The Marshall Law Thread

if timed right wouldnt his somersault kick be a good anti air move? it really looks like chuns d/f lk backwards flip kick. and thats one of her best anti airs or his couching Hp

Flip kick has a delay in startup so it gets beat out for a fat combo and unless your miss Cleo Cr.fp is wayyy too slow. Akuma vortex and dive kicks eat them both alive.

hmmmmm…what about ex flip kick… speaking of ex anyone know what ex dragon charge is for

Ex flip kick seems pretty good, it’s been trading or beating most stuff.

ex dragon charge gives 1 hit of super armor, not sure if anything else.

1 hit of super armor during the dragon charge or the punch/kick follow up?

Ex flip is solid but it does like no damage and I feel like by the time you get up you’re right back in the situation you were in.

well the point of the move in the situation of anti airing isnt to throw it out there to get damage, so that shouldnt be the issue. its to get the opponent the f**k off of you. and im pretty sure there is enough time after landing it to get up and continue pressure or back dash to assess the situation

I think opponent can quick getup, but I don’t believe you can. I tried a lot of silly things to escape jump pressure, and the best result I could find was jump short =(.

To answer your quest about the super armor thing, it at least lasts while you’re going in for the punch. I was getting beat by tekken character strings though when I tested it.

darn!! i guess when playing with law you gotta make sure your offensive 100 % and avoid being on the defensive.

Actually if it did decent damage it might deter a player from jumping at you. Look at sf4 fei long. His dp trades with a lot of things but eating one ex dp makes a lot of ppl think twice before jumping.

On the 1st page of this thread I think someone said you can use the first punch of fury fist as an anti air. Im at work and can’t test this, can someone check it out and post your findings?

[media=youtube]YSTdD_GJphM[/media]
i was watching this as a break down of law, and they mention that ex dragon charge is just dash cancel-able … no mention of armor. and as the anti airs they say that jump back fierce kick is his best answer so far compare to crouch hp

best anti air so far seems jump jab or jump mp. jab feels like it has a better hitbox, mp more dmg

not sure what to do against dive kicks and such

anyway you can get out an air to air a lot faster than you could in sf4. im thinking air normals have much beter hitboxes now. most likely to promote the counterhit air follow up stuff

It definitely has 1 hit armor, I spent a lot of time in training with a friend the other day. I don’t have speakers at work, dash cancelable for mixup only or can you dash cancel out of like let’s say the punch followup?

also from the vid it stated although law doesnt have much anti airs in the game, his slide d/f.mk is a get out of jail card. it escapes jump ins… i like that tech

dash cancelable for mix ups only

i dunno. everything on the ground feels like its out slow

watch the vid it works, and in practice too

Damn, Law is great for anti fireballs, his flying kick goes right through tiger shots/hadoukens on reaction. FULL SCREEN lol.
His damage is STUPID high lol, and he has such an awkward jump arc/speed it’s very hard to anti-air.
I’m pretty sure his close HK is positive on block.
His QCB+kicks seems safe on block.
His stand LK is actually a much better poke than it looks.

I’m just loving this character right now.

someone tell me how the hell some of these chains work.

sometimes i can chain into the b.+mp ground bounce, and others i cant. same with the lp, mp, lk launcher

also can you only cancel into ex moves out of the chains/target combos?

lastly, id appreciate if someone could start a combo thread for bnbs, meterless, w/bars etc

You can’t chain into or out of command normals.
Also for chains i’m assuming you’re hitconfirming in which you have to link the last jab to be able to do the full series.
Yes, you can only cancel into ex moves out of chains. For target combos it depends on each character and tc, i don’t recall law’s tc properties now (but ken for instance can special cancel his mp,hp). If you want to cancel into a regular special you have to link the last normal just like sf4.
There’s a thread like that already.

Just as a random note, normals in this game are all much longer than sf4 so delay your inputs by quite a lot to get links instead of chains. There are no 1 framers also…they are usually 3-4 frame links.