The Marshall Law Thread

{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. :confused: 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.

so wtf does Law do against Rufus?

My guess is he’d block divekicks all day, try to fight Rufus in the air, or use EX Dragon Charge for the hit of armor.

just try not to stay on the ground too long against him. jump back roundhouse is good and close st. roundhouse is a good get-off-me move if he tries to apply d. kick pressure. and if he hits you above the waist while you’re blocking, you can chain combo if he tries something on the ground.
just make sure you have meter playing against him. but if anything, avoid the match up when you have a better character. That’s really it for now.

P.S. If they try to dive kick while you’re in the air, your jumping roundhouse is going to win. You’ll get either a clean hit or a counter hit.

I’m pretty sure you can link cr. strong off of this and not just cr. jab but check just to make sure.

Be careful to not be hella obvious about challenging dive kick cuz they’ll pull a Ricky Ortiz and jump roundhouse and then rape you. But yeah either play the better matchup or be able to put law in a position where he can control Rufus. Its not a bad matchup so don’t be scared to play it out.

Totally forgot to warn them about that. But yeah I’m just saying that it’s an option even though he’s pretty limited against his dive kick pressure but if you really wanna know how to fight him, look for something on the Match Up thread. If there is none then make one.

To J/P
Posts like the one you just made are exactly what I want to see when I come to this thread.
Actually trying to help players instead of moaning about shit you can’t fix

Thank you very much sir. That’s what these threads are meant for. For the people who just want to bitch and moan about how bad he is, that’s meant for the unrelated discussion thread though. But yeah I just want people to understand the potential of the character.

I’ll put in some vs Rufus and Gief tech since theres no match up thread for now.

I have a special trick that I like to do against Juri Players
Basically against a juri players dive kick I like to use Ex Dragon charge
It will absorb one hit and you can use the first hit of dragon charge’s punch follow up to stick them in a crumple state

This is a theory combo you can do after the crumple state
Forward M(will cause a ground bounce)
Cr Hp Hk Somersault
Cr Hp Dragon Charge Punch then kick follow up

Does anyone else think that we might better off ending midscreen combos with shaolin kicks instead of dragon charge follow ups? The shaolin kicks put Law closer to the opponent and gives better oki options.

Also dragon flight does not get you a hard knockdown.

sounds good. another follow up if Law is low on health is to just hit the first punch wait abit then just walk up with a raw launcher.

I have been able to get that to work perhaps I need to wait a bit like you said

Although since my partner is Ryu
His tag combos are pretty weak outside the corner
But it’s if Law is low on Health So I could give it a try

Maybe there is a possible pandora combo set up here

That’s my bad. I hella didn’t mean to put that there. Sorry

Changing it right now.

I now believe that Law have a lack of anti air options was a intentional move by capcom to make players play Law in a different way.
What play style do you think anti airing falls under. If you guessed defensive play you are correct.
Taking away a character’s defensive options forces the player to play the character in a more offensive way.
Think of it like your playstyle has be forced to move in a direction just by playing Law.
This is great idea considering that the Tekken series in general is all about offense.

Law has a varied toolset that makes him a spacing rushdown monster and that’s how a person should play him.

Instead of focusing on trying stop jumps start focusing on your opponents postioning when they perform a jump
It may put them in a bad situation that you can capitalize off of

So far I feel that Law need absolutely no changes he is a perfectly balanced character a rarity on the tekken side

The only change that he needs to grow are changes to other characters (rufus! and raven to a lesser extent) Then he could dominate tourneys for free

well its unfair imo that ryu can be both effectively defensive and rushdown… why limit the tekken cast and make them one trick ponies… its bias i say, but besides that law is still pretty fun to play

Personally, I try not to stay stationary against Rufus. The more you stay in a single place, the more likely that Rufus will start his divekick pressure. I do this against other characters too but I purposefully jump back or backdash with Law to give me space to rush in again. This way I only have to deal with air to air rather than dealing with enemies jumping at me while I’m on the ground or trying to cross me up. Law’s jump seems to be fast and his forward dash is ridiculously fast so you can cover ground quickly if you need to get in.

I agree. Laws lack of AA is not a deal breaker and he is balanced enough and really fun to play. I know its one of his most common tactic but the LP fury fist into free charge super is Sooo funny at torneys or causals, you have enough time to take a sip of your drink and give them a troll face while holding down the button. Seroiusly if your playing law and your other character cant get a free charge super art then pick another partner cos your missing out .

I just played a juri who jumped on me non stop, laws air to airs are not great. Slide is too slow to do in most situations, and his dash is slow also. BY the time you’re under them the easily react and block.

No jumping mp is godlike
It causes juggle state no matter what