also getting a full special charge into super after a tag out from qcf mp is really good for 1 bar. works with Nina, im sure it works with others as well.
overhead,cr jab, cr mp, qcf mp, tag out while it hits, charge ure special, magic ensues is too nice.
i like his st lk and st mk as zoning pokes a lot, and mp hits far, and is canceable to shaolin kicks, making ure pressure always safe. He is pretty good imo.
Consider using SLIDE as an aa from time to time for those pesky cross ups btw, his back dash is very good. On wake-up, blocking ftw or die.
One big issue I’m running into with Law is making them stay grounded. He’s got nothing to make them be afraid of jumping, so I find it pretty difficult to mix them up on the ground because they tend to just jump over things I try. His overhead is pretty slow and his df. LK low also has some bulky startup.
I just found out how useful law’s slide is…it really does handle the jumps quite well. I recommend to get in within the range that B+MP will hit on whiff, and usually from this range his slide will go under any opponent who tries to jump towards you. His s.LK and s.MK are his best pokes for footsie range and occasionally use his s.HK as it covers a lot of ground and comes out fast. Don’t overuse it though as its punishable, so I suggest to plot it during the times when your opponent is reckless when he attempts to get in.
It has armor (2 hits? Not sure).
Flying kick causes a wallbounce.
Dragon Knuckle has a faster recovery so you can combo after the crumple.
And obviously you can cancel into it after a chain.
You can use EX moves to charge any characters’ super that doesn’t hit low and it still costs less than two bars (the FFR punches builds meter). In some circumstances it’s beneficial if your teammate has a stronger super or you just want to tag out safely.
That severely limits your team choices then. You either have to be in a certain part of the screen or have a partner like Cammy who will catch them before they hit the ground because her super hits low. Also, the speed that they run in may play a factor.
Again, you aren’t losing anything by doing a super for two meters and if you’re starting with a full 3 meters (which isn’t unheard of), you’re actually netting positive meter.
I do know you can dash cancel ex dragon stance and is actually the first thing I tried. The question became on some jump ins where to dash. Things can be pretty ambiguous so not only are you taking the dmg from the absorbed hit you’re also taking whatever dmg comes after that (and I dont know this, but it would make sense to me that if you got hit, it would be a counter hit). Also chars like rufus can blow up your back dashes pretty easily. Best thing to do is block and not waste meter of course, and if you do use meter you might as well go with the relatively safe and full invulnerability of ex FFR. The problem lies in high pressure situations, I’ve yet to see anything law has to give the opponent a reason to second guess their pressure. But things are still early and I don’t know any of the match ups very well. So who knows maybe we can figure something out, hopefully soon.
Are you actually kara’ing this move or are you simply canceling the hit into the hcb+p stance? I tried for like 30 minutes to kara it, but no matter how fast i did it the df+short’s active frames would always come out.
this is crazy but I’ve been constantly using Law/Paul and whenever I have 1 bar and get a combo I always cancel into Law’s HCF+LP (the fury fist rush that ends with the uppercut) tag in Paul and have him charge his PS and exactly when Law launches the opponent the PS finishes charging and connects for a meterless super.
Is this the most damage I can get for 1 bar? I always do it since it’s super easy and works midscreen.
I also have other characters though some of them requires to charge the EX version to super in order for it to connect. 2 bars may be worth it the dragon punches lead to almost half a meter bubble already so in essence your just using 1 and a half meter for an easy super setup.
Well canceling… but when Sagat does it and cancels his forward moving normal into a fireball it is karaing… so this is karaing as well. Every kara doesn’t have to be 3s kara-throw timing.
ok another good anti air though it needs meter is ex flip kick. very fast so it catches most out of the air and on wakeup if its blocked most players dont realise that the trailing leg still hits and it remains active for long enough that its pretty decieving. I know this cause i have fallen for it, just when it seems its ok to walk forward its like you get knocked away by nothing.