"Way of the Cooking Dragon" - Marshall Law Combo Thread

Didn’t notice this in here, but it’s spacing dependant (learn the footsies):

  1. You can link cr.mp (or anything faster) from df.mk at max distance (stuff fireballs? I think slide is projectile invincibility) ~ half screen ish
  2. You can link cr.mp (or anything faster) from dragon flight. HK Dragon Flight is a little bit less than full screen. LK/MK Dragon Flight is somewhere between half and 3/4 screen. - play with the distance so the tip of your foot just touches them. This also only works in corner btw. Again, it’s good? For fireball punishes in theory. I’ve yet to actually try it for real.

Hey guys, a meterless combo I worked out:

Mid-Screen- (437 damage, 0.7 meter gain)
j.HK, cl.HK, cr.MP, cr.MP, qcf.MP, cr.HP, hcb.HP -> HP -> HK

You can start this with a j.MK instead for cross-up, which will do 407 damage.

I haven’t been able to work out any better extensions in the corner yet, but this seems to work everywhere - slightly different timing for the final HK in corner though.

[media=youtube]dzEAEexz3T8[/media]

Lotsa fancy meter filled combos.

Exactly! Thanks for all the combo help in this topic! I just did an arcade runthrough with Law and I found him really, really enjoyable! He is very easy to rack up the combos with, even without meter.
Though if you do have meter, I feel kinda spoiled for choice, especially since you can really “show off” with a jump-in > st.HK > cr.MP > FFR > cr.MK > EX SSK > cr.MK/MP > Super :smiley:

I will definately keep an eye on this thread, thanks!

“j.MK is maybe the best jumpin, as it crosses up in a kinda ambiguous way, and allows to continue with st.MP”

False, it’s horrible against shotos cause if they block, free punish. Law’s aerial moves are horrible overall.

That sound pretty bad! Is that even if you delay the j.MK as late as possible? Does Law have any alternative aerial cross up moves (j.LK for example)?

I’m not entirely sure about that, so take my statement with a grain of salt as of now. So far whenever the j.mk has been blocked they’ve been able to punish it so it’s either a free punish or I need to delay it. j.LK works but you need to delay it a bit. What really just wrecks Law in the air is Kazyua. I think it’s j.HP, that move has been stomping me lately. :confused:

You have frame advantage after a blocked jump lk/mk, I don’t know what you’re talking about. If you mean they’re mashing uppercuts after your j.mk, that has always been the case even in sf4, unless you hit the jumpin really deep. If you want to make your crouching normals a true blockstring you have to use heavy jumpins.

I don’t have the guide. I’m assuming. (But thank you for clearing it up for us!)

It’s +5 on block, +16 on hit. If you fail the hit, it’s +5 and it depends on where you hit. But close s.MP is 6 frame start. It’s pretty much air tight and almost unmashable by normals. If they are mashing uppercuts through it, then you have other things to worry about. It’s not the fault of the attack.

Yeah I got it cleared out already, but thanks anyways. :stuck_out_tongue:

I got this game yesterday and I’m not familiar with the street fighter style, I’m use to Tekken, how do I get better at combos real quick, right now I can only do Junkyard Kick x2 into a super art, but I want to do more like cross ups and stuff, because that’s how I always lose…

Hitconfirms i was using when i had law:
cr.lp x2, cr.mp (easy hitconfirm).
cr.lk, cr.lp, cr.mp (low hit confirm, it’s a link from cr.lk to cr.lp unfortunately, meaning it’s not safe as a hit confirm against mashing and you can fuck up).
(s.hk), cr.mp, cr.mp (punish and jumpin combo, s.hk is optional depending on range)

hey, i was curious if you guys could tell me what combos fanatiq’s using in his matches here. His bnb and his combo into the super prease.

Fanatiq: 1:49:58
[media=youtube]y0mu4Rq290U[/media]

Well, I can’t see anything fancy nor impressive from Fanatiq.

All he uses here is a poke (usually cr.MK) to MP FuryFistRage, and then he uses cr.MP or cr.HP to super. Nothing original.
After a launcher, he does b.MP MP - cr.HP DragonCharge P - K.

While Law has lots of fancy combos I think if you’re playing efficiently you’ll actually be doing as few hits as possible to maximise his damage. Also spending his meter for EX to extend combos doesn’t add a significant amount of extra damage so I think it’s better spent on supers (which you do after only a few hits for higher damage).

However having said this if you plan your combos around gems Law can get 5 normals and 3 specials in a combo easily, which is enough to activate 2 or maybe 3 gems in a single combo.

If you plan to activate 1-2 damage gems and 1-2 meter gems this way you could possibly KO your opponent off 2 combos. Something like:
Combo (to activate gems) > mix-up > combo (finish with super)

honestly couldn’t have said that better myself. Damage scaling in this game is crazy, I suppose Power gems are supposed to half-ass offset that but while I was in training mode last night fooling around with Chun/Law I found some nice combos but alternatives and actually easier executed combos were netting me more damage with 6-8 hits less.

I wasn’t implying that he wasn’t playing efficiently, I was just saying that he was doing nothing fancy at all, just strictly known stuff =)
I agree for EX, I can’t really find a way to add a lot of damage using an EX, I prefer using my super after a short combo.

I’m just getting more and more frustrated by the fact that he doesn’t have any decent anti-air, I’m really raging sometimes whenever I play and can’t really punish random jumpins , while I’ve almost never raged at all in any games :confused:

His AA situation is incredibly frustrating, it’s ridiculous that people can more or less just jump at you with no worry at all.

As for the super situation if I hit a j.rh I’ll end up doing s.rh, cr.mp, cr.mp, Super or Cross Art if I’m sure it will kill.

Also…

Hello fellow Law users, isn’t Law just freaking fun to play with haha!!!

Can’t wait to make my Sakura/Law team.