The Marshall Law Thread

to get the chain into the groundbounce b+MP, you have to start it with the CLOSE st. LP

so the full string is: close st. LP, b+MP, b+MP, MP

if you are too far away to start with a close LP, then you have to use just b+MP, MP to get the groundbounce

keep in mind both of those strings are -13 on block.

and a single b+MP (if you’re fishing with it) is -5 on block.

as for canceling out of chains, there are a few rules / exceptions…

  1. yes, the standard ABC chain can only be canceled into EX moves, and only if the normal you’re canceling is cancelable to begin with.

a good example of this is Zangief. His HP and HK attacks are not cancelable as standalone hits. Therefore, if you do an LP,MP,HP chain with him, you cannot cancel the HP into an EX move. you have to cancel the MP into EX because that normal is cancelable. If you want to cancel MP into a non-EX (regular) special move, the MP cannot be part of a chain.

so for Law, I’m not sure yet which versions of his close / far HP/HK are cancelable. But i do know his cr. HP is cancelable. so if you chain up to cr. HP, you can always cancel that into EX.

  1. aside from the “ABC” chains (that everyone has), the Tekken characters have many unique chains with their own rules. Some of these “tekken” chains can be canceled (by regular specials). And some SF characters have target combos, which is the same kind of thing.

Unfortunately, the Brady guide doesn’t tell me which Tekken chains are special cancelable. So you just have to experiment. All I know so far is that Nina’s df+LK,LK,LK,MK chain can be canceled any time.

*bonus fact: Law’s machine gun LP chain is -2 on block, which is safe as far as i know.

Ryu’s DP is 3 frames. that’s always a good baseline for testing

ohhhh, okay thanks guys.

i had no idea that chain was close lp. that made all the difference

far s.hp and cl.hp are both cancelable but cl.hp is much tighter in linking. hk im not sure … will test it out

just checked my Brady guide. unfortunately, none of his HK’s are cancelable.

i did learn something interesting though…

since b+MP has such good range and starts big combos, I like to throw it out there, but the problem is that it’s -5. and if you do the 2nd MP, it’s -13.

so instead of fishing for the b+MP, MP ground bounce, the guide says it’s better to fish for b+MP,LK,MK. If it hits, you get a launch and can then do your ground bounce combo. If it’s blocked, you can stop at the LK and you’re only at -4.

now, most cr. jabs in this game are 4 frame startup. but if you factor in pushback after the block stun, most people won’t be able to reach with lights… i think…

This guy is going to be my main judging from the short time i’ve spent playing as him. I need to find a partner though.

What is the the b.mp~lk~mk on block? It is a good string but I don’t know when to really throw it out. It felt unsafe when I was testing it over the weekend.

I am loving Law at the moment. But I have a lot of trouble finding a good partner for him.
Any suggestions? I run Law on point.

Oh man, if only Fei was in this game…

Spent some time in training mode, so far I’ve found jump back lk to be the most reliable anti-air lol. Forward dash to avoid the jump in works pretty well too. I wasn’t able to really do d/f mk though, I was getting hit almost every time.

so was i. unless i predicted the jump. in which case i may as well air to air

fierce seems like it may also move you forward and under the jump in.

well with law on point you can run ryu as secondary. that seems to be a very solid team.

also what gems are you guys using for law?

Thinking damage, damage, speed for non zoning.

For zoning… I think meter, speed, and defense. And setup some damage on my partner.

I’m thinking of running Heihachi or Rolento on anchor for those zoning.

Is MP FFR safe on block?

Someone with the guide should answer! It feels unsafe but I haven’t been punished by anybody yet. It might be like -2 or something. Shaolin Spin Kicks is pretty safe across the board IMO.

I have yet to be punished. I tested some in training mode, in the corner, law vs law, you’re too far to be hit by crouch jab. Maybe something that comes out and has longer reach like a super or something?

There seems to be a few frames where you’re leaving the ground where you can’t get hit, it certainly looks like the attack passes through me anyway. So far it’s been my safest option when I feel pressured.

Can anyone confirm whether or not Law has any 1 frame links? They don’t “feel” like they are, but they aren’t as consistent as they should be.

Also, considering this game uses a different engine, would it be safe to assume I can now double tap again instead of plinking? I fucking hate plinking.

J.MP ain’t too bad for air to air. It comes out rather quick but you must make the commitment to do it. If you counter, good opportunity to pick them off the floor and just c.MK or c.MP into Charge Knuckle and Tail them toward the corner.

finally got the guide. Key info

Armor on dragon knuckle combo (second punch off charge)

So that’s about two armor absorb if you utilize ex.dragon charge along with it.

Sent from my Galaxy Nexus using Tapatalk

wow regular dragon knuckle after dragon charge has one hit of armor, niice! im soo throwing it out there more often in footies

i made this little video about a goofy thing you can do using his Shin Crusher.

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