Law strategy (Tekken 7): Difference between revisions

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{{Law}}
{{Law}}


== Key moves ==
== Key Moves ==
ย 
{{KeyMoves|
{{KeyMoves|
{{KeyMove|1|poke=core}}
{{KeyMove|1|poke=core}}
Line 8: Line 7:
{{KeyMove|1,2,3|counter=core|poke=secondary}}
{{KeyMove|1,2,3|counter=core|poke=secondary}}
{{KeyMove|4|counter=core|keepout=secondary}}
{{KeyMove|4|counter=core|keepout=secondary}}
{{KeyMove|d/f+1|poke=core}}
{{KeyMove|df+1|poke=core}}
{{KeyMove|b+4|poke=core|mixup=extra}}
{{KeyMove|b+4|poke=core|mixup=extra}}
{{KeyMove|d/b+3|poke=core|mixup=secondary|oki=extra}}
{{KeyMove|db+3|poke=core|mixup=secondary|oki=extra}}
{{KeyMove|d+4|poke=core|approach=secondary}}
{{KeyMove|d+4|poke=core|approach=secondary}}
{{KeyMove|d+4,3|poke=core}}
{{KeyMove|d+4,3|poke=core}}
Line 16: Line 15:
{{KeyMove|3+4,4|keepout=core}}
{{KeyMove|3+4,4|keepout=core}}
{{KeyMove|b+2|poke=core|approach=secondary|mixup=extra}}
{{KeyMove|b+2|poke=core|approach=secondary|mixup=extra}}
{{KeyMove|d/f+2|keepout=core}}
{{KeyMove|df+2|keepout=core}}
{{KeyMove|FC d/f,d,d/f+3|mixup=core}}
{{KeyMove|FC.df,d,DF+3|mixup=core}}
{{KeyMove|WS4|poke=core|counter=extra}}
{{KeyMove|ws4|poke=core|counter=extra}}
{{KeyMove|WS3|mixup=core|approach=secondary}}
{{KeyMove|ws3|mixup=core|approach=secondary}}
{{KeyMove|DSS2|counter=core|}}
{{KeyMove|DSS.2|counter=core|}}
{{KeyMove|f+3+4|counter=core|oki=secondary}}
}}
}}
------------
; 1
: Jab is good okay.


{{BlueOrange
{{BlueOrange
|left={{Dotlist|
|left={{Dotlist|
}}
* df+1
* ws4}}
|orange={{Dotlist|
|orange={{Dotlist|
* d+4
* d+3+4
}}
* b+4
* b+3
* df+2
* d+1}}
|right={{Dotlist|
|right={{Dotlist|
}}
* db+3
* b+2
* Dragon Hammer}}
}}
}}


