The Marshall Law Thread

He’s not bad on point either IMO. one whiff punish and he shaves off 30% or more meterless. And you set up ambiguous cross up or punish roll tech.

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Thank u

As far as keeping up the pressure, pokes, and getting in, what tools are you guys using? I haven’t fought a good Law at all…

i have a lot of theory about how this character should play.

however i wont be able o really dive into it and start picking out the goods till after i beat mass effect

I kind of agree with this statement when Law opens you up, he does very good damage, problem is so far i’m having a hard time opening up people without whiff punishing or random hits i’m finding its difficult to apply pressure because his normals are really lacking, like c.MP and c.LP,

Hey guys quick question -

I’ve been using simple abc launcher with my main char and then going into Law’s back+mp, mp to start the ground bounce combos. In training it worked absolutely fine, but in real matches sometimes my back+mp makes him run under the launched character. Is there a specific timing for certain chars due to size? On Ryu training dummy it seemed to work 100% even when mashing mp, but in a match on Ken it even went under. In an Ibuki match it went constantly under unless I did a pretty big pause before hitting the mp. Any info?

Someone should come up with a clever title so we can start a video thread. I can’t seem to get Law going very well, would be nice to see how others are doing it.

So far, this is my impression and idea of how to play Law at the moment…

Tons of his attacks are unsafe ad we know that from experience; frame data backs that up. But they’re full strings properties and not partial.

For a lot of characters that have fast punishes and footsies, I feel like I have to gamble and get into their face with b.MP~LK a lot and try to confirm into MK juggle, then lead into whatever good stuff.

Once you have them on knockdown, j.MK is not bad for catching people on tech rolls or just continue pressure. There are probably some combination of normals you can use to set up ambiguous cross up, but a lot of people love to jump up and immediately meet air to air. So that’s up to you if you can pull it off.

Once you’re in, close s.HK into c.MP are great frame traps to bait people into mistakes. If you can even just TOUCH them, you can start mixing them up with Cloud Gates (you have to cancel fierce into Dragon Charge into Cloud Gates for most block stun) if they don’t mash, b.MP~LK~d.MK, and safely chip with Shaolin Spin Kicks. Spin Kicks is +2 on hit, so you can throw out your next c.LK xx Spin Kicks and they will likely have to sacrifice meter to stop you, I’d say harass for 2 times usually before it kicks into their head like… hey this is safe, I can’t do shit… and I"m getting clipped. When people start mashing during Shaolin Kicks, they can get hit between the spins a lot of the time and counter hits start flying out.

Jabs are a good way to keep them in check even though it’s not chain cancelable into itself. Toss one or two out, keep them mindful of it.

Dragon Charge into Knuckle and delay Knuckle Combo for the armor to trick people is pretty good to use here and there. It’s a good trick to use once or twice a round. Not something you may want to rely on a lot against someone who can think. But it is great to catch people off guard when they think they’ve got you

Get into the habit of Dragon Charging and whiffing c.MP from afar if people are zoning you out. Meter builds. People will try to bait Dragon Flight out, just keep them at bay. EX-Fury Fist is great for people pressuring Law, so I think he’s kind of meter hungry for some match ups.

just got back from my first tourny with this game, and i didnt fair aas well as i hoped with law. i got turtled out pretty hard and and out prioritize in the air, not having a solid anti air and normals to really apply pressure like asuka or julia really was a problem at the tournament. no one respected law on wake up. and from the other laws at the tourny suffered the same fate. it just you gotta work harder, especially against the sf cast’s good anti airs and high jump arches… smh. last night was very fustrating losing to such bs… guess i gotta train harder and work harder when facing turtle style sf characters

Hang in there man.

I dont seem to be having the same problems as you guys with people jumpin in if somebody feels safe jumping in then of course their going to keep doing it. Everybody has a pattern you just have to find it

How are you guys dealing with Rufus Dive kick pressure?

I went to my weekly gathering yesterday and I did shockingly well, I just would use Vega to get in and once I did I would switch to law and keep the pressure going. They also have some great combo potential together.

anyone know why people are saying Law is a low tier char? Every stream I watch they seem to mention how bad he is (after how bad Cole and Paul are).

I think the main problem with Law is that he gets jumped in on for free from a knockdown. This because the only two invulnerable moves he has use meter and either can’t hit air born opponents (at least I haven’t been able to with ffr) or hit air born opponents but leaves you in an untechable grounded state. Sure You can use ex dragon stance but that is only one hit of armor and when using it I have typically been hit out of the start animation of the follow up attack.

Don’t get me wrong, he does very good dmg. and does it easily from a juggle or cross rush. Knuckle rush is easy to juggle with, and the dragon stance followups are super easy too when used with cr.HP. He has great frame traps with his cr.mp > shaolin kicks among the slue of others. But the problem with Law at least for me right now is turning the tide once I’m being pressured. Your options revolve around your meter and a guess. Save to say I always leave Law on anchor get him in for his dmg… then promptly get him out. If my point char gets beat up then it’s nothing but an uphill battle right now until we can figure out something that can turn that momentum into his favor.

I’ll remind people that fei long was considered mid tier in SF4 until he was figured out. That being said we are still in the infancy of this game and trying to decide on any kind of tier list is a huge waste of time, keep your eyes and minds open to look out for things that may or may not work.

^ this its wayy too early to consider him low teir

Law is Top Tier in the fun department and that’s all that matters. If anything it should give us even more inspiration to show people what he can do.

Law can really keep the pressure on with use of his SSK dash cancels. Looks pretty safe to me but I could be wrong.

Give your opponent a few St.mp from far range and Dash Cancel backwards to see what they do. Although it’s pretty risky due to the startup.

i use Paul and Law.

i just wait until someone drops a combo or does something unsafe, then do a combo. both of them have easy combos that do decent damage that can either lead into me switching out or going for more hits. i will say that there is other characters that are far easier to use like Ryu and some characters give them a hard time like Hugo. i will have to admit that i don’t think i’m using them to their fullest extent, but i think if more people try them they might like them.

I don’t think being able to be jumped on is a precedent for being low tier. That’s most of the cast then. They can still AA some ranges. Just not the usual places you’d expect from comparison to SF characters.

Thanks for the responses guys. I’ll stick to Law forsure, just wondering what everyone thinks tier-wise.