Law combos (Tekken 7): Difference between revisions

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== Easier Non-DSS cancel combos ==
{{Row|
After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do ''manual DSS(D+1+2)'' into DSS.F+4.
{{Law}}
If you're having trouble with the f,F+2,1,3, instead of ''dashing then beginning the input'', already command "F,F" after the screw to run and wait a bit to press 2.
{{Navbox combos (Tekken 7)}}
}}


== Bread n' butter ==


Full Launcher '''[''' d/f+2 '''|''' u/f+4 '''|''' ws2 ''']''':
{{BNB}}
* 4,u+3 b+2 b+2,1ย  '''S!'''ย  f,F+2,1,3
* 4,u+3 b+2 b+2,1ย  '''S!'''ย  d+1+2(manual DSS) DSS.F+4


{{Combolist|columns=1|
; Regular launch (e.g. df+2)
: 4,u+3 b+2 b+2,1 S! f,F+2,1,3


Magic 4:
; Insta screw (e.g. 3+4,4)
* b+2,3,4 b+2,1ย  '''S!'''ย  f,F+2,1,3
: S! f,F+2,1,3
* b+2 2 b+2 b+2,1ย  '''S!'''ย  f,F+2,1,3


; Crouching recovery (e.g. CH FUFT.3)
: ws1 b+2 b+2,1 S! f,F+2,1,3
}}


Screw Launcher '''[''' 3+4,4 '''|''' f,F+4,3 '''|''' d+1,'''3''' ''']''':
== Mini-combos ==
* '''S!'''ย  f,F+2,1,3
* '''S!'''ย  4,u+3 f,F+2,1,3


{{Combolist|
; FC.df,d,DF+3
: [30] FUFA.3


== Midscreen BNBs ==
; DSS.1+2
The combos you will be using DSS cancels and finishers like ''b+2,3,4 DSS.3'' for screw/tailspin and ''4,3 DSS.F+4'' for enders.
; CH (2,b+2),1,2
: [47] iFC.df,d,DF+3


Full Launcher '''[''' d/f+2 '''|''' u/f+4 '''|''' ws2 ''']''':
; ws3
* 4,u+3 b+2 b+2,1ย  '''S!'''ย  4,3 DSS.F+4
: [51] f,n~1,4
* 4,u+3 f,F+4,3ย  '''S!'''ย  4,3 DSS.F+4
* 4,u+3 jab(1 or 2) f,F+4,3ย  '''S!'''ย  4,3 DSS.F+4




Law's U/F+4 '''[''' or FC u/f+4 ''']''':
; CH (b+2),2
* 4,u+3 b+2 b+2,1 '''S!''' 4,3 DSS.F+4
; CH (1,2,2),2
* 4,u+3 f,F+4,3 '''S!''' 4,3 DSS.F+4
; CH (2,2),2
''Law's backflip launcher has a special detail that after the hit, you recover in crouching state, needing to cancel the crouch into sidestep before doing the combo.''
; CH (f+2,2),2
: [24] db+3


; CH DSS.4
: [38] f+3+4


Screw Launchers '''[''' 3+4,4 '''|''' f,F+4,3 '''|''' CH d+1,'''3''' ''']''':
; CH ws4
* '''S!'''ย  F+4 b+2,3,4 DSS.F+4
: [36] ~b,n,f~f,n,2
* '''S!'''ย  4,u+3 f,F+2,1,3
}}


== Staples ==


Magic 4:
{{Staple}}
* b+2,3,4 b+2,1ย  '''S!'''ย  4,3 DSS.F+4
* b+2,3,4 DSS.3ย  '''S!'''ย  4,3 DSS.F+4
* b+2 2 b+2 b+2,1ย  '''S!'''ย  4,3 DSS.F+4


After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do ''d+1+2'' into DSS.f+4.
If you're having trouble with the f,F+2,1,3, instead of ''dashing then beginning the input'', already command "F,F" after the screw to run and wait a bit to press 2.


Counter hit Dragon Hammer '''[''' f+1+2 ''']''':
Harder, but more damaging option would be using DSS cancels and finishers like ''b+2,3,4~DSS.3'' for screw/tailspin and ''4,3~DSS.f+4'' for enders.
* 4,u+3 b+2 b+2,1ย  '''S!'''ย  4,3 DSS.F+4
* 4,u+3 f,F+4,3ย  '''S!''' 4,3 DSS.F+4
''A small detail: If you did the Dragon Hammer and entered in crouching (F+1+2~D) before the hit, you need to cancel the crouching state into dash ( f,f ) before doing the combo.''