--------------
; f+1+2 "Dragon Hammer"
: <small>i20 || +3 oB || +8 oH || CH Launcher || Hold down (f+1+2~d) to go into Full Crouch afterwards</small>
: Dragon Hammer is core to Law's pressure. It's plus on block and launches on Counter Hit. CH db+3 will give you enough advantage for an uninterruptible Dragon Hammer.
<gallery>
File:LowHighf+1+2Rangchu.mp4| LowHigh vs Rangchu (REV Major 2019 - Top 8)
</gallery>
: Dragon Hammer can be stepped to either side, so you may have to condition your opponent to sit still before you'll be able to let this one rip. Get ready for Tekken 8's aggression by using this move whenever you get the chance.
-----------------------------
; df+2
: <small>i15 || -7 oB || launch oH (+4 on crouching)</small>
: Standard uppercut but with very fast recovery and oddly good tracking.
---------------------------
; Magic 4
: <small>i11 || -9 oB || +7 oH || CH Launcher</small>
: Faster recovery than most [[Standard_move#Magic_four|Magic 4s]]. This is your main Counter Hit tool - learn to love it.
-----------------------------
; db+3
: <small> i17 || -12 oB || +4 oH || CH +14g</small>
: Low risk at only -12 on block and +4 on hit. Does alright damage (15), and gives toe touch stun on counter hit, making it +14g and allowing for an uninterruptible Dragon Hammer. Tracks to Law's left.
-----------------------------
; b+4
: <small>i14 || -7 oB || +3 oH || Homing || Hold back (b+4~b) to go into backturn afterwards </small>
: Great homing mid if not a little short-ranged. Uninterruptible after db+3 since it's +4 on hit. Great at locking the opponent down, and has a high extension in b+4,3 that gives a knockdown.
------------------------------
; 3+4,4
: <small> i14 || -13 oH || Launches </small>
: '''One of the best whiff punishers in the game'''. It has amazing range and hits mid. Being only -13 on block is quite safe in comparison to other i14 launchers, but be aware that the second hit is a High and can be ducked and punished heavily.
<gallery>
File:Gosain3+44Akuma.mp4| Gosain vs SuperAkouma (Grand Finals - ICFC EU Tekken 7 Spring 2022 Week 5)
</gallery>
: You don't need to throw this move out randomly or on a guess, it excels at its purpose as a whiff punisher.
---------------------------------
; FC.df,d,DF+3 "Slide"
: <small> i16<ref>not taking into account Full Crouch frames</ref> || -23 oB || KD </small>
: When your opponent stops getting hit by your CH launchers and you need to open them up, put on the pressure with [[Slide]]. You can forgo the guaranteed wake-up 3 and go for Dragon Hammer after slide instead to maintain pressure. Dragon Hammer and Slide are core to his game plan.
-------------------------------------
; ws4
: <small> i11 || -4 oB || +7 oH [+14/17g with DSS]</small>
: ws4 has low recovery, making it a good keepout tool. You can transition into DSS afterwards to make yourself very plus. If you're sharp and your execution is on point, CH ws4 DSS 3+4,4 is a true combo, turning this move into a i11 CH launcher.
--------------------------------------
[[File:Law123d23.mp4|thumb|200px|right|guaranteed to work the first time]]
; d+2,3
: <small> i11 || -15 oB || not a natural string || CH launcher </small>
: an i11 crouch jab string that launches if the first hit is a counter hit. It is death on block at -15, but it leads to big damage so it can be worth the risk.
:A common use is after 1,2,3 on block to counter hit an opponent trying to take their turn with highs instead of mids. Try not to throw it out too much.


=== Good Moves at the Wall ===
; b+3
: <small> i23 || -12 oB || KD || Homing || Hold back (b+3~b) to transition into backturn afterwards </small>
: Usually unpunishable due to pushback, but at the wall the pushback can be negated so be careful. This has great range though, so if you're looking for a faster homing move go back to b+4
-----------------------------------
; f+2~1
: <small> i19 || +5 oB || KD </small>
: "Poison Arrow" aka One Inch Punch. You have to be close since the move is quite stubby, but it's heavily plus on block and wallsplats on hit. Also it looks sick.
----------------------------------
; DSS.f+4 "Legend Kick"
: <small> i20 || +7 (+10g at wall) || KD || Wallcrush </small>
: New tactics! This move wallcrushes making up to +15g on block at the wall. A bit tough to get out if your opponent is feeling mashy, but the high damage is worth the risk.
---------------------------------


== Gameplan ==


== Below Section is a Work In Progress, please ignore ==
Law is a close range, poking based character with strong neutral tools and above-average block punishment. His extensive moveset allows for flexibility in terms of playstyle - shifting between aggressive, sticky pressure, baiting his opponent into counter hit situations, and playing defensively to capitalize on his great whiff punishment.


Law Guide - Landon D on DashFight's channel (https://www.youtube.com/watch?v=7pGKNZ_PIDM)
Law can also play fairly safely when pressuring the opponent. When poking or applying pressure, he doesn't have to expose himself to a lot of danger. His jab strings (1,2,2, and 1,2,3) are both safe on block, his main lows (db+3 and d+4) are both less than -13 on block, his tracking moves are safe mids, and his df+2 and Magic 4 recover fairly quickly.


== Key Moves ==
Law has tons of other fun moves like [[Slide]], df+3+4 (Banana Peel), and [[Dragon_Sign_Stance|Dragon Sign Stance]] (aka DSS). He has the tools for every job and you should play him flexibly, but make sure to cater to his greatest strengths.


* f+1+2 "Dragon Hammer" (hold down to go into FC (f+1+2~d)) // i20, +3 oB, CH launcher
'''playing around Counter Hits and Whiff Punishes is one of Law's strongest strategies'''
Plus on block, big damage Counter Hit launcher. Linear. Key to his pressure.


