The Marshall Law Thread

that was the team alex valle was running last night on wnf. he had some sick tag cancel combos law/kaz

but i think the best team i seen so far which i may eventually run is rolento/law. just gotta work on rolento little bit more

just started playing Law and was wondering what you guys use to get in(I’ve mainly been relying on back mp, df.mK, and his overhead), what his best pokes are, and if you’ve found any frame traps. I think, but am not certain that close st.hk can frame trap into cr.mp. It works a lot for me.

Oh, and I’m running Lili on anchor. My biggest flaw in this game so far is that I never use meter except for tag cancels, Law’s super is great, I need to use it more.

Anyone know the frame on his cr.mp and cr.mk?

I have no idea about anything so far but when you send Law in from a partners launcher , I’ve been back mp x 2 , cr.hp xx spin kicks or flip kicks.

Law seems like he has a lot of potential as the second man as opposed to on point. I’ve only been playing for 5 hours though.

Both Law and Kaz have pretty ambiguous cross ups with mk, that’s what I’ve been using on a KD and straight into target combo xx

Excuse my noobness. I’m sure we might all be in the same boat though. First thoughts are Tekken characters are going to rule this game.

c.MP-5 frames
c.MK-8 frames

Oh i think i read somewhere in this thread that someone was having issues with fireballs, well at 3/4 screen you can dragon charge into dragon tail on reaction to go through fireballs and land a hit

i just figured out (if i t hasnt been already posted) a 3 meter combo that looks very practical for a kill if necessary.
jp.hk cr.hp ex shaolin kick jp.hk cr.hp into super does 627 damage no gems. imagine with gems. this is perfect if for players running law secondary

edit: with 2 power gem for boost of 10 percent activated i got 670.

You can use his slide to go under fireballs as well. But it has to be timed right.

I’ve been using b.MP LK MK, c.HP Somersault Kick after launcher like someone suggested in this thread and it works great. And it doesn’t matter if Law is the anchor or backup.

Honestly how good do you think Law is compared to the rest of the cast, can I get a hopefully unbiased opinion? He looks really awesome so far. Except for a lack of AA.

I don’t have the game yet but can’t you use Somersault Kick as AA?

It’s too soon to tell, we need more time to see how the game develops. I can just give you my (long) personal thoughts tho:

Right now, I’m pretty happy with him. His strenghts are damage output and close range pressure. Weaknesses are definetly the lack of aa and the somewhat slow walkspeed (i feel he’s slower than ryu walking forward, and by a good margin).

I’ve been playing footsies with him using s.lp, cr.lk and cr.mk with buffered bellypunches (I used to use ex shaolin kicks, but tummypunches are better). Those normals have great reach (s.lp is insane with the forward movement), but the hitboxes are unfortunately a bit deceiving (cr.mk specially doesn’t hit as far as it looks). On hit I can tag cancel into major damage. I like this style of playing law and I’m actually considering running him with speed gems to better play footsies, though in general I think meter gems are vastly superior. Might be a good idea if I run him second and have someone as battery first.

Now, to force people to play footsies with you you need to scare them from jumping, which is the bad part. Somersault kick has no invincibility and most likely a pretty bad hitbox, so it only works as an aa if you really anticipate the jump. Considering how fast jump arcs are in this game (everyone is like sf4 blanka), i’m tempted to say it’s impossible to reliably aa with it. The normals that scream anti-air are cr.hp (a rising punch) and cr.hk (appears to lower his hitbox), and also cr.mp to some extend (a somewhat raised elbow) but all of them are slow and work terribly in practice. So your best antiair is actually air-to-air lp or lk, but those have such ridiculous reward that it won’t really stop the other guy from jumping. If you get a counter hit you might be able to follow up with a combo depending on your timing and if not you reset them and land first being able to apply some close up pressure, which brings me to my next point.

Law’s close up game is amazingly good. He’s as obnoxious as rolento with those walk forward s.lps you see on stream all the time. His f.lp chain is either safe or advantageous on block and you can stop it any time you want. Now because throws in this game are absolute garbage, the closeup game (imo) is the risk of being counterhit or not pressing buttons and eating a low/overhead, both of which law does well (rolento for instance can’t threaten you with a combo after overhead). As long as you’re in your opponent’s face I feel law is preeeetty good.

I’ve been running the same team as well.

Few notes:
This team kills fireball characters, both guys have easy ways to get past fireballs.

if Kaz is on point, and u get an ABC launch, with Law what I do is back MP twice, then down HP into spin kicks, then if u have 1 bar switch again to kaz, then with Kaz HP into mist-step-light uppercut followed by kick finish which is good damage and by the time the combos over uve almost got the whole bar u used back.