{{Combolist|
; [24] CH f+1+2
; [20] ws2
; [14] uf+4
; [12] df+2
: [+51] 4,u+3 f,F+4,3 S! 4,3~DSS.f+4
: [+50] 4,u+3 b+2 b+2,1 S! 4,3~DSS.f+4
: [+43] 4,u+3 b+2 b+2,1 S! f,F+2,1,3
: [+43] 4,u+3 b+2 b+2,1 S! d+1+2~f+4


== Wallsplat ==
; CH 4
* '''W!'''ย  4,3 DSS.F+3
: b+2,3,4 b+2,1 S! f,F+2,1,3
* '''W!'''ย  b+2,3,d+4
: b+2 2 b+2 b+2,1 S! f,F+2,1,3
: b+2,3,4 b+2,1 S! 4,3~DSS.f+4
: b+2,3,4 DSS.3 S! 4,3~DSS.f+4
: b+2 2 b+2 b+2,1 S! 4,3~DSS.f+4


The first combo is the main wall splat combo of the character, the second is a non-DSS cancel combo but also used when you're too far to dash into ''4,3 DSS.F+3''.
; 3+4,4
; f,F+4,3
; CH (d+1),3
: S! f,F+2,1,3
: S! 4,u+3 f,F+2,1,3
: S! F+4 b+2,3,4~DSS.f+4
: S! 4,u+3 f,F+2,1,3


If the characters is ready to fall and you can't do more than 2 hits, you can do:
; UF+4
* f,F+2,3
; FC.uf+4
* d+3,3
; CH f+1+2,D
* b+2,2
: cc 4,u+3 f,F+4,3 S! 4,3~DSS.f+4
* d+2,3
: cc 4,u+3 b+2 b+2,1 S! 4,3~DSS.f+4
* ws4 DSS.F+1 (more hard)
}}
* ws4 DSS.F+3 (more hard)
<references/>


== Corner Carry ==
== Wall ==
Corner Carry combos you will try to be more flexible in the combos, trying to reach the corner and ignoring how much damage you will do in the end. Note that some of the combos listed are just examples, so more open to changes and free to any necessary adaption, for example if the corner is too close to do 1,2,3 or opting to swap the 4,u+3 into other string if necessary. So it's recommended to test with Law in the training which combos are more suited for the stage and for the situations you are used to.
{{Combolist|
; Regular carry (30% scaling)
: 4,3~DSS.f+3
: b+2,3,d+4<ref>Non-DSS cancel combo but also used when you're too far to dash into 4,3~DSS.f+3</ref>


Full Launcher '''[''' d/f+2 '''|''' u/f+4 '''|''' ws2 ''']''':
; Low splat
* 4,u+3 1,2,3 b+2,1ย  '''S!'''ย  b+2,1
: f,F+2,3
* 4,u+3 1,2,3 f,F+4,3 '''S!''' f,F+2,1,3
: d+3,3
* 4,u+3 dash 1 dash 1 f,F+4,3 '''S!''' f,F+2,3
: b+2,2
: d+2,3
: ws4~DSS.f+1
: ws4~DSS.f+3


; Wall/balcony break
: 4,3~DSS.f+1 BB! d+1+2~3 S! 4,3~DSS.f+3
}}
<references/>


Screw Launcher '''[''' 3+4,4 '''|''' f,F+4,3 '''|''' d+1,'''3''' ''']''':
== Wall Carry ==
* '''S!''' 4,u+3 f,F+2,1,3
Wall Carry combos you will try to be more flexible in the combos, trying to reach the corner and ignoring how much damage you will do in the end. Note that some of the combos listed are just examples, so more open to changes and free to any necessary adaption, for example if the corner is too close to do 1,2,3 or opting to swap the 4,u+3 into other string if necessary. So it's recommended to test with Law in the training which combos are more suited for the stage and for the situations you are used to.


{{Combolist|
; [24] CH f+1+2
; [20] ws2
; [14] uf+4
; [12] df+2
: 4,u+3 1,2,3 b+2,1 S! b+2,1
: 4,u+3 1,2,3 f,F+4,3 S! f,F+2,1,3
: 4,u+3 dash 1 dash 1 f,F+4,3 S! f,F+2,3


To get a wall-splat during combos, you can do:
; 3+4,4
* 3+4
; f,F+4,3
* f,F+2,3
; CH (d+1),3
* D+2,3
: S! 4,u+3 f,F+2,1,3
}}


== Balcony | Wall Break ==
== Back-turned opponent ==
* '''W!''' 4,3 DSS.F+1 '''BB!''' manual DSS 3 '''S!''' 4,3 DSS.F+3
{{Combolist|
; b+2,3,4
: 4,u+3 f,F+4,3 S! 4,3 DSS.F+4
: b+2,3,4 b+2,1 S! f,F+2,1,3


; 4,3~DSS.3+4,4
: S! b+2,3,4~DSS.f+4
}}


== Floor Break ==
== Floor Break ==
From his throws '''[''' 2+4 '''|''' D/F+1+2,1,2,1+2 ''']''':
Floor Break tools:
* '''F!''' BT 1+2 '''S!''' 4,u+3 f,F+2,1,3
* f+1+2
ย 
After a Wall-splat:
* '''W!''' F+1+2 '''F!''' F4 F4,3 DSS F+3
ย 
His Floor Break tools are:
* F+1+2
* DSS.2
* DSS.2
* b+2,2
* b+2,2
* d/b+2,4
* db+2,4
* d/f+1+2,1,2,1+2
* df+1+2,1,2,1+2
* 2+4
* 2+4
{{Combolist|
; 2+4
; df+1+2,1,2,1+2
: F! BT.1+2 S! 4,u+3 f,F+2,1,3
; Wallsplat
: W! f+1+2 F! f+4 f+4,3~DSS.f+3
}}
== Tools ==
Enders to get wallsplat:
* 3+4
* f,F+2,3
* d+2,3
* b+2,1
* 1,2,3


== External links ==
== External links ==
* [https://www.youtube.com/watch?v=a0Nof2bMwak Law Combo Guide (Season 4) by Ryzing Sol]
* [https://www.youtube.com/watch?v=a0Nof2bMwak Law Combo Guide (Season 4) by Ryzing Sol]

Latest revision as of 15:58, 25 January 2024

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to ยง Staples.