* d/f+2 // i15 launcher
'''Counter Hits'''
Standard uppercut but with very fast recovery and a stupid amount of tracking


* Magic 4 // i11 CH launcher
Law can easily set up counter hit situations in his favor. His 1,2,3 is a fantastic jab string that's natural on counter hit, knocks down or wallsplats, and is safe on block.
Faster recovery than most Magic 4s


* d/b+3 // -12 oB, +4 oH
[[File:LawMagic4CH.mp4|300px|right]]
Low risk at only -12 oB but +4 on hit, which is a good amount of advantage. Does alright
His [[Standard_move#Magic_four|Magic 4]] is a great counter-hit move that synergizes with his other tools. Some examples are:
damage (15). Toe touch stun on counter hit, making it +14 > gives free Dragon Hammer.
* '''Dragon Hammer (f+1+2)''' is +3 on block and is a counter hit launcher,
Pretty good tracking to Law's left
* '''db+3''' is +4 on hit,
* '''d+4''' and is 0 on hit,
* and '''f+2''' is is also 0 on block<ref>since these two moves are neutral on block, Magic 4 will actually lose to your opponent's jabs if they do them immediately. However, both d+4 and f+2 have follow-ups to interrupt those in d+4,3 and f+2,2.</ref>.
Following these moves up with a well-placed Magic 4 will counter hit and launch your opponent for good damage if they're mashing.


* b+4 // i14 mid, homing
<references/>
Good in conjunction with d/b+3 since it's uninterruptible and tracking mid so it will shut
down basically any option from your opponent. You can hold back to go into backturn or
do the full string (b+4,3)
* 3+4,4 // i14 mid launcher
Likely the best whiff punisher in the game. Very long range, "hit-confirmable" launcher
that gives a full combo. You can base your whole gameplan around setting up opportunities
hit this move.
* FC d/f,d,d/f+3 "Slide" // This is his only big damage knockdown low.
When your opponent stops getting hit by your CH launchers and you need to open them up,
put on the pressure with Slide. You can forgo the guaranteed wake-up 3 and go
for Dragon Hammer after slide instead to maintain pressure. Dragon Hammer + Slide are
core to his gameplan


* ws4 // safe oB, plus oH
'''Whiff & Block Punishment'''
Can combo into flipkick on CH (ws4,3+4). Has low recovery, making it a good keepout tool.
Can transition into DSS making it very plus on hit (but DSS transitions are tricky).
If you're good, CH ws4 DSS 3+4,4 S! is a true combo


* d+2,3 // i10 smid, i15 oB, launches oH
Law's '''3+4,3''' is probably the best punishers in the game; it's an i14 mid and reaches from almost halfway across the screen. Some of Law's moves leave him at a good range on block to either continue pressure or be able to backdash to safety from the opponents moves. Get creative and goad your opponent into swinging at the air, then launch them with Law's 3+4,3.
an i10 counter hit crouch jab launcher. The only other character with something similar
is Akuma. You will die for misusing it as it is -15 on block. A good combo ender tool.
If you want to be funny, a good set-up is 4,u+3 > d+2,3 (4,u+3 is only -1 oB)
=== Good Moves at the Wall ===


* b+3 // mid, -12 oB with a lot of pushback, KD oH
<gallery>
Space correctly or it will become punishable due to lack of pushback at the wall.
File:Law3+44DeathFist.mp4|Block punishing Paul's Death Fist
Hold back to go into backturn (b+3~b)
File:Law3+44Zafb+1+2.mp4|Whiff punishing Zafina's b+1+2
</gallery>
== Key Strings ==
; 1,2,3 ย 


* f+2~1 "Poison Arrow/One Inch Punch" // mid, +5 oB, KD on hit
: <small> i10 || -6 oB || KD on CH </small>
Sick move. +5 oB and wallsplats on hit. You have to be close though since it is
a linear and short-ranged move


* DSS f+4 "Legend Kick"
: Honestly belongs in the Key Moves section for how good it is, and if you don't know what to do just try throwing this out. It's safe and doesn't leave you too close to the opponent on block, and if the first hit counter hits then the whole string is a natural combo and knocks down or wallsplats.
New tactics! +15 oB at the wall, high damage, cool looking
:You will see Law players use this string a lot and for good reason.
------------------------------
; 1,2,2


---------------------
: <small> i10 || -8 oB || +4 oH || if the last hit CH the rest of the string is natural</small>
== Key Strings ==


