{NOTE} I’m only posting this because I didn’t find anything good or helpful on this thread based off pages 6-8. It’s mostly about people complaining about Law. And if you don’t read this because the post is too long then that’s your loss.
{NOTE} I may be changing this from time to time to make certain arrangements or corrections on this post.
{Pardon} To those that I may have seem to taken information from on this thread, I’m really trying not to. I’m just trying to put all this tech into one post for everyone to see and read al together.
So… who forgot that his flip kick is an AA? as bad as it is on start up, it’s a good AA. but that’s not the point of Law because a lot of the tekken cast have shitty AA’s. Just be thankful that he has no terrible air-to-airs. The main focus of Law is that he does well in someone’s face and almost anywhere on the floor.
FYI: Close st. rh, is pretty good if a Rufus is trying to go for a second dive kick. Or you can BLOCK. Just sayin.
Obvious Notes That You Guys Should Talk About:
GENERAL UNDERSTANDING OF MARSHALL LAW:
He has terrible anti airs and no defense whatsoever! This character is so crappy against most of the cast!
This may be true but it doesn’t mean that he’s a terrible character. It just means that his actual tools are best implemented elsewhere during a match. And if you find yourself getting rushed down, BLOCK. And if you can’t block, LEARN HOW TO BLOCK. I know I still am learning how to but the reward is so much greater once it’s your turn to do some damage.
He’s only good when he’s on offense inside! But he sucks at mid/full screen!
False.
He’s great for applying a ton of pressure and has a really good ground game against a lot of characters but he has ways to get through fireballs better than a lot of the Tekken cast and he has an amazing damage output.
He also has a great footsie game. He has sick normals that can convert into massive damage and can also gain meter extremely fast off of a hit confirm.
Where should I put him on my team?
He’s an anchor type character do to the use of meters he would need to get the pressure off him (Check Dragon Charge and Fist Fury Rush to see why). That, and his damage output is great after a switch cancel.
SPECIALS:
Dragon Charge (hcb+p)
His flying kick follow up after dragon charge is godlike because you can go full screen through fireballs on reaction and get in that ass. Might be a bit harder on Chun, Guile, and kinda Sim though (but if anything use the light version to just hit them at the tip of your kick to make it safe).
This move is good for ending combos since you get a knock down at the end.
His 1st punch follow up is good because his active frames go on for forever and it’s a good trade for anti air because you can follow up with his Knuckle Rush for a ground bounce combo.
{Gimmick} The 1st punch follow up also used to bait normals up close if you get blocked. Since the punch IS unsafe, people will try to punish. That’s when you use your 2nd punch follow up because you have super armor and it activates the moment you press that button.
His overhead version is just used once you’ve scared someone to just stay in crouch block. Very fast and usually used during a block string, or tagging them with a low normal. It causes a ground bounce and can be followed up for maximum damage potential.
{Shock Absorbers} His EX Charge can take one hit off the bat. Kind of useful as a get off me in case you might get baited out of an EX Fist Fury Rush. (Check Fist Fury Rush to see why.)
Shaolin Spin Kicks (qcb+k)
It’s -1 on block BUT if you space it right (which is not hard to do at all), then it’s completely safe. It also pushes back on block. His hurt box is pretty hard to hit as well. It’s good for extending a combo. You can also switch cancel this move while they’re blocking to apply mixup pressure. Also it can be super charge canceled to stay in someone’s face or baiting someone while on offense.
Fist Fury Rush (hcf+p)
Even though the frame data says -5, your opponent is put in a lot of block stun so it’s safe to use. Put someone in a block string and hit them with this at the end in case you tag them with a normal. It reaches as far as the max range of a low MK and then some. I prefer the MP version because there’s a ground bounce follow up to it. It also has a pretty far reach.
{Battery Charger} This move alone can gain a little more than half a meter.
{Best Reversal For Law} Also his EX version is his best reversal it has a 17 frame startup with 16 frames of invincibility. The LP+MP version knocks them up in the air. The LP+HP version has a ground bounce. The MP+HP version has a wall bounce. You’re left wide open if you whiff it though, and it is terrible on block. (Check Dragon Charge in case you get baited out of this move the first time)
Somersault Kick (hcf+k)
May not do a great ton of damage but it has a second follow up to catch people trying to punish, is safe from far away, and is a decent anti air.
{Self Opinion} And no, backflipper is not a great get off me unless your opponent is jumping like a brain dead monkey.
SPECIAL NORMALS:
Back MP
For all you Fei Long players out there, this move is like a bad version of his first rekka. Kind of unsafe but can be made safe with the right spacing. It is really fast and can also punish whiffed normals. It can even punish Akuma’s sweep from far away on block, and Ryu’s fireball (if you block it from up close).
This move can be followed up with the rest of the Knuckle Rush Combo.
Slide Kick (df+MK)
Everyone immediately forgets about this move about Law. Why? Because they keep on getting rushed down or use the flying kick as their only option to get through projectiles. You have 15 frames of invincibility. Use it. You can also use it on people that are trying to jump in on you and it’s active for a really long time. This is where he’s great vs Guile and Chun from mid screen (and Jin if they’re dumb enough to throw a fireball against Law).
Dragon’s Tail (b+MK)
It’s an okay move to use, I honestly don’t know the actual use for it except that you can use the somersault kick to cancel out of it to make it safe. So if you can incorporate this in the neutral game really well then please do. But that’s the only time you would use it because it’s only active for 2 frames.
Dragon Hammer (f+MP)
It’s a pretty slow overhead but you can combo into it (counter hit or not). If you just get a normal overhead, you have a 1 frame window to link it into a LP. If you hit an opponent on counter hit, you get a ground bounce off of it. People can react to it though and it’s -3 on block.
{IMPORTANT NOTE} You have to be really picky on when to use this move, but Law’s game isn’t truly focused on high/low mixups. His game is just purely based on ground pressure.
Shin Crusher (df+LK)
This move is pretty good to use if you’re trying to go back in and apply pressure if your opponent back dashes of if you just pushed your self too far after a block string. It’s also good oki agains characters with bad reversals. But what makes this move really good is that it’s special cancelable. So you can get creative with your block strings and overhead setups after using this move.
{Kara Cancelable} I see that a couple of you have discovered this already as well but you can Kara Cancel this normal into any special. This Kara Cancel is sick for his mid range game and makes his ground game more dangerous. I’m not saying you should use this all the time but this helps him get in by a lot, and a lot of dirty setups can be used by him.
Conclusion
That’s pretty much Law in a nutshell. And that’s ALL you should be focusing on towards him, so next time you play with Law, look at his footsie, pressure, and ground game rather than just what he can do against people in the air. But if you must ask, jump back or neutral jump HK is his best option. against people jumping in.
And I didn’t wanna waste my time talking about normals because you should know that his block string game is pretty simple and can be caught on really quick after just watching a couple videos multiple times.
I’m no Law expert but this is just the general idea of how Law should be played. So if you’re not on offense or in neutral game, BLOCK on defense. That’s your best option because you can see their holes in their offense game and see what they like to do the most and capitalize on it.