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{{Navbox Law}} | {{Navbox Law}} | ||
{{Infobox fighter | |||
|name=Law | |||
|heat={{Plainlist| | |||
* Enhanced nunchuck moves | |||
* DSS automatically parries punches | |||
}} | |||
|heatSmash=Mid, i14, +11 (DSS) | |||
|heatEngagers={{Dotlist| | |||
*1,1,1 | |||
*b1,2,2 | |||
*uf3 | |||
*fF3 | |||
*DSS f1 | |||
*DSS f3}} | |||
|stances= DSS - d+1+2 | |||
|chLaunch={{Plainlist| | |||
* i11 – d+2,3 ''(s.low)'' | |||
}} | |||
|lore=[[fandom:Marshall Law|Marshall Law]] | |||
|twitter=T8_Law | |||
|discord=[https://discord.gg/jWvTCMv Way of the Dragon] | |||
}} | |||
{{See other}} | |||
'''Law''' is a close range, poking-based, [[slide]] archetype character with strong neutral tools and strong block punishment. A legacy character with traditionally challenging execution, he is very accessible this time around and is suitable for anyone looking to live out their Bruce Lee fantasy. | |||
Law has an extensive moveset that allows for flexibility in terms of playstyle - shifting between aggressive, sticky pressure with tools like the Dragon Hammer (f+1+2), forcing counter hit situations with his i10 1,2,3 and i13 4,3; and a mix of backdashing and whiff punishment with 3+4,4 and b+2,1. Though Law now has easier inputs to access his slide mixups and Dragon Charge (DSS) stance, he still rewards oldheads for their legacy skills just frames for extra damage. | |||
Law thrives when in poke range, but can struggle to close the gap, putting the onus on a player's movement and ability to get around their opponent's keepout. He embodies the philosophy of a "death by a thousand cuts", and lacks strong mixups to make a comeback against an opponent who refuses to get counterhit. | |||
{{BlueRed | |||
|blue= | |||
* Strong standing/crouching punishment | |||
* Insane stagger pressure | |||
* One of the better crouch mixups in the game | |||
* Heat gives him an i10 CH launcher, makes 1+2 incredibly strong, and Heat Smash can wall splat for a full wall combo | |||
|red= | |||
* One of 4 characters with a bad backdash cancel | |||
* Can be hard to make a comeback with | |||
* Poor keepout tools outside of df+2 | |||
* Limited range | |||
}} | |||
{{KeyTechs| | |||
{{KeyTech|Poking|importance=4|value=1|dexterity=2|rhythm=0}} | |||
{{KeyTech|Crouch Mixup|importance=5|value=5|dexterity=4|rhythm=0}} | |||
{{KeyTech|Sliding|importance=5|value=5|dexterity=2|rhythm=0}} | |||
}} | |||
== External links == | |||
* [https://www.youtube.com/watch?v=XkfuLcwi1X0 Marshall Law Combo Guide | TEKKEN 8] by RyzingSol | |||
{{Navbox fighters}} | {{Navbox fighters}} | ||
__NOTOC__ |
Latest revision as of 05:27, 29 September 2024
Law |
---|
Law | |
---|---|
Heat |
|
Heat Smash | Mid, i14, +11 (DSS) |
Heat Engagers |
|
Stances | DSS - d+1+2 |
Fastest | |
Launch | {{{launch}}} |
CH launch |
|
Wall splat | {{{splat}}} |
Archetypal moves | |
Mid check | {{{midCheck}}} |
Generic moves | |
Remapped | (none) |
Missing | (none) |
External links | |
Lore | Marshall Law |
#T8_Law | |
Discord | Way of the Dragon |
This page is for Tekken 8. For Tekken 7, see Law (Tekken 7).
Law is a close range, poking-based, slide archetype character with strong neutral tools and strong block punishment. A legacy character with traditionally challenging execution, he is very accessible this time around and is suitable for anyone looking to live out their Bruce Lee fantasy.
Law has an extensive moveset that allows for flexibility in terms of playstyle - shifting between aggressive, sticky pressure with tools like the Dragon Hammer (f+1+2), forcing counter hit situations with his i10 1,2,3 and i13 4,3; and a mix of backdashing and whiff punishment with 3+4,4 and b+2,1. Though Law now has easier inputs to access his slide mixups and Dragon Charge (DSS) stance, he still rewards oldheads for their legacy skills just frames for extra damage.
Law thrives when in poke range, but can struggle to close the gap, putting the onus on a player's movement and ability to get around their opponent's keepout. He embodies the philosophy of a "death by a thousand cuts", and lacks strong mixups to make a comeback against an opponent who refuses to get counterhit.
- Strong standing/crouching punishment
- Insane stagger pressure
- One of the better crouch mixups in the game
- Heat gives him an i10 CH launcher, makes 1+2 incredibly strong, and Heat Smash can wall splat for a full wall combo
- One of 4 characters with a bad backdash cancel
- Can be hard to make a comeback with
- Poor keepout tools outside of df+2
- Limited range
External links
- Marshall Law Combo Guide | TEKKEN 8 by RyzingSol
Characters (Tekken 8) |
---|