* 1,2,3 // i10, -6 oB, whole string is natural on CH, KD on CH
: Make your opponent respect 1,2 on block by using this string and its follow ups. If the third hit counter hits then the both the 2 and 1+2 enders are a natural combo. The 2 ender is +4 on hit, and the 1+2 Wallbounces. Similar to 1,2,3, if the first hit is a counter hit then all of 1,2,2,2 is a natural combo.
Honestly belongs in the Key Moves section. Just mash this one if you don't
: Once your opponent respects the string then you can start to take liberties after 1,2 and expand your pressure.
know what to do. Safe on block, KD/Wallsplat on CH, and leaves you at a good
=== Junkyard - not just a scrub killer ===
spacing to backdash and whiff punish.
'''b+2,3,4'''ย  ย  <small> i16 || -7 oB (up to +5 with DSS transition) || Launches if 2nd hit is CH </small>


* 1,2,2 // i10
Junkyard hits mid, low, then mid again. It is not a natural combo, but if the second hit counter hits then the third hit is natural and launches the opponent for a high damage combo. ย 
Make your opponent respect 1,2 on block, because if the third hit connects
<gallery>
on CH you get wallbounce (1,2,2,1+2), or a safe high afterwards (1,2,2,2).
File:LawJunkyard.mp4| The second hit will catch people mashing after the first hit
if the first hit is CH then 1,2,2,2 is natural, similar to 1,2,3 in that regard.
File:LawJunkyardDelay.mp4|thumb|right|Each hit can be ''heavily'' delayed, but there's not much use for delaying the last hit
</gallery>
The string does not jail, meaning that a knowledgeable opponent can and will low parry the second hit if used recklessly. This string has earned a bad reputation as a "scrub killer", but is still has it's uses beyond low-level play.


=== "Junkyard" ===
b+2,3,4
People usually say it's a "bad move", but you can use it intelligently:
It's common knowledge that the second hit is a Low, so if they are actively spending
time & energy looking to low parry it, it gives you the window to create pressure.
Doing b+2s repeatedly, or b+2 > f1+2 will eventually make your opponent try to stuff
your follow ups, which is when you let the whole string rip. Getting the second
hit to counter hit is key since it becomes a CH launcher for big damage


---------------------------------
If the opponent knows that the second hit is a low and attempting to counter-play (low parry) it, then we can use that to your advantage.
== Gameplan ==


A Jack of all trades. Many core tools are pretty safe, his counter hit tools are safe, he has
<gallery>
2 Parries, good lows, mid homing moves, Slide
File:LawB2pressure.mp4| Lei is looking to low parry the second hit, allowing Law to continue pressure
File:LawB2pressureCHJunkyard.mp4| Lei interrupts Law with df+1, so non-delayed Junkyard will counter hit
</gallery>


Gameplan is to fish for Counter Hits. ย 
If they are actively spending time and energy looking to low parry, it gives you mental frame advantage to continue pressure by following up with moves like jabs or Dragon Hammer. Eventually your opponent will try to stuff your fake pressure after blocking b+2, which means that they are primed to get counter hit by second hit of Junkyard.
[[File:DoubleUsingJunkyard.mp4|right|300px]]


Play into your good jab strings (1,2,3, and 1,2,2,x) and good plus frames off of f+1+2 and d/b+3
The example on the right is from a deathmatch between [https://www.youtube.com/watch?v=6AwpSrRMd6w| BoA Luvb (Kazuya) and Double].
and swing with your Magic 4. ย 


Great at poking and whiff punishing (3+4,3) so do things like 1,2,3 then backdash to create space.
Double was using Junkyard in the previous rounds, and in the final round BoA low parries the second hit and wins the game. ย 
You can play aggressively to get your opponent to try to keep you out and
whiff punish them with 3+4,3. ย 


1,2,3 > parry
In the next game, Double then threatens with Junkyard to put pressure on BoA.
You can see BoA still flash ducking in attempts to low parry the second hit, giving Double the window to continue his pressure with Law's jabs and b+4.