Also, if u get in with Kaz, say… u land crouch MP into crouch MK, the best thing i found to do was to QCB MP with Kaz after crouch MK then tag into Law and because the guy’s still in the floor and not juggled Law has the time to do his HK into crouch MP into crouch MP into HCF MP into crouch HP into HCB HP with HK finish.

Likewise, if you have Law in, the spin kicks canceled into Kaz would get you a full Kaz combo.

I find that instead of ABC launch using one bar for switching back and forth is much better over the course of the game because it does significantly more damage. And i really think Supers will become quite useless in this game as two bars can be used for much more damaging combos.

yea the more i play law as secondary the more i feel that truely is his spot, he is dangerous with meter, i can do so much more with him as second with meter then on point with no meter. so the battery option to back him up is really the way to go. ive been really successful online and in casuals with that set up

im also starting to think maybe ex dragon charge with the follow up punch would be a decent anti air since there is two hits of armor.

Ugh, I love using Law, but as soon as i get pressured by someone like rolento or hwoarang I literally cannot get them off of me. I try using ex-flipkick but they get up faster and it turns into the exact situation. I also have major trouble against someone like ryu or guile. They easily anticipate my dragon charge kick and just backdash out of fireballs which leaves me flying at them from full screen(because all ryus and guiles do is walk back and throw fireballs) to eat a huge combo. It’s really frustrating and I really need help. It seems like the tekken characters all have bad AA. If that’s the case then Rufus/rolento/akuma will be godlike in against all of them. Can someone please tell me what to do when I get heavily pressured like that? Do I just have to burn two meter ex-FK>tag? That seems very extreme.
Also, with someone like Zangief, all he has to do is hold down back. what can i do against it? I could try jumping in, my overhead… thats about it. all he has to do to counter those is his lariat. He can react to both of them easily and pretty much shut law down completely with little effort. Law… is gonna have a tough time in this game unless I am just missing something.

maybe give it a few weeks.

you cant decide on a match up when people arent really using characters to potential or fully understanding the meta game

I think you should remember that it’s a team game so you can have another guy to cover your weak spots. Law can wreck some matchups and you can bring him in at his strongest by tag cancelling normals or special moves.

I’ve been playing ryu, gat and guile and law second, because i’m still more confortable with sf characters and they build a crapton of meter so any time they block a multihitting move law comes in for some killer pressure.

Law is an absolute monster. Currently rocking Law/Poison. Law builds the meter Poison spends it (she’s godawful without meter). Might switch Poison for Lili. Lili has TONS of potential and lethal mixups. And she needs bars making law a good choice as the battery.

Law is so dominant once you get the pressure going. And his pokes are amazing. Has anyone seen his st.Lk? It’s like using Dhalsim. It’s also a good way to get a chain started (st.Lk, st.mk.st.Hp, EX Machinegunblow/launcher).
His overhead into BnB is easy and effective.

Though his biggest issue are indeed his AA’s. Usually I’ll just j.Lp them and alot of the time it will counterhit making a juggle very easy and damaging aswell. I have not tested this but maybe if someone goes for a crossup you can use the slide to go under it.

As for dealing with pressure, you can always use a raw launcher to deal with low hitting blockstrings/pokes. Requires a good read though.
And the counter mechanic (cross cancel or whatever it’s called)

Another thing. I’ve been messing with are his frametraps into Dragon charge and that seems to completely mindfuck people. Although this is most likely because the game is fresh but there might be some potential here.
If you conditioned them to stay put, you can get a free overhead that causes groundbounce.
If they jump, the normal punch will AA them (Not 100% sure but it did on a most attempts)
If they block the normal punch, delay the 2nd punch.

Jump in hk, st.hk, cr.mp, cr.mp, back.mp~lk, cr.mp, cr.mp into FFR is such a good setup. I get a counterhit during some part of this 80% of the time. I know it’s not safe or a frame trap(most of it anyway), but it seems to work so well and you can rinse repeat in and have some great pressure and mix in his overhead. some jabs and low medium kicks, and that stand jabx6 as well for even more pressure. Law is a rush down machine.

I think the best ways to get in and start your offense is back mp~lk string, even if I get the hit confirm I usually just go into more pressure and mixups instead, keep them grounded and try and get the SSK tag cancel or land a MP FFR.

I find myself land cr.mp, FFR, cr.HP into Super or Cross Art so much, usually 2 or 3 times a match. I’m not using any meter usually unless I’m tagging in Lili to do ridiculous combos. oh and Lili is a goddess of frame traps and mixups and is a great partner for Law, they do massive damage together.

I’m loving this game, Law feels perfect for me.