Law (Tekken 7): Difference between revisions

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{{Law}}
{{Law}}
{{Infobox fighter
{{Infobox fighter (Tekken 7)
|name=Law
|name=Law
|stances=[[DSS]] – d+1+2
|stances=[[DSS]] – d+1+2
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|midCheck={{Plainlist|
|midCheck={{Plainlist|
* df+1 ''(standing)''
* df+1 ''(standing)''
* df+4 ''(standing)''
* b+4 ''(standing)''
* b+4 ''(standing)''
* ws4  ''(crouching)''}}
* ws4  ''(crouching)''}}
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|powerLow=FC.df,d,DF+3
|powerLow=FC.df,d,DF+3
|snakeEdge=db+4,4
|snakeEdge=db+4,4
|slashKick=f,f,F+3
|clefCannon=1,2,3
|lore=[[fandom:Marshall Law|Marshall Law]]
|lore=[[fandom:Marshall Law|Marshall Law]]
|activePlayers={{Plainlist|
|activePlayers={{Plainlist|
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|discord=[https://discord.gg/jWvTCMv]
|discord=[https://discord.gg/jWvTCMv]
}}
}}
{{See other}}
{{Archetype|Law}}
{{Archetype|Law}}


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{{BlueRed
{{BlueRed
|blue=
|blue=
* Excellent pressure tools with Dragon Hammer (F1+2) and db3
* Excellent pressure tools with Dragon Hammer (f+1+2) and db+3
* Unseeable lows from slide to Banana Peel
* Unseeable lows from slide to Banana Peel
* Incredible whiff and standing i14 punish with 3+4,4
* Incredible whiff and standing i14 punish with 3+4,4
* Safe df2 with strong tracking  
* Safe df+2 with strong tracking  
* Strong punishment suite
* Strong punishment suite
* 11f [[Standard_move#Magic_four|Magic 4]]
* 11f [[Standard_move#Magic_four|Magic 4]]
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* Execution intensive, Dragon Sign Stance cancels are mandatory for his better combos and pressure.
* Execution intensive, Dragon Sign Stance cancels are mandatory for his better combos and pressure.
* Awkward approach, not many strong moves that serve as easy approach options
* Awkward approach, not many strong moves that serve as easy approach options
* Poor rage drive, unable to combo into it and very slow
* A poor, slow Rage Drive makes mounting a comeback awkward compared to characters with a "standard" rage drive
* Awkward comeback potential compared to chars with a "standard rage drive"
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|ws4 [[DSS]]
{{KeyTech|ws4~[[DSS]]
|importance=5|dexterity=1|rhythm=4|value=5}}
|importance=5|dexterity=1|rhythm=4|value=5}}
{{KeyTech|Legend Kick ender
{{KeyTech|Legend Kick ender
|importance=5|dexterity=3|rhythm=4|value=3}}
|importance=5|dexterity=3|rhythm=4|value=3}}
{{KeyTech|b+2,3,4 DSS
{{KeyTech|b+2,3,4~DSS
|importance=4|dexterity=1|rhythm=4|value=3}}
|importance=4|dexterity=1|rhythm=4|value=3}}
}}
}}
{{Punishment|Law}}


== External links ==
== External links ==
 
* [https://www.youtube.com/watch?v=7pGKNZ_PIDM| Marshall Law Guide] by Landon D, on the DashFight YouTube channel
* [https://discord.gg/jWvTCMv Law Discord]
* [https://discord.gg/jWvTCMv Law Discord]
* Basics guide by Xiang [https://www.youtube.com/watch?v=AXT4-rbLv_0 Part 1], [https://www.youtube.com/watch?v=AyC5dfhmyNU Part 2], [https://www.youtube.com/watch?v=Efk0SZYwo-s Part 3]
* Basics guide by Xiang [https://www.youtube.com/watch?v=AXT4-rbLv_0 Part 1], [https://www.youtube.com/watch?v=AyC5dfhmyNU Part 2], [https://www.youtube.com/watch?v=Efk0SZYwo-s Part 3]


{{Navbox fighters}}
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:37, 4 February 2024

Law
Stances DSS – d+1+2
Fastest launch
  • i14 – 3+4,4 (standing)
  • i15 – ws2 (crouching)
Fastest CH launch
  • i11 – ws4 (mid)
  • i11 – 4 (high)
  • i11 – d+2,3 (smid)
  • i12 – d+3+4,3 (low)
  • i13 – df+4,3 (mid)
Fastest wall splat
  • i12 – 3,4 (standing)
  • i13 – ws1,2 (crouching)
Parry
  • b+1+3 (high/mid punches/kicks)
  • b+1+2 (high/mid punches)
Archetypal moves
Mid check
  • df+1 (standing)
  • df+4 (standing)
  • b+4 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick
  • db+3
Power low FC.df,d,DF+3
Snake edge db+4,4
Clef cannon 1,2,3
Slash kick f,f,F+3
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → d+3+4
Missing (none)
External links
Lore Marshall Law
Discord [1]
Active players

This page is for Tekken 7. For Tekken 8, see Law.

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

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 with f+1+2, db+3 and b+4, forcing counter hit situations with his i10 1,2,3 and i11 Magic 4; and a mix of backdashing and whiff punishment with 3+4,4 and b+2,1.

He's also one of the few slide archetype characters (Law, Lee, Shaheen). This means he has access to a damaging low from full crouch which he can mix up with his mid pokes or launchers.

At lower levels of play, his plethora of strings and panic tools have earned him a notorious reputation online - but all of these are extremely risky and heavily punishable once one is more familiar with the matchup. His more advanced techniques require the use of DSS - a unique stance that allows cancelling the recovery of certain moves - this is mainly utilized in combos, but can occasionally be used for pressure.

In general, all of this combined makes Law a very strong character suitable to many players. However, he does face challenges making life-lead comebacks without counter hits - which means a patient opponent can be difficult to open up. This is exacerbated by Law possessing one of the worse rage drives in the game, and also having poor range on some of his key pokes (df+1). In general, he struggles to approach from range 1.5+, having very limited options for good approach tools and prefers to stay point blank.

Strengths
  • Excellent pressure tools with Dragon Hammer (f+1+2) and db+3
  • Unseeable lows from slide to Banana Peel
  • Incredible whiff and standing i14 punish with 3+4,4
  • Safe df+2 with strong tracking
  • Strong punishment suite
  • 11f Magic 4
Weaknesses
  • Execution intensive, Dragon Sign Stance cancels are mandatory for his better combos and pressure.
  • Awkward approach, not many strong moves that serve as easy approach options
  • A poor, slow Rage Drive makes mounting a comeback awkward compared to characters with a "standard" rage drive
ws4~DSS
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★★★☆
Legend Kick ender
importance
★★★★★
value
★★★☆☆
dexterity
★★★☆☆
rhythm
★★★★☆
b+2,3,4~DSS
importance
★★★★☆
value
★★★☆☆
dexterity
★☆☆☆☆
rhythm
★★★★☆
Standing punishment
-10
20
-11
26
-12
32
-13
32
-14
58
-15
67
-23
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
Crouching punishment
-10
5
-11
14
-12
14
-13
35
-14
35
-15
73
-23
78
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
Median
Short range
Hard
Wall
Meter/Rage

External links