Regular launch (e.g. df+2)
4,u+3 b+2 b+2,1 S! f,F+2,1,3
Insta screw (e.g. 3+4,4)
S! f,F+2,1,3
Crouching recovery (e.g. CH FUFT.3)
ws1 b+2 b+2,1 S! f,F+2,1,3

Mini-combos

FC.df,d,DF+3
[30] FUFA.3
DSS.1+2
CH (2,b+2),1,2
[47] iFC.df,d,DF+3
ws3
[51] f,n~1,4


CH (b+2),2
CH (1,2,2),2
CH (2,2),2
CH (f+2,2),2
[24] db+3
CH DSS.4
[38] f+3+4
CH ws4
[36] ~b,n,f~f,n,2

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki

After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do d+1+2 into DSS.f+4. If you're having trouble with the f,F+2,1,3, instead of dashing then beginning the input, already command "F,F" after the screw to run and wait a bit to press 2.

Harder, but more damaging option would be using DSS cancels and finishers like b+2,3,4~DSS.3 for screw/tailspin and 4,3~DSS.f+4 for enders.

[24] CH f+1+2
[20] ws2
[14] uf+4
[12] df+2
[+51] 4,u+3 f,F+4,3 S! 4,3~DSS.f+4
[+50] 4,u+3 b+2 b+2,1 S! 4,3~DSS.f+4
[+43] 4,u+3 b+2 b+2,1 S! f,F+2,1,3
[+43] 4,u+3 b+2 b+2,1 S! d+1+2~f+4
CH 4
b+2,3,4 b+2,1 S! f,F+2,1,3
b+2 2 b+2 b+2,1 S! f,F+2,1,3
b+2,3,4 b+2,1 S! 4,3~DSS.f+4
b+2,3,4 DSS.3 S! 4,3~DSS.f+4
b+2 2 b+2 b+2,1 S! 4,3~DSS.f+4
3+4,4
f,F+4,3
CH (d+1),3
S! f,F+2,1,3
S! 4,u+3 f,F+2,1,3
S! F+4 b+2,3,4~DSS.f+4
S! 4,u+3 f,F+2,1,3
UF+4
FC.uf+4
CH f+1+2,D
cc 4,u+3 f,F+4,3 S! 4,3~DSS.f+4
cc 4,u+3 b+2 b+2,1 S! 4,3~DSS.f+4


Wall

Regular carry (30% scaling)
4,3~DSS.f+3
b+2,3,d+4[1]
Low splat
f,F+2,3
d+3,3
b+2,2
d+2,3
ws4~DSS.f+1
ws4~DSS.f+3
Wall/balcony break
4,3~DSS.f+1 BB! d+1+2~3 S! 4,3~DSS.f+3
  1. โ†‘ Non-DSS cancel combo but also used when you're too far to dash into 4,3~DSS.f+3

Wall Carry

Wall Carry combos you will try to be more flexible in the combos, trying to reach the corner and ignoring how much damage you will do in the end. Note that some of the combos listed are just examples, so more open to changes and free to any necessary adaption, for example if the corner is too close to do 1,2,3 or opting to swap the 4,u+3 into other string if necessary. So it's recommended to test with Law in the training which combos are more suited for the stage and for the situations you are used to.

[24] CH f+1+2
[20] ws2
[14] uf+4
[12] df+2
4,u+3 1,2,3 b+2,1 S! b+2,1
4,u+3 1,2,3 f,F+4,3 S! f,F+2,1,3
4,u+3 dash 1 dash 1 f,F+4,3 S! f,F+2,3
3+4,4
f,F+4,3
CH (d+1),3
S! 4,u+3 f,F+2,1,3

Back-turned opponent

b+2,3,4
4,u+3 f,F+4,3 S! 4,3 DSS.F+4
b+2,3,4 b+2,1 S! f,F+2,1,3
4,3~DSS.3+4,4
S! b+2,3,4~DSS.f+4

Floor Break

Floor Break tools:

  • f+1+2
  • DSS.2
  • b+2,2
  • db+2,4
  • df+1+2,1,2,1+2
  • 2+4
2+4
df+1+2,1,2,1+2
F! BT.1+2 S! 4,u+3 f,F+2,1,3
Wallsplat
W! f+1+2 F! f+4 f+4,3~DSS.f+3

Tools

Enders to get wallsplat:

  • 3+4
  • f,F+2,3
  • d+2,3
  • b+2,1
  • 1,2,3

External links