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

I’ll totally be using Sakura when the time comes – currently torn between Dudley and Christie.
used Dudley in SF4 – so classy
Christie just looks fantastic

any way Law’s slide is really the best option for jumpin on wake up, unless they delay the jump in. I use it tons for going under fireballs.
currently my team is free as shit on jump ins. Chun’s situationals trade and get beat out a lot unless you hit it early. Anti Airing in this game is tough all around I think.

I haven’t got the game yet, but so far Law has been my favorite player to watch and play. I was also going to use Sak since that was my SF4 main.

Hello fellow chinese cooking brothers!
I agree with the anti-air situation, it sucks hard. But I’m not letting go of my main for the past Tekkens!

I made a video with my team, it features Law and some combos/concepts for team synergy. Hope you like it :wink:

[media=youtube]UJijmm6mJx4[/media]

Nice combos, though I doubt most of them can be actually used in fight, they are a bit unproductive as they use a lot of EX bars!

But nice to see another dude playing Jin/Law! How do you feel about the team synergy here? I kinda like it as the characters are pretty complementary: Jin is a good rushdown on the floor character, and Law is an awesome combo finisher, I like to start with Jin and then call Law who’ll stay at the closest possible range =)

Fanatiq isn’t doing anything special. In fact, he dropped a lot of simple combos. Plus he was playing a scrub. I prefer Valle’s Law.

I might end up doing the same if I can’t do anything with Lili still.

1 bar combo with Ibuki as partner:

j.HK, s.HK, c.MP, c.MP xx MP FFR xx SC*, supercharge HP Raida (=> Yoroitoshi) - 532 dmg

Works anywhere.

edit:

Same combo with Jin as partner (so supercharge HP Penetrating Fist lol): 540 dmg

With Kazuya (supercharge Demon God Fist): 539 dmg

With Hugo (supercharge Monster Lariat): 569 dmg

*SC = switch cancel

I love all these Law combo videos popping out. Mad tech being spread out. Hopefully a lot more people pick up Law and represent!!!

hey guys. alright, i am interested in law…lately. just started playin with him snice yesterday, and he seems like a very solid char. some stuff i noticed, not sure if they are mentioned in here before. but if they are , then…ohh will haha. didnt find em in any vid so far as well. so hope they can be of any use. i am coming up with a very interesting combo video soon, so maybe if nobody know bout these stuff then i shall put em.

1- law loop combo the idea of the loops is
cl.st.HP~ ex hcb+ P (stun). take a slight pause, and then re do another st.hp~ ex HCB + P, K. after the loop simply do whatever follow up. max i got was cr.MP~ hcb+p /pause/ K

Damage : 411, 2 meters

2***-another use of the loop (singular):***
st.hp~ ex HCB+p. pause. cr+mk~ hcf+mp. st.hp~ hcb+p/ pause/ Kick

damage: 398. 1 meter

3-Another BNB:
alright this is another BNB, though it’s much weaker than his regular one. the regular one i use is cr.mpx2~ hcf+mp. the problem is, with lag online, or anything happens where it whiffs and blocked then law will be severely punished. so just for fun, or for people who want to keep it less risky and slightly more safe, here’s this combo st.FK, cr.mpx2 ~ hcf+FK. cr+mk~ hcb+p / pause / kick

4- Fancy corner combo. i didnt see this idea in any combo vid so far. if it’s alrdy known, then again i apologize.

corner: cl.st.FK, cr.mpx2 ~ hcf+fk. st.hp~ hcf+fk. st.HP~ hcf+HP . hcf+hkx2

damage: 357

5- for b+2,2 series.

i see a lot of people doing b+2,2 x2 …and the scale just dies! so i dont know if you guys know this or not, but here we go b+2,2 . st.HP~hcf+FK. cr+mk~ hcb+p / pause/ kick

Damage:301

6- a fancy Loop combo just to show law capabilities in chaining a stun loop

st.hp~ ex hcb+p / pause. st.hp~ ex HCB+ p/ pause. b+2,2 . st.hp~hcf+FK. cr+mk~ hcb+p /pause / kick

damage: 410 , 2 meters

7- Finally the hugest loop i can come up with.

st.hp~ ex hcb+p / pause . (cr+mk, st.hp~ ex HCB+ p / pause x2 ). cr+mk~ hcf+mp. st.HP~ hcf+HK . cr+mk~ hcb+p / pause / kick the whole point anyways, and

the reason why i am posting is to show this loop as well as the idea of cr+mk~ hcb+p in between juggles to reconnect after something like cr+mp~ hcf+ k hope i was helpful. if this is new then please tell me so i can release it in my video…if not, then good job law players so far haha.thnx for reading, and i will be posting more stuff for law soon…as well as read!

Nothing new, nice combos but not practical at all, I wouldn’t spend 1 or 2 meters for combos that hardly reach 400 damage level while my bnb is around 360.

I’m currently trying to see if there is any charge attack dash cancel combo we can do with Law. Anyone found something so far?

I saw desk do it with tags or launchers but I haven’t seen Law do a solo combo that used it.

after playing for some time i thought i would share a few situational combos and the ideas behind them:

hit-confirm crouching poke: Cr.Lp, Cr.Lp, H Somersault Kick, Cr.Mk, Dragon Charge: Knuckle - Flight

the idea is that you can get some nice damage off of poke that is fairly safe.

