask removal, and Law is one of the few people that could let me carry that out.
All this reminds me however, I remember Dex recently saying that Guile’s Flash Kick is the only reversal that blows up something of Law’s. I forgot what that thing was though, and I wanted to ask what made Flash Kick so special.
Well flash kick has good horizontal range, 5 frames startup and i-frames. Even Rog can punish Law easily with lp dash straight which has 4 frames start up up close and no i-frames at all. It’s really funny when they keep doing it and you just deal easy 100 damage (or 120 with Guile) each time.
Ono should have offered to reveal a clue about the USF4 secret character like I suggested.
Just telling people to vote isn’t enough. You need to bribe them like Ed Boon did.
And, Combofiend is good, but he’s not Ono. He doesn’t have nearly as many followers. So, any give aways should have been done through Ono. At the very least, Ono should have retweeted Combofiend’s offer.
But, I give up, lol.
Regardless, this poll’s numbers aren’t really an indication of SFxT demand at all. TTT2 sold just about as much as SFxT, yet the poll says otherwise. People still regularly play this online, so there is an active community. And, 500+ players at EVO.
Yeah, and Blanka can punish FFR all day with his 3f jab. That’s one of the main reasons I picked him. All that said, I still think Law is a little too good at the moment. We’ve ended up saying it’s okay because while he has two different comboable overheads, they’re not TOO fast. To get some perspective, a lot of characters don’t have ANY overheads, and most characters with overheads have worse ones than Law. Balrog’s overhead, anyone? or Sagat’s?
The problem with Law is very simple: his somersault kick. Even if he sucked in every other respect, that move is too good on its own. It’s just too derpy, and it leads into way too much damage. I have been thinking for a while that the solution would be really simple - just remove the possibility of juggling from Law’s Somersault when used as an anti-air. That way you still have solid anti air, but you don’t eat 330 every time.
Law isn’t a broken character, there are reasons to pick other characters, but he is still a LITTLE too good in my opinion.
SFxT = life: In both cases, I have problems with the Law.
His meterless damage is 345 max from b+mp whiff punish and around 370ish from a jump in with hitconfirms, he can get around 280-300 from a jab meterless and he gets 300ish from his anti air, 280 if you opt for corner carry over damage. His overheads are kinda slow and if you play vs him enough you can easily react to them either by pressing a button or just stand blocking, and his f+mp overhead which is kinda faster and can be mixed up with df+lk since the startup animation looks more or less the same is hard to combo off outside of a counterhit (I mean I can pull it off maybe around half the time, everyone at evo was dropping that link like crazy lol)
He is by no means broken (except for the obviously broken infinite but thats not an issue in an actual match imo) and if you wanna nerf him, sure, take away his anti air for all I care, but then give him crumple and juggle potential on non ex dragon knuckle back so I can get higher damage from my combos and actually go for resets from dragon knuckle without having to spend an ex bar for it, as well make his cr.hp a viable anti air, OR give his j.mp a better hitbox like Bison’s j.mp has.
so is it a consensus among the Law player base that they enjoyed him a bit more back in vanilla? Even without the AA he was still pretty good, and alot moan and groan about the dragon knuckle nerf.
Nah, man. I honestly wouldn’t have known that you were playing better or worse. Pretty much around 50/50 the whole time. Your Elena zoning’s so much better than mine. q_q
Not gonna lie, when you finished ME off with her Brave Dance, I was like “That’s MY thing!”.
Well, the thing about Kuma’s Hunting Stance is that he trades defense for offense…since it can’t block. It has a great AA though, but a cross-up attempt spells disaster. That and long pokes and sweeps. I actually fear Kuma when standing MUCH more than Hunting Stance.
I was thinking if you give Law the Cr.hp AA ability and it made you go into a “float” state on CH, you could CADC into his St.hp xx whatever, you will still get some damage but it will take some skill to pull it off and it can trade if you don’t space it properly so it’s not “derpinton city”
We got to keep it real though. How many of these 500 players were pot monsters, or just registered for SfxT, because they think it’s 2v2 AE with Tekken characters?
@MuayGio Nina, Kuma and Ogre have anti airs that lead into a lot of damage as well. It’s weird that these characters are not mentioned. Well all anti airs can lead to a lot of damage, but only a few can do that without meter. I also think that Rog’s headbutt is being slept on as well lol.
Even Rog’s overhead connects pretty damn often. If you sleep on it, it will hit you. I did finish some matches with it, by using it very sparingly in a whole set.
@cg123n1 Most Kuma players (myself included) forget that he can escape/beat cross ups with break’n since it moves him forward and has armor.
