The Marshall Law Thread

Too be honest, I can highlight so much more positive things than negative. The only true negative things are he’s got unsafe normals on block and no one-answer to all anti airs like SF characters.

Pluses
[LIST]
[]high damage
[
]frame traps
[]ambiguous crossup
[
]punishes hard, sets up opponents in the corner
[]good hit confirm unique attacks
[
]good moves for tag cancel extensions
[]imo he can play on point and anchor fine
[
]a lot of bound attacks
[]moderate high low mix ups
[/LIST]
Minuses
[LIST]
[
]unsafe normals and unique attacks
[]no all-purpose anti air
[
]has an ugly mustache
[/LIST]

Lol I love that last minus. Oh and another thing am I the only one that uses his back dash on wake up all the time I think I use his back dash like 20 times in one match.

i like the stache…

More thoughts on this? I went to a local tourney and got pretty wrecked by a good Rufus. Seems like the only thing I could really do was jump back and go air-to-air. For certain angles I could do EX FFR since it has armor, but that’s still not so good.

what does 4s mean?

Hey guys, new to the thread and I’m currently using law as my point character. I originally was a fei player in SF4 and managed to be the top fei player in western canada so I had high hopes I would do well using law. I wouldn’t want to comment on tier positions just yet but based off my observation I think law is potentially a low tier character and here is why:

-Law’s normals are fairly terrible to space with, they are either punishable on block or simply lack range and priority.
-Law has no reliable way to avoid pressure without meter.
-Law has NO reliable AA normals and his only reliable AA cost meter.
-Once cornered, he is very limited with barely any escape routes that are safe and practical.

I think law has great damage output and a decent enough mix up game, but I feel his inability to control space or fight off against pressure or opponents jumping in will cost him as the game becomes more developed at high level. I think his frame traps and close range game is exceptional but if he is unable to to move in close, he will have a extremely difficult time being effective.

Pros: high damage and meter gain, shaoling kicks is good for tag-resets and combos
Cons: everything else

Law has “great frametraps” but the throwrange combined with the slow-ass-walkspeed makes them kinda useless. Remember there’s no crouchtech to blow up, opponent can just backdash and block downback all day the overheads are sooooo slow and easily stuffed. You have no AA and EVERYTHING beats you in air-to-air so you have space in 1/2 screen range where their jumpins wiff and you can get in or try to poke something out. Footsies are pretty ass your best footsienormal is by far cr.MK and standin short. You can buffer standing short to standing forward and hit confirm in to ex FFR or launcher. Don’t ever throw the b.MP,xx pokes randomly because everything stuffs them clean and you get killed so use only in as wiffpunish. Good frametrap is st.lp>b.mp, c.lp and hitconfirm into cr.mp(x2) xx FFR

I think his strengths come in when you start treating him differently from other characters. He gets into people’s faces with his Knuckle Rush (first hit to confirm) and Junkyard Kick (first two hits to confirm). If you played Feilong a lot like I have, Junkyard Kick is kind of the new rekka to hit confirm and lead into combos and along with Shaolin Spin Kicks for the free chip since it’s safe and unpunishable even by “1 frame” supers such as Julia’s

I agree those are the tools to get in but they are pretty easy to stuff just by spamming jab or whatnot. From my experience against a good AA char you can never jump. When you cant jump you have to play footsies with his poor normals :frowning:

Has anyone figured any meaty/crossup setups after bnb midscreen? Dragon kick ender is best for dmg but you get no setup afterwards and are stuck with the getting-in-part. At this point I usually just raw tag and get another reset/ambigiouscross setup with tagcancel, best way to get in with law lol

I just realized that shaolin kicks are -1 on block I use this to pressure people in the corner

They’re also +2 or +3 on HIT so when people try to jab you out of it you can just clip them with c.LK xx Shaolin Kicks all over for a second loop, see if they react to it after, and bust another one out for some good chip. lol

Thats what I thought too but with with Fei you can safely throw rekkas that are faster startup and beat/trade everything most of the time, law has slower startup and looses most the time from my experience. Law feels like a really hard character to play at high levels with no AA, poorish footsies and tight links into high dmg meterless combos. Low mixups are either from c.lk into c.lp confirm or c.mk into c.mp (1 frame link). IMO if you want to play Law you absolutely need a second char with a long blockstring groundspecial so you can setup a reset tagcancel and take full advantage of his meterless dmg output.

