The Marshall Law Thread

The key to getting the super to hit is by using LP FFR instead of MP FFR. This combo will connect on Hugo, Gief, Sagat, Marduk, Balrog, and Vega

LP FFR, st.fp xx Super (450 dmg)

Here is an example on how to get super to connect on all these jerks using EX FFR (lp mp).

EX FFR (lp mp), cr.fp xx HK Somersault, st.fp xx super (535 dmg)

Finally here is another way after Cloud Gates.

Dragon Charge xx Cloud Gates, st.fp, HK Somersault, cr.mp xx Super (454 dmg)

Hmm, too expensive for three meters.

Yeah I’m getting the LP FFR into my habits a bit more against bigger characters. It’s just that I’ve done so much stuff with MP that I naturally push that button haha.

Has it been noted that Law can dash out of his EX Dragon Charge?

Yeah, it has armor too to help him get out of sticky pressure.

So would that make EX dragon charge more ideal as a wake up reversal than EX FFR?

That makes more sense because EX FFR can get baited easily with a jump.

[media=youtube]fY_734C0UIM[/media]

Why have I never seen this lol

Damn, I made that. So old even I don’t remember.

I’ve never seen that either :-o will have to apply this to my game.

Yeah, a lot of stuff in SF4 and SFxT are like… you can set up stuff off whiffing normals because the frame counts static off certain attacks. The only variable change here in SFxT is because you can delay start up on anything with CADC moves and jumping and super jumps now. It’s harder but there’s definitely a sweet spot for other setups alike.

If they quick rise theyll punish the b.mp>lk from the video

However, you can end some combos with a sweep and get a half-empty safe jump.
i.e b.mp>lk>mk, sweep, j.mk/hk/hp

Yah, nothing’s fool proof. It’s just a roll bait. If they don’t roll and quick rise, you can go for a corner ambiguous cross up, land in front and go for a fat combo. I haven’t found any proper setups for midscreen yet.

Really? Hahaha, I recognize the theme remix by Ryujii14 - I also used that same theme in one of my own vids.

It just occurred to me that Law has AMAZING counter pokes.

s.HK and b.MP can whiff punish A LOT of non-light pokes (s.HK from Bryan-esque distances…omg)
s.LK & s.MK are good too.

S.hk with right spacing is an amazing poke. It’s a lot like Sakura’s s.rh.

You can stuff spiral arrows with s.lk lol

Shout outs to Seth for bodying everyone! And giving me game changing advice.

Im expecting a lot more Laws to show up

Good stuff man, t’was good to see you and Xykes on stream!

And hey, the more the merrier. :slight_smile:

EHhhh You saw that? lol
Tatsu made us go on stream and I was super nervous after waiting for hours to play… and I never fought either of those chars LOL… ALLLL bad… Looked nothing like me out there. I’ll hold that though. EXP gained!

Of course I saw it! heard them say “Xykes vs TZA” and my attention went right to the stream, forgot I was in a match with Paranoia Hades lol. I thought it was good for a couple reasons…

No one really sees most of those characters often (outside of Chun), and you still held your own, nerves aside. Still represented for the Law crowd man. And indeed, EXP gained!

I kinda’ know that feeling though, I almost made it to stream back at Phoenix CC until Wulong put me out of my misery lol.

Close MP – 5F added to boost combo (-3F on hit/-7F on block)
Close MK – 3F added to boost combo (-4F on hit/-8F on block)

  • Reduced push back on block on hit
    Close HK – 8F added to boost combo (-9F on hit/-15F on block)
    cr. MP – 3F added to boost combo (-4F on hit/-8F on block)
    cr. MK – 5F added to boost combo (-5F on hit/-9F on block)
    cr. HP – Startup 11F->7F
    j. HP – Damage 100->120
    Machine Gun Arrow – Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
    Fury Fist Rush – Reduced push back on block
    Flash Kick – Midair combo counter usage changed to 2
  • Startup 14F->7F
  • Damage 40->70
    L/M Flash Kick – 1~9F is invincible against air attacks
    Dragon Knuckle – Crumple Damage ->long blowback normal damage
  • Reduced push back on block
    Dragon Knuckle Combo – Removed armor properties
    Dragon’s Fire – Damage 120->130
    Run Up to Drop – Damage 120->130
    Special move meter gain:
    Flash Kick: whiff 10->15/On hit 40->25
    Backflipper: whiff 5->10/On hit 40->25
    Cloud Gates: whiff 5->10/On hit 40->25
    Dragon’s Flight: whiff 5->10/On hit 40->50
    Dragon Knuckle: whiff 5->10/On hit 40->25
    Dragon Knuckle Combo: whiff 5->10/On hit 40->25
    Dragon Knuckle Flight: whiff 5->10/On hit 40->25
    Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
    Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)