[INDENT=2]standing poke version: Lp, H Somersault Kick, Cr.Mk, Dragon Charge: Knuckle - Flight[/INDENT]

[INDENT=2]i will say that you would need good reactions to go into this version because it’s start from only 1 hit as opposed to 2, but because standing Lp moves forward a bit you could use it as a counter.[/INDENT]

crouching far poke: Cr.Mk, Shaolin Kicks

Cr.Mk has nice range and from it’s maximum range you can cancel into Shaolin kicks, which lets you get more damage. Alternatively you can use the EX version of Shaolin Kicks to start more complex combos that have been covered in this thread.

[INDENT=2]alternate version: Dragon Tail, EX Shaolin Kicks[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]normally when using Dragon Tail you can only cancel into Somersault Kick, but even then it won’t connect if you use the move from it’s maximum range. You also can’t connect a normal version of Shaolin Kicks, but the EX version allows you to. like before you can then further combos.[/INDENT]
[INDENT=2] [/INDENT]
after a tag: Cr.Hp, H Somersault Kick, Cr.Mk, Dragon Charge: Knuckle - Flight

this is the combo i use after i land a normal chain combo that ends with a launcher. with Hugo (Body Splash, Lp, Lp, Lp, Mp, Hp, Launcher) you can get about 431 damage.

*i should also remind everyone that after the Cr.Mk in the combos that end with the Dragon Charge combo, you could alternatively go into Junkyard Soul.

You can get a little more damage out of all of those combos if you replace cr.MK with cr.HP. For the first combo you would be better off doing cr.Lp, cr.Lp, cr.MP, H Somersault Kick, Cr.HP, Dragon Charge: Knuckle - Flight. As far as I can tell, if you are in range for 2x cr.LP then you are also in range to link a cr.MP after them.

i wasn’t even aware that you could link a Cr.Hp out of corner.

the timing is a little odd at first to get it to work. i had always done it too late and they would fall, but after some practice i could get the combo down.

i will have to say stress that you do need those jabs to in close though or else they fall out during the Cr.Hp. i was trying to do this combo from a jump in and if i hit them slightly too far i was end up in that bad situation, there is way better combos to do from a jump in compared to this.

My basic bnb’s are

Cr.mk x shaolin kicks x tag into chain combo ending in launcher > cr.hp x knuckle > flight

Hit confirm into qcf p > cr.hp x knuckle > flight

Overhead > cr.mp x qcf p etc etc.

Haven’t tried to delve into anything ambiguous after shaolin kick tag in, I don’t think Marduk has the jump to set up an ambiguous crossup, but maybe he does, will have to hit the lab

Hey guys, just a quick question…whats your best combo after an air to air hit?

At the minute i’m going for cmk into hcf p which launches the opponent.
Don’t know if this is the best option or if you can juggle further after it?

I usually do c.MK xx Shaolin Kicks just to stay kind of close. Dragon Charge~Flight is good too. People are more tempted to roll after Dragon Flight cuz Law is very close after the kick in some spaces. With the Shaolin Kicks, you’re at least always in the roll pressure range.

Found a nasty 1 meter punish for mid or corner…you just have to adjust it depending where you are when you execute ex shaolin kicks

Lets start

Mid screen
j.Hk,cr.HP xx ex Shaolin Kicks. j.hk, cr Hp xx dragon charge, knuckle, flight. 485 damage.

Deep into corner
j.Hk,cr.HP xx ex Shaolin Kicks. cr Hp xx dragon charge, knuckle, kuckle combo. 456 damage.

Mid screen but combo puts you in corner (strict kinda)
j.Hk,cr.HP xx ex Shaolin Kicks. j.hk, cr Hp xx dragon charge, knuckle,knuckle combo. 497 damage.

Now you might have some trouble with the ex shaolin kicks to jumping HK to crouching HP. You might feel like your completely wiffing. Heres the a few tricks to help

  1. after ex shaolin kicks are executed hold jump forward down because you want to jump at the soonest possible moment. They key is to land the jumping hard kick as soon as possible so they come down closer to you. If you hit them to late in the air they will drop to far from you.

Now before you cry to do 2 cr.mp instead of cr.HP after the first jumping kick it scales exactly the same. Doing a crouching hard punch instead of 2 cr.mp makes this combo all the easier.

video time

Mid Screen
[media=youtube]nLvymQPT6C4[/media]
Mid Screen to corner
[media=youtube]DdI0i3OmR1Y[/media]
Deep Corner
[media=youtube]a8MfhVwCNaM[/media]

Just to say this gives you 627 damage with Law with 3 meters…Ya baby
j.Hk,cr.HP xx ex Shaolin Kicks. j.Hk.cr Hp, Super Arts

I’m having trouble connecting a switch cancel after the the Dragon knuckle on juggles. Everytime I hit mp-mk to switch cancel Dragon flight seems to have priority and comes out. Any tips??

That’s simply because you may not cancel knuckle. You are eligible to cancel knuckle combo, flight, and cloud gates I believe.

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