Law strategy: Difference between revisions

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these idiots wont block low until you slide enough times. instill fear.
== Overview ==
Law has many versatile tools at his disposal, with tons of safe mid strings, frame traps, and lows at his disposal to chip away at and condition opponents. He also has a fair bit of evasion, with some good high and low [[crush]]es for different situations.
Ā 
Many of his mid-hitting strings are safer on block than they seem. ''Tekken'' strings that end in mids are usually punishable, so Law is exceptional in this regard. This can be used to perform stagger pressure and then catch opponents off guard with lows and [[counter hit]]s.
Ā 
== Key Moves ==
=== General Pokes/Punishers ===
{{MoveDataHeader}}
{{MoveQuery|Law-1,2,2}}
{{MoveQuery|Law-1,2,2,2}}
A good jab string that has a safe mid and is counter hit [[confirm]]able on the last hit for a total of 38 damage. This move follows a big trend of many of Law's strings going into safe mids.
{{MoveQuery|Law-3+4}}
Ā 
=== [[Law_movelist#DSS_(Dragon_Charge)|DSS]] Transitions ===
{{MoveQuery|Law-4,3}}
A quick and effective way for Law to get into stance at close range. Just remember that it can be ducked in between the two hits against stronger players. If the opponent still isn't crouching, you can go into DSS.1 for a [[frame trap]].
{{MoveQuery|Law-b+1}}
{{MoveQuery|Law-b+1,2}}
Another close range way to get into stanceā€”this one isn't crouchable, but is far less advantageous to compensate. Both hits can end in stance for further mixup potential.

Revision as of 03:48, 2 May 2024

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

Overview

Law has many versatile tools at his disposal, with tons of safe mid strings, frame traps, and lows at his disposal to chip away at and condition opponents. He also has a fair bit of evasion, with some good high and low crushes for different situations.

Many of his mid-hitting strings are safer on block than they seem. Tekken strings that end in mids are usually punishable, so Law is exceptional in this regard. This can be used to perform stagger pressure and then catch opponents off guard with lows and counter hits.

Key Moves

General Pokes/Punishers

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

1,​2,2

h,​h,​m
5,​8,​10
-8
+4
+4
i20
Combos from 1st hit CH
Left Right Dragon Fist Combo

1,​2,​2,2

h,​h,​m,​h
5,​8,​10,​15
-9
+4
+9d
i13
  • Combos from 1st or 3rd hit CH
  • Delay-able
  • Transition to DSS with F
    • (-3 oB, +10g oH, +15d CH)

A good jab string that has a safe mid and is counter hit confirmable on the last hit for a total of 38 damage. This move follows a big trend of many of Law's strings going into safe mids.

3+4

m,​m
5,​10
-13
+3
i14
Alternate input DSS.3+4

DSS Transitions

4,3

h,​h
15,​12
-8
+1
+23a
i18
  • Combos from 1st hit
  • Transition to DSS with F
    • (+8 oB, +17g, +39a (+32))
    • DSS allows full combo off of Magic 4

A quick and effective way for Law to get into stance at close range. Just remember that it can be ducked in between the two hits against stronger players. If the opponent still isn't crouching, you can go into DSS.1 for a frame trap.

b+1

m
12
-9
+2
i14
  • Transition to DSS with F
    • (-3 oB, +8 oH)

b+1,2

m,​m
12,​12
-12
+2
i19
  • Combos from 1st hit
  • Delay-able
  • Transition to DSS with F
    • (-9 oB, +5 oH)

Another close range way to get into stanceā€”this one isn't crouchable, but is far less advantageous to compensate. Both hits can end in stance for further mixup potential.