Yeah I’ve been experimenting a lot with him just trying to figure out ways. I’ve posted some of my impressions earlier in the thread. Hopefully I am on the right track and that people aren’t expecting to try and use Law too similarly to other characters. One has to think why Capcom gave him such unsafe full unique attacks. Could half of it be safe? What use is such and such…? Just things we should ask ourselves and to try and fully utilize his tool set and not rely on one trick ponies to win. When we’re faced with adversary that shuts down that one trick, what next? Give up and tag out? I’ve discovered over the week that he’s got some good stuff, but if we’re throwing out full unsafe unique attacks then we’ll get punished. Throw out half of them at a time and just confirming it seems to be the right thing. Knuckle rush is good for whiff punishes so it’s kind of footsyish.

If you guys saw some of Rip’s Law/Heihachi combo on some of the WNF and IPL recently, he takes a similar approach and gets aggressive with some ambiguous jump ins too.

I’ve been experimenting with pressuring people with frame traps and then just going into another jump in, force them to block a fierce and then cancel into Dragon charge and Cloud gates for overhead mix up. It works half the time but I guess you need to train the other guy to not mash so you can mix him. It works a little slower compared to say the typical Mishima stuff that goes high, low mix up. Those are easy to block now after eating a few of them but Law screams for half his moves and people need to pay close attention to what Law is doing to react.

Has anyone played with speedgems? I figured:

Cant jump or AA ->
Footsies ->
Bad walkspeed makes poking and wiffpunishing difficult ->
Speed gem helps a lot

You get in and he blocks your sLP,sMP ->
cLP frametrap or throw mixup with speedgem on

You can literally do standin jab and if the opponent is holding back the tickthrow after wiffs, in other words without speedgem you don’t have mixup because cLK has shitty range and cMK is too risky to use upclose. And you need the throw mixup for frame traps to work.

I have, but since the benefit is a % of your walkspeed, I don’t think it’s really worth it. Imo you’re better off maximizing your character’s strenghts rather than trying to compensate for his weaknesses with gems, meaning I prefer law with damage or the all around meter gems.

My gameplan with law has been solely backdash to fullscreen away and flying kick in or get him in through a tag cancel or launcher. He has a terrible neutral game…it would be amazing if you could just play footsies, because his normals are pretty decent for that and both shaolin kicks and belly punches are great for confirming into damage, but because you can’t stop people from jumping all over you nobody plays footsies.

In a sense you gotta make em play footsies pick a char with a decent anti air and dont be afraid to use atleast 1 bar from law to anti air them so it can atleast still be in the back of their mind, space them out and catch them when they land. Get in their face with frame traps like cr.mp or even lk and mk from max range also back mk is pretty good aswell when you see someone walking back but then again its all about your spacing. Also jumping mk has been working for me as an air to air so when I get the counter juggle I just got into back mp and get some damage in

Just made someone ragequit with law,

“Jackass: Go to hell spammer”

In response to me punishing every whiff and dash he did at full screen with Dragon Flight/Kick, he just ragequited mid match after being hit by it so many times, I reckon that move is pretty unsafe.

Lol, its really unsafe on block. Thinking about dropping Law now there’s no excuse for capcom not giving him any decent AA. I havent played against rufus yet but just thinking about the matchup made me shit my pants

It has them endless kicks from the air make it very hard for Law to fight back.
Really unsafe as I thought, but punishing from a far is pretty useful.

There is a lot going against law, so i think in using him we all have to just remember that we are are in for a tough road ahead.