The Marshall Law Thread

Maybe the connection was just too crap vs that juri

I’m a rookie Law player for now cause he pissing me off. I’m finding it annoying that his Cr Hp is very very slow or he’s not putting it out at all during bounces, and I’m not mashing and its appearing that after Junkyards Kicks or his Fury Punches hitting Cr HP is either hit or miss its not as fast as any other Cr Hp like Kazuya’s or Shotos, which in some cases its forcing me to abuse his Cr Mp in certain combinations cause I don’t want to drop combos during fights but it means less and less damage to the opponent. My question about Law is do I necessarily need his Cr Hp, why is it so slow? Or is there something else that I can use to get good damaging scales after Junkyard Kicks or Fury Punches? (Meaning his Medium Over Head Fury P) Thanks so much.

It’s all about timing. You have to wait until he fully recovers from the previous move and then do cr.hp. If it does not hit then you waited too long. If it does not come out at all then you did it too early

Does anyone have pictures of law’s swap costume?

I use it here.

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Is there any followups after an EX Fury Punch in the corner?

cr. hp into dragon charge into knuckle into kick

If you need meter, do the cr.hp into Shaolin Spin Kicks as that’ll give you a bit more. It gives a full meter of a cr.mp/mk into MP Fists compared to the other options compared to almost a full bar. It’s not a huge difference but meter is pretty important in this.

I’ve been losing c.HP xx Super off binded characters. The last hit animation doesn’t connect and they fall onto the ground taking just a measly bit of damage. Is it a problem that they don’t actually hit or I am hitting c.HP xx Super too early on binded opponents?

I’ve had this drop off Hugo, Sagat, Vega (whom I think is known to consistently drop) and Marduk?

No I have tried work arounds but they don’t work

Wunles you want to eat away at the opponents Red health you should not being doing Supers anyway

With my team Ryu/Law
I get more damage off of two bars from doing a tag cancel combo then a super

tag cancel THEN super is three bars.

assuming you’re binding with hcf.mp, try using hcf.lp instead. super lands fine against claw when using: hcf.lp > c.hp xx super.

and yeah, it’s shit that this doesn’t work consistently. :frowning:

Tag cancel THAN a Super

Instead of super

that’s what you should have written then :wink:

sorry, being a typo-nazi.

Im pretty sure the last hit drops on larger characters. I know it drops on Ogre too. This is the case on ground bounce into CR.HP XX Super or tag into CR.HP XX Super. The solution is to use CR. MP on bigger characters. The CR.MP XX Super wont drop the final hit.

I agree. He can be put in tough spots but I have been getting really good mileage out of EX Fist Fury to people that like to pressure constantly.

Honestly though you can’t do shit against rufus even with that move.
Rufus is ridiculously unfair in this game
It’s either a 7-3 or 8-2

If they nerf Rufus and Raven then I will pick SFxT back up in a heartbeat

of course it would help if they

  1. fix the clock
  2. tone down the damage you get after a reversal
  3. Balance the bloody game
  4. Make back dashes less retarded

If they fix at least three of those things I will play this game again

EX FFR can be easily neutral jumped leaving you to lose a large amount of life, and as such is a very risky thing to do against people who have played a law before. Alpha counter is a much better solution when being pressured especially against the likes of rufus (dive kick pressure). Remember the more block stun the move you’re blocking leaves you in the more time you have to alpha counter. Not to mention if you have two bars to safely tag in and combo.

Also SUPARNOVAX, I’ve been having the same problem with law’s super. I do know that it only occurs in midscreen but have yet to try cr.mp version of the combo.

I also want to add that the clouds gate mix up during a frame trap string is just nasty (although unsafe). After using it with much success last night it should always be in the back of your mind.

Cloud Gates is the Dragon Charge overhead punch right? I love chaining a light/medium/heavy into EX Dragon Charge > overhead when my opponent is in the corner. Empty jump over them, hit them with a low on the other side (many players use this stupid mixup), chain it into an EX Dragon Charge > overhead. People think they’ve blocked a basic mixup until they get hit with the real one.

To add damage practice doing c.hp H somersault kick c.hp dragon charge knuckle>kick.
about 0:42 seconds in you will see it done here [media=youtube]TqP5T_Sug_o[/media]