Why not just adjust the hit/hurt box of his Somersault (make it act like a flashkick)? I find the fact that you can’t cross Law up (dat LK Somersault) much worse rather than his ability to combo off his AA while Nina and others can do the same. Their advantage on block could be altered too perhaps since they’re pretty safe for an AA (LK is -7 but moves him backwards so… MK and HK version are only -4)?
What’s Kuma’s anti-air that leads into damage meterless? I thought he needed to do his ball-thingy EX to combo off it… Also what’s Ogre’s comboable anti-air? I thought it was just Ancient Power. Am I missing something?
No argument about Nina, but Nina is balanced by having a rather flawed footsies game and low health. Also, Law’s Somersault connects on more crossups than Nina’s Geyser Cannon. I think overall it’s a better AA, but I agree that both are top-notch. I would say Law’s is more braindead because there’s so little risk in throwing it out, due to how safe it is and how fast it recovers (not saying it’s completely safe, but it escapes a lot of punishes Geyser Cannon would eat).
Re: Rog, that’s kind of my point. Even Rog’s overhead connects pretty damn often, and it’s not only incredibly slow, and has a huge telegraphing motion, but everyone’s had about a half dozen years to get used to it, and it still hits people. I really don’t agree with all the people who say “Law’s overheads aren’t that good, just block them, dude”. That’s the case with ALL overheads. I wonder if the people who say this seriously never get hit by overheads.
The fact is Law’s overheads are pretty fast compared to most of the cast, and the fact that it’s only -3 on block and has a totally safe confirmable combo on hit is amazing. His overheads are objectively some of the best in the cast. They’re not impossible to defend against, but I don’t see the argument that they’re actually really easy to defend against and that we’re all just whinging.
BTW, I need to play against your Rog some more, Rc_on, it’s really fun! I have to admit I was very skeptical, but so far you’ve really shown me wrong on him.
His Hunting Stance AA is the one you’re looking for.
Nina’s footsies aren’t flawed. Her overhead is fast, can be tag canceled for damage, safe on block, causes a bounce on airborne opponents, chases rolls and back dashes, and has good reach (primarily the second hit). Her other footsies tools are easy confirms into easy damage, and most of her specials are jab punishable at BEST. It’s not like she has low reaching moves. In fact, she has deceptively high amounts of reach, especially with the threat of semi-random Skull Splitters coupled with her dangerous (and unwarranted) Geyser Kick AA keeping opponents where they need to be. To boot, all her possible cross-up tools outside of fjmp. MK are ambiguous as hell. Sometimes they even DON’T cross-up, but still land her on the other side. She has way more than enough in terms of footsies. Besides, her cr. MK and st. LP have good reach and speed, and st. LP confirms into high, simple, meterless damage. For those that know how to work her, she’s VERY endowed.
As far as overheads go, yea…I hate it when I think to myself “You know exactly how it looks like. Just react and blow him up.”.
Then I get hit again…=_=
EXACTLY. Special moves that are used as AAs or invincible reversals should NOT be merely “jab punishable”. That trade off is skewed. If I do a DP, I either get the DP or get hurt hard. If someone does Somersault or Geyser Kick…they get jabs or nothing at all. Not exactly the best way to put things. A special move AA should be moderately punishable for whiffing or being blocked, but some of them on the Tekken side are simply jab punishable or slightly worse. Not sure why.
Paul can also get redinkulos damage from his lk shredder and for anti airing its just as good as laws flash kick (except vs cross ups of course)
What makes Flash Kick so special is that it shuts down EVERY SINGLE option he has out of the dragon rush chain. If he commits to it and you happened to block it, he is eating a flash kick. If he stops at b+mp, lk, then he is -4 and you can punish with cr.lp or cr.lk or just throw him or whatever. It also punishes FFR on block at any range, so he can’t ‘abuse’ either of those like he can in some (or I should rather say most) matchups.
You have to anti air with his frolicking bear rather early, but if you do so you can connect a cr. lp/lk and contiue with a tekken chain, cancel into specials or go for super for example.
Ogre’s ancient power beats cross ups too. I don’t play him at a high level, but I’m pretty sure you can follow it up with up forward lk , mk bnb, since the opponent flies back to the other side. Blazing kick doesn’t beat cross ups but I think you can combo afterwards, if you hit it early.
Not gonna lie, I got hit by Rog’s overhead in a mirror match like 2-3 times, because I didn’t expect it (opponent connected a jab, but goes for the overhead anyway -_-).
Sure, I need more experience vs Blanka too. If I knew how to piano, I would have already tried him lol