The somersault isnât terrible, but itâs obviously not one of the best in the game cause of the start-up. I find the best thing to do is dash back when theyâre going in, or if theyâre trying to cross you up you can slide under them with the Slide Kick. Other than that though, I donât think he has a very strong one, hence why you should put someone who does have one as your second just in case.
Law not having a good anti air was the reason I didnât end up picking Steve as a second - he doesnât have a solid one either.
anyone test out cr.mp, cr.HK, I donât think this would work?
I tested alot last night in regards to anti airâŚNothing much works well, both cr.mp and cr.HK fail too. Even his slide forward can still be hit. The best bet is to use these optionsâŚ
- Roll after knockdown( not very good since an aware rush down player will be expecting this)
- Ex Fist rush, start up is slow but its invulnerable and is safe on block
- Ex Somersault Kick, still slow, and its very unsafe on block
I personally use option 2 alot
what should you use for anti air?
a different character
seriously. i think you should play law second, and pair him up with a character who can control the neutral game better. then just bring law in for finishing combos, or in situations where you already have an advantage
^This. Canât say anything better.
Although I just have something to say: I canât really see the advantage of having a character who canât anti-air anything. Itâs not like youâre ony gonna use Law t finish combos, you still have to assume a strong part of the game zoning/defending.
I am personnally about to just ditch Law from my team and go for anybody who actually has an anti-air, Iâm really raging when I play Law so I guess the character isnât made for me 
Shouta
17
Iâve been back jumping with HK and itâs gotten me ok results, similar to Kuma. You kind have to predict when theyâre going to jump-in on you or learn to do it on reaction. It stays out for a long time and has a slanted hit box so some of the low angle jump-ins that folks get can miss you and youâd still land a hit, if youâre timing the jump properly. I really donât know how reliable itâll be in the long run.
Air to airs are too strong in this game. Grounded anti airs are not a major issue. Just block more. Thatâs what players do in that other 3D game donât they?
If you randomly neutral jump or spot a jump early then j.hk is the one. If youâre getting crossed up after a few jabs, or youâre a little slower to spot the jump then j.mp, it hits higher and faster.
john4p
20
B+MP seems to work just as well as d/f+MK to avoid crossups. And itâs easier to do since youâre probably holding back already when the opponent begins to jump.
b.MP has tons of recovery frames. Any good player who will option select his jumpin with any big range normal/special may punish you if youâre not doing it early enough (hello Rolento) 
john4p
22
Okay, so b+MP does work - but only in Ranked. 
Haha, however I wouldnât advice to do it, you would take a bad habit and whenever youâll join a tournament or a session with good players youâll get punished a lot, and itâs pretty hard to eliminate a bad habit we have (speaking out of experience, it litterally took me months to eliminate a stupid thing I was doing in SFIV : mashing crouch tech every time I block something)
I donât think thereâs an easy fix for crossups. If someone is doing that BS where they cross you up, jab, and try to cross you up again, you can just dash under and now youâre zoning.
I donât see the problem with spending meter to beat jump-ins⌠Law builds an insane amount of meter, and if youâre not willing to use some of it, just sometimes, to keep people grounded, then how can you complain about Lawâs âinabilityâ to anti-air? Itâs a flawed approach, but so is hoarding your meter for that sweet combo youâll never land because Rufus is all up in your shit.
I need to EX somersault more.
I fell too deeply in love with EX fist rush because of combo potential. but itâs easy for an opponent to bait with a jump.
donât let this happen to you!
Yes, but I feel like EX Sommersault is stupid. You spend 1 meter for a non-heavy damage & non-comboable move which put you in a 50:50 situation since youâll wake up at the same time. Just use jump back HK if you want to escape a jumpin, thatâs way more interesting than EX Sommersault.
The answer now is c.HP into somersault! Or just somersault their ass! Feels good now.
MK Somersault, knuckle rush! Be wary though, at further ranges you wonât reach them, so learn when to knuckle rush and when not to.
Tye_l
31
Well, thanks to the latest patch, Law finally has a normal AA, and his flip kicks AA properly! Thank god, it was so tricky getting his slow ass c. HP to actually connect.