Ok then, let’s pop the cap with a rundown of how I rock the Law x Steve pair:
Law x Steve - In a Nutshell:
[details=Spoiler]On paper, Law x Steve isn’t the best team in the game. And although the word “best” is pretty much determined by one’s personal opinion, the idea of Law x Steve being one of the most fun, interesting, synergetic, and underrated combinations in the entire game is far from a mere long-shot. Some Pros and Cons of the team in general will summarize majority of what I will have to say next:
Pros:
▲ Crazy Meter Building + Ridiculous Damage = Yummy!
▲ Solid Point (Law) + Natural Anchor (Steve) = Well-structured duo.
▲ Amazing Synergy - Law can set Steve up to rack in serious damage via both launcher and tag-cancel. On the other hand, a tag cancel off the ground bounce of Steve’s L-Flicker Jab (especially in corners) grants Law extra hits and juggle opportunities with his improved Flip Kick. Of course, there are other (possibly even better ways) Steve can hold Law’s hand in getting in the game with good damage and set-up opportunities.
▲ Consistent complementation from both characters - Law’s ability to get the jump on an opponent quickly to bring Steve in for massive damage and hard knock-down setups along with the meter Law provides Steve with compliments Steve’s strengths. Also, Steve’s counter-punching ability and solid pressure game (easily available to him thanks to Law’s set-ups) can both quickly finish the match and bring Law back in when needed.
▲ Heavily underused - Let’s go non-mainstreamers!
▲ Did I mention how swag-tastic this team really is?
Cons:
▼ None of these guys carry major SF char. traits. This can put the team at a critical disadvantage against characters that use these traits to punish the weaknesses present in the duo.
▼ Can be extremely momentum based in certain situations.
▼ Both Law and Steve have weak wake-up options (especially Steve). Keeping that in mind, Steve with his back against the wall with no meter (as JMSquier stated before) is a dead [but dashy] Brit. Law, on the other hand, can EX FFR his way out (risky) or break through poorly executed pressure strings using his rather impressive pokes.
▼ At times it can take quite a bit of work to crack a defensive opponent open. And although Law can do so relatively easier compared to Steve, a foe hell-bent on not letting you break through his/her defensive shell can be a real bugger.
It all boils down to how you utilize this team, really. I’ve seen people use both characters as stand-alones; meaning they make full use of the tools each character possesses but, do little in terms of “teamwork”. Of course, there are those creative and experimental chaps such as “T00LMAN TAYL0R” who go far enough as to run Steve on point![/details]
Gems Setup:
[details=Spoiler]Thought I’d mention the gems I use before going on to the strategic part since my tactics are heavily influenced by gem usage. Note that wherever a “x amount of” line shows up, then there is a certain number in the game which I can’t seem to remember for gems that have such activation properties.
• Law: 3 Onslaught (Meter) Gems:
→ Opponent blocks x amount of attacks. (Must for defensive opponents and anyone who blocks [pretty much everyone].)
→ Partner connects with launcher. (Always handy to have this as a spare gem in case the others run out. Or, this can be stacked with the other activated gems if you’ve got your offense game going.)
→ X number of hits [normals/specials] blocked. (The safer option.) OR X number of hits [normals/specials] endured/eaten/taken/whatever. (If you know you’re most likely going to get a beating.)
• Steve: 3 Power Gems:
→ Opponent blocks x amount of attacks. (This is especially important for Steve since you’re mainly going to be pressuring. Plus the sight of a scary power gem being activated while your opponent sits there and blocks helps in making him/her lose his/her patience; which is what you will be hunting for. Who knew fear could play a role in tricky mindgames!)
→ Partner connects with launcher. (I usually bring my Steve in via launcher just for this gem. So, this is my go-to-gem for Steve most of the times.)
→ X number of hits [normals/specials] blocked. (I won’t even mention the other option as I did with Law, because once my Steve starts to take a pounding, it’s time to call him out. No use activating a power gem in those scenarios.)
Alternatively, if I tend to embrace double-launcher combos (2 launchers in one combo), I replace the last (or middle) gem for each char. with a “Connect with Launcher” gem. The gem will be activated with the first launcher, the second launcher will bring that char. right back in with a fresh gem to boost him up.