A lot of Dragon Hammers! Once they stop pressing, open them up with Slide, and then once
they start pressing again interrupt them with ws4


You can do anything with this character - they are free form and shapeless
The point isn't that you should try to force Junkyard mix ups at every given opportunity or to make it the crux of your gameplan, but that you should represent it as a threat to keep your opponent on their toes.
---------------------------------
* [https://www.youtube.com/watch?v=7pGKNZ_PIDM| Landon D talks about Junkyard] at the 13:33 mark, Marshal Law Guide by DashFight
* [https://www.youtube.com/watch?v=AEJWCwslyFQ| A scrub move? it just depends on how you use it - How to use Law's Junkyard] by LegendKicker

Latest revision as of 15:58, 25 January 2024

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
1,2,3
4
df+1
b+4
db+3
d+4
d+4,3
f+1+2
3+4,4
b+2
df+2
FC.df,d,DF+3
ws4
ws3
DSS.2
f+3+4
Tracks left
  • df+1
  • ws4
Tracks both
  • d+3+4
  • b+4
  • b+3
  • df+2
  • d+1
Tracks right
  • db+3
  • b+2
  • Dragon Hammer
f+1+2 "Dragon Hammer"
i20 || +3 oB || +8 oH || CH Launcher || Hold down (f+1+2~d) to go into Full Crouch afterwards
Dragon Hammer is core to Law's pressure. It's plus on block and launches on Counter Hit. CH db+3 will give you enough advantage for an uninterruptible Dragon Hammer.
Dragon Hammer can be stepped to either side, so you may have to condition your opponent to sit still before you'll be able to let this one rip. Get ready for Tekken 8's aggression by using this move whenever you get the chance.

df+2
i15 || -7 oB || launch oH (+4 on crouching)
Standard uppercut but with very fast recovery and oddly good tracking.

Magic 4
i11 || -9 oB || +7 oH || CH Launcher
Faster recovery than most Magic 4s. This is your main Counter Hit tool - learn to love it.

db+3
i17 || -12 oB || +4 oH || CH +14g
Low risk at only -12 on block and +4 on hit. Does alright damage (15), and gives toe touch stun on counter hit, making it +14g and allowing for an uninterruptible Dragon Hammer. Tracks to Law's left.

b+4
i14 || -7 oB || +3 oH || Homing || Hold back (b+4~b) to go into backturn afterwards
Great homing mid if not a little short-ranged. Uninterruptible after db+3 since it's +4 on hit. Great at locking the opponent down, and has a high extension in b+4,3 that gives a knockdown.

3+4,4
i14 || -13 oH || Launches
One of the best whiff punishers in the game. It has amazing range and hits mid. Being only -13 on block is quite safe in comparison to other i14 launchers, but be aware that the second hit is a High and can be ducked and punished heavily.
You don't need to throw this move out randomly or on a guess, it excels at its purpose as a whiff punisher.

FC.df,d,DF+3 "Slide"
i16[1] || -23 oB || KD
When your opponent stops getting hit by your CH launchers and you need to open them up, put on the pressure with Slide. You can forgo the guaranteed wake-up 3 and go for Dragon Hammer after slide instead to maintain pressure. Dragon Hammer and Slide are core to his game plan.

ws4
i11 || -4 oB || +7 oH [+14/17g with DSS]
ws4 has low recovery, making it a good keepout tool. You can transition into DSS afterwards to make yourself very plus. If you're sharp and your execution is on point, CH ws4 DSS 3+4,4 is a true combo, turning this move into a i11 CH launcher.

guaranteed to work the first time
d+2,3
i11 || -15 oB || not a natural string || CH launcher
an i11 crouch jab string that launches if the first hit is a counter hit. It is death on block at -15, but it leads to big damage so it can be worth the risk.
A common use is after 1,2,3 on block to counter hit an opponent trying to take their turn with highs instead of mids. Try not to throw it out too much.

Good Moves at the Wall

b+3
i23 || -12 oB || KD || Homing || Hold back (b+3~b) to transition into backturn afterwards
Usually unpunishable due to pushback, but at the wall the pushback can be negated so be careful. This has great range though, so if you're looking for a faster homing move go back to b+4

f+2~1
i19 || +5 oB || KD
"Poison Arrow" aka One Inch Punch. You have to be close since the move is quite stubby, but it's heavily plus on block and wallsplats on hit. Also it looks sick.

DSS.f+4 "Legend Kick"
i20 || +7 (+10g at wall) || KD || Wallcrush
New tactics! This move wallcrushes making up to +15g on block at the wall. A bit tough to get out if your opponent is feeling mashy, but the high damage is worth the risk.

