Law: Difference between revisions

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*DSS f3}}
*DSS f3}}
|stances= DSS - d+1+2
|stances= DSS - d+1+2
|chLaunch={{Plainlist|
* i11 – d+2,3 ''(s.low)''
}}
|lore=[[fandom:Marshall Law|Marshall Law]]
|lore=[[fandom:Marshall Law|Marshall Law]]
|twitter=T8_Law
|twitter=T8_Law
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{{See other}}
{{See other}}


'''Law''' is...
'''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
{{BlueRed
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* Insane stagger pressure
* Insane stagger pressure
* One of the better crouch mixups in the game
* 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=
|red=
 
* One of 4 characters with a bad backdash cancel
* Can be hard to make a comeback with
* Can be hard to make a comeback with
* Poor keepout tools
* Poor keepout tools outside of df+2
* Limited range
* Limited range
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{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|Poking|importance=4|value=1|dexterity=2|rhythm=0}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
{{KeyTech|Crouch Mixup|importance=5|value=5|dexterity=4|rhythm=0}}
{{KeyTech|Sliding|importance=5|value=5|dexterity=2|rhythm=0}}
}}
}}


== External links ==
== External links ==


* [http://example.com http://example.com]
* [https://www.youtube.com/watch?v=XkfuLcwi1X0 Marshall Law Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 05:27, 29 September 2024

Law
Heat
  • Enhanced nunchuck moves
  • DSS automatically parries punches
Heat Smash Mid, i14, +11 (DSS)
Heat Engagers
  • 1,1,1
  • b1,2,2
  • uf3
  • fF3
  • DSS f1
  • DSS f3
Stances DSS - d+1+2
Fastest
Launch {{{launch}}}
CH launch
  • i11 – d+2,3 (s.low)
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore Marshall Law
Twitter #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.

Strengths
  • 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
Weaknesses
  • 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
Poking
importance
★★★★☆
value
★☆☆☆☆
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆
Crouch Mixup
importance
★★★★★
value
★★★★★
dexterity
★★★★☆
rhythm
☆☆☆☆☆
Sliding
importance
★★★★★
value
★★★★★
dexterity
★★☆☆☆
rhythm
☆☆☆☆☆

External links