The idea of this setup is pretty obvious: Law builds crazy meter without gems. With gems, he will satisfy (hell, even spoil!) Steve’s meter needs. Steve’s damage is already great. And with a readily available gem here and there, he is more than just a monster… [/details]
General Strategy:
[details=Spoiler]The whole idea behind my playstyle of this team is to use Law as the go-to-man for getting Steve in and out. Although Law can do consequential damage on his own, the availability of a power-house Steve isn’t really an option to brainstorm over. It should be noted here that Law is the meat-and-potatoes of this team. His concrete normals and overall better ability to handle pressure than Steve is the whole reason he is on point and tends to have much better match-ups than Steve. Plus, having a half-baked and/or tough-to-master Steve is never a good idea to run on point as the person who lands the first [successfully progressed] hit can take a huge advantage from the start of the game.
So what does that really mean once pitched in battle? Well, Law starts off the match with the idea of getting Steve in quickly for the good amount of damage he can deal in minimal time. How quickly does Law really have to bring him in? When at least 1-1 1/2 meter is built. And the Onslaught gems aid in achieving just that in minimal time if Law is played aggressively (as he should be). Of course, Law doesn’t play a tool-ish roll throughout the whole match. In case matches get lengthy (which I will touch on later), relying on a beaten-up and predictable Steve is suicidal. So, Law’s comboing ability is always a key factor to remember throughout the match. Thus, enforcing his position as the meat-and-potatoes of the team.
When trying to bring Steve in, cr.MK is the crown jewel of Law’s arsenal when a ground-to-ground heavy match is being played. On the other hand, a jump-happy or other confident/momentum fueled position allows the implication of his quicker but shorter pokes such as cr.LP and more importantly, cr.LK. Once connected with a successful launcher or tag cancel, I use Steve as a thundering rhino on [Power gem] steroids and almost always end his combos with a M or H Flicker jab. There is no better way to pressure opponents than to throw them in the corner with a hard knockdown. This opens another gateway: Hard-tagging Steve out to bring Law in. This tactic can be risky. If the opponent rolls, then it’s a no go (but the free grapple is always a delight). And if he/she has a quick, long range attack that can lead into punishing combos (Rufus’s cr.HP>Launcher being a practical example), then Law is going to come in taking an unwanted beating.
But tagging Steve in and out freely isn’t the ground rule in favorable matchups. Steve’s midrange pokes are great for pressure and his projectile further compliments his midrange game. This is where Steve’s ability to end a match in 2 or 3 clean hits comes into play. Connecting with the adulated cr./st.MP or any other combo-able poke leads into Foxhunt. Here, meter is an important factor since EX Sonic Fang is pure gold. The damage and combo extending possibilities that stem from it are worth dying for. Or, if I decide to spend the meter to bring Law in, I connect with Skyscraper reps enough to guarantee a corner carry and end with LP Flicker jab. A spot-on tag cancel from there brings Law in safely and allows him to net some cheesy (normally heavily scaled) damage by connecting with cr.HP>DSS-Dragon Knuckle-Flight OR cr.HP>Shaolin Spin Kicks OR Flip Kicks combo(s).
Overall, Law and Steve are played quite generally once pit into combat. There is nothing fancy about how I use them in a general sense. The BnBs are what majority of the players use with the tag-oriented combos being the exceptions. This is applied with the concept of ending the match quickly in mind. This is especially important for Steve. Landing those clean hits by making full use of his pressure game is extremely important. It’s sort of like playing Jecht in Dissidia 012 Duodecim. You have a power-house character at your disposal who ends up having to turtle and run for his life if the opponent starts to hold his/her ground against you. But this team isn’t limited to just that! Although the better idea is to finish things off before it starts to come down to the wire since dealing with pressure is something both chars. lack, I play this team “passive-aggressively” as well. It’s hard to describe in words, but if you watch some of CORN Sethlololol’s matches, you’ll see how he uses both Law and Kuma [a powerhouse that is kept at anchor; remind you of someone?] to fend for themselves at times rather than hand-in-hand buddies. Don’t let the opponent realize your strategy entirely if you start to become predictable. Mix things up a bit. Having trouble bringing Law back in when your opponent knows he can bully Steve around (or vice versa)? Keep Steve in! Let that pressure game rip some more by utilizing surprise Peekaboo armor properties to baffle him up. I always make sure that I’m not always tooling any character, even though the main idea usually revolves around that playstyle. It’s important for me to spice things up a bit even if the opponent is having a hard time dealing with my general strategy. For me, the mindgames matter a lot more than brute force since both Law and Steve lack extreme mixup games.[/details]
Well then, there you have it; I hope it was helpful. And I hope for the weekend to arrive sooner and more importantly, for you to post your thoughts on time! 
BTW, I think any “in your face” Jam would body any Venom. But then again, 2/5S is the repeller. Score a 2D knockdown and get Venom’s balls-game (no pun intended) started and we might actually have a match there. 