Gameplan

Law is a close range, poking based character with strong neutral tools and above-average block punishment. His extensive moveset allows for flexibility in terms of playstyle - shifting between aggressive, sticky pressure, baiting his opponent into counter hit situations, and playing defensively to capitalize on his great whiff punishment.

Law can also play fairly safely when pressuring the opponent. When poking or applying pressure, he doesn't have to expose himself to a lot of danger. His jab strings (1,2,2, and 1,2,3) are both safe on block, his main lows (db+3 and d+4) are both less than -13 on block, his tracking moves are safe mids, and his df+2 and Magic 4 recover fairly quickly.

Law has tons of other fun moves like Slide, df+3+4 (Banana Peel), and Dragon Sign Stance (aka DSS). He has the tools for every job and you should play him flexibly, but make sure to cater to his greatest strengths.

playing around Counter Hits and Whiff Punishes is one of Law's strongest strategies

Counter Hits

Law can easily set up counter hit situations in his favor. His 1,2,3 is a fantastic jab string that's natural on counter hit, knocks down or wallsplats, and is safe on block.

His Magic 4 is a great counter-hit move that synergizes with his other tools. Some examples are:

  • Dragon Hammer (f+1+2) is +3 on block and is a counter hit launcher,
  • db+3 is +4 on hit,
  • d+4 and is 0 on hit,
  • and f+2 is is also 0 on block[2].

Following these moves up with a well-placed Magic 4 will counter hit and launch your opponent for good damage if they're mashing.

  1. โ†‘ not taking into account Full Crouch frames
  2. โ†‘ since these two moves are neutral on block, Magic 4 will actually lose to your opponent's jabs if they do them immediately. However, both d+4 and f+2 have follow-ups to interrupt those in d+4,3 and f+2,2.

Whiff & Block Punishment

Law's 3+4,3 is probably the best punishers in the game; it's an i14 mid and reaches from almost halfway across the screen. Some of Law's moves leave him at a good range on block to either continue pressure or be able to backdash to safety from the opponents moves. Get creative and goad your opponent into swinging at the air, then launch them with Law's 3+4,3.

Key Strings

1,2,3
i10 || -6 oB || KD on CH
Honestly belongs in the Key Moves section for how good it is, and if you don't know what to do just try throwing this out. It's safe and doesn't leave you too close to the opponent on block, and if the first hit counter hits then the whole string is a natural combo and knocks down or wallsplats.
You will see Law players use this string a lot and for good reason.

1,2,2
i10 || -8 oB || +4 oH || if the last hit CH the rest of the string is natural
Make your opponent respect 1,2 on block by using this string and its follow ups. If the third hit counter hits then the both the 2 and 1+2 enders are a natural combo. The 2 ender is +4 on hit, and the 1+2 Wallbounces. Similar to 1,2,3, if the first hit is a counter hit then all of 1,2,2,2 is a natural combo.
Once your opponent respects the string then you can start to take liberties after 1,2 and expand your pressure.

Junkyard - not just a scrub killer

b+2,3,4 i16 || -7 oB (up to +5 with DSS transition) || Launches if 2nd hit is CH

Junkyard hits mid, low, then mid again. It is not a natural combo, but if the second hit counter hits then the third hit is natural and launches the opponent for a high damage combo.

The string does not jail, meaning that a knowledgeable opponent can and will low parry the second hit if used recklessly. This string has earned a bad reputation as a "scrub killer", but is still has it's uses beyond low-level play.


If the opponent knows that the second hit is a low and attempting to counter-play (low parry) it, then we can use that to your advantage.

If they are actively spending time and energy looking to low parry, it gives you mental frame advantage to continue pressure by following up with moves like jabs or Dragon Hammer. Eventually your opponent will try to stuff your fake pressure after blocking b+2, which means that they are primed to get counter hit by second hit of Junkyard.

The example on the right is from a deathmatch between BoA Luvb (Kazuya) and Double.

Double was using Junkyard in the previous rounds, and in the final round BoA low parries the second hit and wins the game.

In the next game, Double then threatens with Junkyard to put pressure on BoA. You can see BoA still flash ducking in attempts to low parry the second hit, giving Double the window to continue his pressure with Law's jabs and b+4.


The point isn't that you should try to force Junkyard mix ups at every given opportunity or to make it the crux of your gameplan, but that you should represent it as a threat to keep your opponent on their toes.