Ok finally got the video check this out and learn [media=youtube]b-gCOBvQTFQ[/media]
That corner combo at 7:57 omg!
I got a chance to play the game last night and I’m so sold on Law it’s not even funny. He’s amazing!
I don’t know if this was already mentioned, but on EX flip kick, when he falls down, he hits on the way down with a hit box on his feet or something like that. It was very amusing to catch people with.
Random stuff to add.
I’ve found the safest way to combo into fist rush is just cr. jab, cr. strong xx strong ffr.
Btw, another thing I’ve picked up that some may know, but d/f lk is cancelable even on whiff. It seems like it has some good use to extend the range of an FFR as a poke (from like half screen) or shaolin kicks. I haven’t had a chance to test it in serious gameplay but it seems to have some good use.
Has anyone come up with a better easy meterless hit confirm combo than:
jump attack, cr. jab, cr. strong xx strong ffr, cr. fierce xx hcb punch -> punch -> kick
It does like 362 I believe. I think just cr. fierce xx shaolin kicks might leave you in a better position on wakeup though for like 4 less damage.
I’ve been using hcb punch -> kick to get in. You can kind of do the punch kick press almost like plink speed to get the flying kick out fast
jump attack, close s.RH, cr. strong, cr. strong xx FFR strong version (if mid-screen) or EX Shaolin Spin Kicks if in corner
Some of these videos have shown this too.
Careful with the flying kicks, they are definitely unsafe!
After the bound from FFR, is it better to cancel cr.fierce to dragon charge to punch to flying kick? Or is it better to just cancel to shaolin spin kicks? I only was able to play for a few hours last night. I feel like with SSK you have a better opportunity to cross rush cancel (CRC?) but other than that I don’t know what the difference could be. I’ll be able to play more today in a few hours.
What have people been punishing your flying kicks with? I feel like from around 60% screen away flying kicks are super safe on block, this was only after doing online training mode with a friend though to test what’s safe.
I wonder how many frames the close s.RH, cr. strong link is, hopefully will be able to get it in online play consistently =).
Well I’m fairly certain I got punished after having one blocked from near full-screen by Ken. I don’t remember exactly what by, but I definitely couldn’t block. Happened a couple times actually. On the bright side, flip kicks, ssk, and ffr all seem very safe!
My best frame punish so far is c.MP xx MP FRR, c.HP xx DC -> Knuckle -> Tail
Has anyone noticed that you cant go into the left right combo or its follow-ups after certain attacks? For example after f+MP or cr.MP, If I try to link into the left right combo I will always get st.LP,st.MP chain instead.
I think it’s the speed of the input affecting it.
Are you able to link the left right combo after F+MP?
I can do c.LP. I think the frame data is the same as standing version so it is possible but you have to pretty much be precise.
in regards to anti air, hows that low rh looking move where it looks like he lays flat?
I’m starting to think Law is glitched. I went into training mode with my opponent set to block and I did st.LP, st.MP. As soon as Law recovered I tried to go into the left right combo and its follow-ups but I couldn’t. Every time Law just did the st.LP, st.MP chain instead of the left right combo. I checked to make sure it wasn’t just me somehow messing up the timing(which I don’t think matters anymore) by trying to cancel the string into a special and I couldn’t. That has to mean I am getting the chain instead of the left right combo because the left right combo is special cancellable. Can someone try this to make to make sure I’m not crazy?
It’s slow, like 14frames start and there’s a “leg cutter” sweep with b.MK.
So far the c.HK seems better for corner hard knockdowns. b.MK sweep is good to bait; sweep cancels into Shaolin kicks which is safe on block.
No bugs or glitches, execution errors IMO. I still think you are hitting it too fast. I can link c.LP into the s.LP~B.MP~MP bound fine and not chain it.
oh, ok. no other hurtbox lowering normals that can be used for AA?
I just tried linking cr.LP into left right combo and it works fine for me also. Try doing it from cr.MP, F.MP, or a blocked st.LP, st.MP chain. The left right combo won’t come out.
Nothing sticks upward. You either have to go air-to-air or stand far enough for something like s.HK and s.HP to swat them back. c.MP sticks an elbow out far; feels like Ryu and Guy’s c.MP. He sort of ducks his head in and sticks his elbow high above shoulder line. I don’t know if that can be used for AA, but it is a balance for Law. Tekken characters block a lot, most of them don’t have anti-airs anyway. I don’t believe anybody on the Tekken side has anti-airs that cover the zone right above their heads where dragon punches reign supreme.
Even though there’s no Fei in here which I really wished, Law makes up for it. It’s like they fused bits of Feilong into Law here.
Two overheads, great damage punishes, good tag cancelable special moves to further damage, decent chip, tons of normals that move him forward to get closer in spacing. They balanced him by not giving him easy projectile evasion and easy or reliable anti-airs.
at least tell me his Air to Air game is beefy
just a bit concerned. not challenging jump ins leads to the path of the dark side.
good to hear his other tools are good tho.
Air moves are kind of goofy. I’m not sure if the Level Up Your Game series covered it, but most reliable air moves jump LK and jump HK. Jump HP is a slow fierce like SSF4 Adon’s jump HP. The start up is maybe like 12-14 frames from feeling. I’m gauging it because I assume most jump durations are sitting around 30 something to 40 something frames total and you have to pretty much use the fierce at the apex of landing to hit someone standing or crouching. Jump MP sticks his fist up like an uppercut, I’m not sure what that will hit. Jump MK is your best ambiguous crossup move. It’s exactly like Fei’s but he looks more difficult to detect. Hungbee was saying Rip was doing some ambiguous jump MK setups on him; whenever it looked like he was going to cross up he ended up in his face.
Off the top of my head, some of his combination attacks setup for techable knockdowns close to Law, so I think that maybe where we can start using safe jumps and ambiguous stuff to attack.
I’m having the same problem.