Law combos (Tekken 7): Difference between revisions

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== Wallsplat ==
== Wall ==
* '''W!'''  4,3 DSS.F+3
; Regular carry (30% scaling)
* '''W!'''  b+2,3,d+4
: 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>


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''.
; Low splat
 
: f,F+2,3
If the characters is ready to fall and you can't do more than 2 hits, you can do:
: d+3,3
* f,F+2,3
: b+2,2
* d+3,3
: d+2,3
* b+2,2
: ws4~DSS.f+1
* d+2,3
: ws4~DSS.f+3
* ws4 DSS.F+1 (more hard)
* ws4 DSS.F+3 (more hard)


== Corner Carry ==
== Corner Carry ==

Revision as of 11:41, 21 May 2023

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 § 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

Corner Carry

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.

Full Launcher [ d/f+2 | u/f+4 | ws2 ]:

  • 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


Screw Launcher [ 3+4,4 | f,F+4,3 | d+1,3 ]:

  • S! 4,u+3 f,F+2,1,3


To get a wall-splat during combos, you can do:

  • 3+4
  • f,F+2,3
  • D+2,3

Balcony | Wall Break

  • W! 4,3 DSS.F+1 BB! manual DSS 3 S! 4,3 DSS.F+3


Floor Break

From his throws [ 2+4 | D/F+1+2,1,2,1+2 ]:

  • F! BT 1+2 S! 4,u+3 f,F+2,1,3

After a Wall-splat:

  • W! F+1+2 F! F4 F4,3 DSS F+3

His Floor Break tools are:

  • F+1+2
  • DSS.2
  • b+2,2
  • d/b+2,4
  • d/f+1+2,1,2,1+2
  • 2+4

Combos on 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+2,3,4 b+2,1 S! f,F+2,1,3
  • 4,3 DSS 3+4,4 S! b+2,3,4 DSS.F+4

External links

  1. Non-DSS cancel combo but also used when you're too far to dash into 4,3~DSS.f+3