I have some pointer from you just from watching your videos(I found it amusing that none of your opponents could block chun’s overhead that well)
what not to do
-The Dragon charge kick follow up is for fireballs. I saw you do the lunge kick against Hugo… You should never ever do that!
That time Hugo did not punish you but If he did, you could lose half of your life bar. It’s just not a good Idea to get in the habit of.
Ex Somersault is a good move to end the round with but not to throw out in the middle of the round. Oki is ridiculously strong in this game, you do not want to put yourself in a situation where you have to guess on purpose.
Things to do
Post tag combos with Law
Cr mp into Hk Somersault juggle into Cr Hp DC Punch follow up then dragon flight is my post tag combo of choice
Instead of dragon charge you could do Shaolin spin kicks and then tag into Chun li just like you prefer
It does more damage then just a knuckle target combo.
Learn your match ups
Hugo is a funny character to fight but I have a feeling he won’t be a strong character for that long once people learn the match up.
Hugo is actually kind of free to law’s cr Hp as anti Air.
It seems to stop him no matter what. It’s good against him.
I saw a lot of opportunities that you could have punished Hugo using Law’s Junkyard combo( a notable one whenever he whiffs his anti air grab move )
Learn how to punish moves this is crucial you don’t want to let any damage slip from your fingers. The fact that is leads to oki is even more valuable.
Punishing moves can be helpful when you learn the frame data of a move. By studying a characters frames you may be able figure out how to punish moves that you did not know was punishable.
That’s all the advice I will give for now.
I may do a write up on Law’s okizeme later but for now this is your advice.
Great stuff actually – I really appreciate it.
Match ups are very interesting, generally I know what to do with Chun due to my familiarity with her character over the years but with Law I’m like "Uhhhh—haha"
Cr.mp into Hk somersault Cr. Hp xx Shaolin kicks is something I will work on now. I find brining Chun back in off those kicks work really fluid. Practically have all day to hit confirm from it. As far as counter poking what are Law’s best options? I’ve seen people say St. Mp or B+Mp – although they have a nice reach they are fairly slow. Cr. Mp is pretty quick and should lower his hit box a bit, how is that as an option?
Hey does law super art whiff on big characters such as Hugo, king, ogre, zangief, etc, because when I do knuckle rush into CR. Fierce into super oart the third kick misses
So…we gonna get a Law match-up thread going sometime soon? Could use some dudes who have some useful experience against characters like Rufus, Hugo or Zangief
After knuckle rush if you intend to go into super, rather than go for Cr.Fierce xx Super you should do St.Fierce xx super. It is much easier to land, you will never have to worry about super whiffing again.
You still have to use Cr.Fierce if you wish to go into dragon charge followup.
Sorry it took so long to get back to you.
Best poking options with law include
Back Mp into Junkyard
St Hp canceled into shaolin kicks dash cancel backward or forwards
cr lk into link combo
St Lk into cross rush
Dragon Tail (this too is cancelable apparently)
St lp is okay but not your best option
for counter poking I would say that st lk works the best for me best of how easy it is to hit confirm into a cross rush from it
Guys I need serious help trying to link law’s cr.HP into Dragon charge and law’s cr.MP into that shaolin attack. What is the shortcut motion to these? I use an arcade stick so sometimes it works but I need the exact motion for these links.
I think your first problem is your wording. These are not links, they are cancels. So that means you aren’t waiting for the cr.hp or cr.mp to recover fully and then doing the dragon charge or shaolin kicks.
So the best thing to do to make this cancel easier is to hold down forward while doing the cr.hp. Then once you confirm the hit, you can swing the stick from down forward to back hit hp which will cancel the recovering animation of cr.hp into the dragon charge. This same process can be used for the cr.mp>shaolin kicks
According to the guide, the flying kick move that goes through fireballs have 10 active frames. Doesn’t that mean if you space out the flying kick, it should be safe on block? Maybe even positive, if you spaced it perfectly.
I don’t play Law, so please excuse my lack of knowledge of the character… But can someone explain to me exactly how the Dragon Knuckle/Charge move works. I don’t understand it at all. It appears to have large recovery on block and when whiffed but I always get counterhit by another one when I try to punish. I’m reading in this thread that it has armor, but is it super or hyper armor? Also how long does it last? Is there a legit way to punish that at all (preferably with Ryu, Cammy, Akuma)? Honestly any information would help me out.
That’s like fighting on a battlefield and saying “Well, there’s a sniper I can’t see who keeps killing all my teammates, but I’ll just focus on these guys down here cause I can take care of them easily.”
no it’s not
It means “Law does not have a reliable anti air deal with it, he has other tools that make him a decent character lets talk about those instead of lamenting about how capcom did not make a complete character for use to play with”
Apologies if this has already been mentioned before, but I was messing around with Law and Hwoarang, since the two have a bit of trouble with getting around projectiles safely. And I found out that Law may have the best projectile dodging move in the whole game; His slide. It even goes under low Tiger Shots! Only thing he can’t dodge with it is Juri’s light Fuhajin (fireball) and of course Akuma’s air fireball, but that’s it.