I was wrong in my previous posts, after normal FFR(mp): s.hp to dragon knuckle flight is most damaging, not the wierd “flashkick(hk), 2xflashkick(hk)”… sorry <img src="/plugins/Emotify/design/images/10.gif" width="" height="" alt=":P" title=":P" class=“bbcode_smiley”><br>
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This is a list of combo’s I use with Law, the most damaging ones I have found so far.<br>
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No ex moves is used in any combo. Combo damage is just an example of what it can be, it could be more or less depending on the partner and scaling.<br>
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After launcher or tag in where the opponent is still in the air(juggle) (all combo dmg is based on a raw launcher(100dmg)):<br>
Law is staying in: “s.hp xx flashkick(hk), c.hp/s.hp xx 2xflashkick(hk)” - 379/386<br>
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Law is staying in at wall: “s.hp xx flashkick(hk), s.hp xx 2xflashkick(mk)” - 386<br>
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Law is tagging back out optimized for incoming partner: “s.hp xx shaolin kicks” - 286+++<br>
(next attack will have 70% or more scaling (scaling depends on number off attacks in the combo))<br>
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Not optimized for incoming partner: “s.hp xx flashkick(hk), c.hp/s.hp xx shaolin kicks” - 374/381+<br>
(next attack will have 50% or more scaling (scaling depends on number off attacks in the combo))<br>
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What I use when I tag Law in grounded (all combo’s starts with a j.hk as base damage (100dmg)):<br>
Law is staying in max damage: “cl.hk, c.hp xx ffr(mp), s.hp xx dragon knuckle>flight” - 444<br>
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Law is staying in: “s.hp xx ffr(mp), s.hp xx dragon knuckle>flight” - 417<br>
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Law staying in harder: " s.hp xx flashkick(hk), c.hp xx flashkick(hk), c.hp xx 2xflashkick(hk)" - 433<br>
(Very hard timing, easy to drop on certain characters)<br>
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Law is staying in tactical: “s.hp xx ffr(mp), s.hp xx shaolin kicks” - 397 (more meter and better for setups)<br>
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Law is tagging out: same as above or if partner need less scaling and grounded “s.hp xx shaolin kicks” - 286++<br>
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Law is staying in at wall: “s.hp xx flashkick(hk), s.hp xx flashkick(mk), s.hp xx 2xflashkick(mk)” - 445<br>
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Law is staying in at wall harder: “s.hk, c.hp xx flashkick(hk), s.hp xx flashkick(mk), s.hp xx 2xflashkick(mk)” - 463<br>
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What I want to use when I tag in to high aired juggle where I can do a j.hp 120dmg or kick 100dmg (all combos is started with Guys senpukyaku lk version (90dmg))<br>
Most damaging in the open a (little tricky): “j.hp, flashkick(hk), c.hp xx 2xflashkick(hk”) - 399<br>
(may have to change out j.hp with j.hk or/and s.hp with c.hp. Depends on partner and situation)<br>
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Damaging in the open (easier): “j.hp, s.hp xx dragon stance knuckle>flight” - 391<br>
(may have to change out j.hp with j.hk or/and s.hp with c.hp. Depends on partner and situation)<br>
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Most damaging at the wall: “j.hp, s.hp xx dragon stance knuckle>combo (punch)” - 409<br>
(may have to change out j.hp with j.hk. Depends on partner and situation)<br>
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When tagging out again do a simple: “s.hp xx shaolin kicks” after j.hp/hk for good optimization for incoming partner.<br>
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Hope this helps some people that have yet to learn the new Law combos.<br>
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<div class=“QuoteAuthor”><a href="/profile/Geronimo%2C%20post%3A%207961691%2C%20member%3A%20878">Geronimo, post: 7961691, member: 878</a> wrote:</div>
<div class=“QuoteText”>Also, I don’t think I was able to get s.hp after flipkick in a juggle…at all…<img src="/plugins/Emotify/design/images/7.gif" width="" height="" alt=":-/" title=":-/" class=“bbcode_smiley”></div>
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You only get in s.hp in a juggle if you don’t use any move before the flipkick. And it depends alot on how many juggling moves you have used up earlier in the juggle. The counter resets when you tag. But I found out I was totaly wrong and this combo isn’t the best alternative. Look above <img src="/plugins/Emotify/design/images/1.gif" width="" height="" alt=":)" title=":)" class=“bbcode_smiley”><br>
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Also, when you know you are gonna tag cancel and have meter, drop the fancy stuff after launcher/FRR and go directly to s.hp xx shaolinkicks for beter optimized damage.
@ThatJollyOlBastid They are in there, just drop the “tagging in” part of the combos and go for for hit-confirms instead of hp. Like for example: <span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 18px; background-color: rgb(255, 255, 255);”> “Law is staying in (grounded) : “s.hp xx ffr(mp), s.hp xx dragon knuckle>flight” - 417” you change the combo to “c.lp, c.mp, c.mp xx ffr(mp), s.hp xx dragon knuckle>flight” <=This is just an example, but the idea is the same, just drop the tagging part, hp and go directly into hitconfirming into ffr, flashkick, shaolin kicks to tag cancel, launcher… yeah, whatever you feel like. :) </span><div><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 18px; background-color: rgb(255, 255, 255);”><br></span></div><div><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 18px; background-color: rgb(255, 255, 255);”>But no, I don’t have a solo combo list, not yet anyway, maybe sometime in the future. I will probably make a video whenever the game is patched for PC.</span></div>
Best combo after a launcher is hp xx flash kick (hk), cr.hp xx knuckle xx flight
After a tag in its basically the same thing really, depends on how you tag though. In case of lockdown moves which allow a j.hk (akumas hp shoryu, jins MLD, kens hk tatsu) youre best off dropping the hp xx flash kick and replacing it with a j.hk. In certain cases (like grounded lockdown moves such as kens hk tatsu) you should just do the 417 combo (jhk hp xx ffr (mp) hp xx knuckle xx flight)
So I just wanted to post this as I haven’t seen it anywhere yet. In the corner Law can do some stupid damage for zero meter. The use of his lp. ffp is something that every law should be using to do max damage in the corner. This combo starts off with a jp.mk as it can lead to a very tricky situation for the opponent. NOTE: this will not work if you pass over the opponent. Also you have to wait until the opponent drops far enough that the forward movement on the st.hk after the lp.ffp doesn’t lead to you passing under them. It’s a little weird at first but once you get the hang of it it’s very doable. Anyway here it is…
or you can end it with shaolin kicks (dmg 410 @ 40% scaling) if you need to bring someone in. Doing this combo with my law/lei team it nets 477 damage with one bar. Not too bad!
I can see it working mid screen but can you do that in the corner without passing under? Also if you did this in the corner and got it off, wouldn’t it be easier to use the combo I posted? Same damage but without the CADC.
I think this does more damage in corner: j.mk, cl.hk, cr.HP xx hk somersault, st.hp xx mk somersault, st.hp xx mk somersault, mk somersault/backflipper (dmg ???)
TY. There is more, but it features Law mostly as the character being sacrificed for Pandora (setting up the anchor character: (EX) FFR, EX Shaolin Kicks,…).