Offen
457
- You don’t wanna use bmp>mp during combos, only after a anti-air flashkick or “b+mp>lk>down+mk xx flashkick(hk)” cause most other attacks miss. After bmp>mp you do “c.hp x shaolin kicks”.
- c.mp into FFR (qcf+mp) then do either s.hp x shaolin kicks/dragon stance knuckle flight
- You go for max damage grounded combo
- Depends. cancel able normal into FFR.
- When you use junkyard kick you wanna use the same combo as you do after a launcher. Those combos can be found in the link below.
- Same as junkyard kick
When you wanna tag you always go for shaolinkicks in the end of a combo.
I made a list of what combos to to use in the different senarios that you need to know here: "Way of the Cooking Dragon" - Marshall Law Combo Thread
Other important strings? df+lk can be canceled on whiff.
Never really seen a use of b+mk. b+mp>lk>down+mk is a usefull string, that can be canceled.
But you often whiff punish slower normals with bMP - MP, don’t you? Do you always go for the bMP-LK-MK string?
I just saw your post. That’s exactly what I was looking for. Sorry, dude, I thought all posts are consolidated on page 1. Great job, thanks! 
Offen
459
You should always go for b+mp>lk>mk, because if he blocks the first hit you can stop at lk and be safe from punish. If you do b+mp>mp you will get punished on block.
Isn’t the lk -4 on block? I know some people punish me with 3 frame jabs. I usually backdash after the lk for more safety.
Tye_l
461
I’m hoping to get some higher-level advice for playing Law. I’d say he’s one of my better characters, but it gets difficult to crack people open with him against less stupid players. I’ve never been good with frame traps, or setting tick throws. I just try to have good fundamentals (spacing, AA’ing, finishing combos and the like). What would be some good tactics to use to keep my opponent guessing?
Offen
462
Indeed. When you know what Law can do, he is pretty easy to defend against. That may be his biggest weakness.
There is hopefully other Law players here that have some better tips than me.
His 2 overheads is both easy to block on reaction unless it laggs. What could work is mixing the f+mp overhead and d/f+lk, they may look a little alike and may be hard to block, but they are really slow so don’t do it too often.
You could also try doing some special hold dash cancel and throw. But good players see that coming, so… I don’t know really… you should have a partner that is better to open up than Law 
Sometimes I do d/f+lk into flipkick(lk version) and they try to punish and whiff, then I use the chance to whiff punish them instead. d/f+lk can be special canceled on whiff, use it to your advantage.
The new flipkick is a fantastick tool for both building meter, doing some pressure and anti air, ofc.
I haven’t really checked it, but I think it is safe on block, the lk version is atleast, it does quite a lot of chip damage too.
Is it just me or do Law feel like the type of character that is easy to fight against once you know him? He may seem like a top tier character atm because of his damage and easy combos, but his mixup game is really bad in my honest opinion.
Tye_l
463
To create spacing, I usually use the LK Flipkick, since it moves him backwards. Or just use his Shaolin Kicks and tag in his partner. Another nasty trick I picked up is canceling into his EX Dragon Stance, make them stick out a normal (since it has armor) and unleash an overhead that way.
My go-to team for awhile, was Law/Hwoarang. Just because they both play like my favorite type of character; Easy to pick-up, solid, easy combos, and strong normals. Now, I have Law kind of as a fill-in for whatever role he’s needed for. Battery, point character, zoning, rush-down. Whatever is needed. But I just don’t want to give him up, since he’s a pretty versatile character and possesses probably the best c. MK in the entire game. It’s basically CvS2 Sagat’s c. HP but cancelable.
Also, I rarely see ANYone using Law online. Or Hwoarang, Heihachi, Nina, Dudley; Basically the characters I use or am learning to use. So that’s always a nice little something to keep me going; Get good with this less-than-often-seen characters, and watch 'em wreck face.
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/73592/Offen">Offen</a> said:</div>
<div class=“QuoteText”>Indeed. When you know what Law can do, he is pretty easy to defend against. That may be his biggest weakness.<br>
<br>
There is hopefully other Law players here that have some better tips than me.<br>
<br>
His 2 overheads is both easy to block on reaction unless it laggs. What could work is mixing the f+mp overhead and d/f+lk, they may look a little alike and may be hard to block, but they are really slow so don’t do it too often.<br>
You could also try doing some special hold dash cancel and throw. But good players see that coming, so… I don’t know really… you should have a partner that is better to open up than Law <img src="/plugins/Emotify/design/images/10.gif" width="" height="" alt=":P" title=":P" class=“bbcode_smiley”><br>
<br>
Sometimes I do d/f+lk into flipkick(lk version) and they try to punish and whiff, then I use the chance to whiff punish them instead. d/f+lk can be special canceled on whiff, use it to your advantage.<br>
The new flipkick is a fantastick tool for both building meter, doing some pressure and anti air, ofc.<br>
I haven’t really checked it, but I think it is safe on block, the lk version is atleast, it does quite a lot of chip damage too.<br>
<br>
Is it just me or do Law feel like the type of character that is easy to fight against once you know him? He may seem like a top tier character atm because of his damage and easy combos, but his mixup game is really bad in my honest opinion.</div>
</blockquote>
This is where I’m at too. I’ve noticed that if I drop the pressure and my opponent keeps calm and focused, he can stop a lot of what I try to do.<div><br></div><div>Are there any high level Law players out there right now? Or am I going to have to switch to Rufus or something down the road?</div>
Holy jesus the new flash kick is sick. NEver played sfxt till yetsterday (in terms of actually trying to improve iv owened if for a bit) and holy shit.<div><br></div><div>Its like cody in sf4 in terms of “jump at me bro… please” but flash kick, b+mp, mp, dragon punch to kick is to sick vs jump heavy nubs.</div><div><br></div><div>Now all i gotta do is step me EWGF game up enough to AA with it and gg lol.</div><div><br></div><div>This game is so much fun. Didnt like it much before the patch but i am a convert.</div><div><br></div><div>Now if i get skullgirls how do i split time between 3 games :O</div>
so ive been reading that junkyard kick when stopped on the lk is safe, but i am encountering otherwise in my matches. i’m able to be punished. is this no longer ‘safe’? what is the actual frame data on it?
Offen
468
@dlimited It’s -4 on block, and -1 on hit. But normaly people won’t punish it as they can be hit by the follow up, it is also possible to delay the lk quite a lot, but I don’t think it is a natural combo if you do. I think I need to test that out. I have also been punished between lk and d+mk in some rare occasions, because of that I try to not use junkyard target combo that often, I do it max 2 times in a match. 
begano
469
Made a video with some practical Law/Rufus combo synergy.Enjoy.
Nice video.
On the combos where you tag Law in after Snake Strike you can do j.fp xx st.rh xx cr.fp xx Dragon Punch xx Flight or Shaolin Kick, this will get you more damage. You can also do this after HP Galactic Tornado mid screen.
Law newb here. His Shaolin Kicks are safe on block, right?
Are his Fury Fist Rushes safe on block? From looking at the frame data they are all -5 but I always see Law players use it with no punishment.
It depends on the character but yes it is punishable. Alot of people just dont know the frame data on it or assume it is safe or use the wrong normal to punish
Saitsu
475
Or aren’t used to the blockstun to punish correctly.