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{{Law}} | |||
== Easier Non-DSS cancel combos == | == Easier Non-DSS cancel combos == | ||
After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do ''manual DSS(D+1+2)'' into DSS.F+4. | After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do ''manual DSS(D+1+2)'' into DSS.F+4. |
Revision as of 01:39, 18 July 2021
Law (Tekken 7) |
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Easier Non-DSS cancel combos
After the screw, you will mostly finish the combo with f,F+2,1,3 or you can do manual DSS(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.
Full Launcher [ d/f+2 | u/f+4 | ws2 ]:
- 4,u+3 b+2 b+2,1 S! f,F+2,1,3
- 4,u+3 b+2 b+2,1 S! d+1+2(manual DSS) DSS.F+4
Magic 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
Screw Launcher [ 3+4,4 | f,F+4,3 | d+1,3 ]:
- S! f,F+2,1,3
- S! 4,u+3 f,F+2,1,3
Midscreen BNBs
The combos you will be using DSS cancels and finishers like b+2,3,4 DSS.3 for screw/tailspin and 4,3 DSS.F+4 for enders.
Full Launcher [ d/f+2 | u/f+4 | ws2 ]:
- 4,u+3 b+2 b+2,1 S! 4,3 DSS.F+4
- 4,u+3 f,F+4,3 S! 4,3 DSS.F+4
- 4,u+3 jab(1 or 2) f,F+4,3 S! 4,3 DSS.F+4
Law's U/F+4 [ or FC u/f+4 ]:
- 4,u+3 b+2 b+2,1 S! 4,3 DSS.F+4
- 4,u+3 f,F+4,3 S! 4,3 DSS.F+4
Law's backflip launcher has a special detail that after the hit, you recover in crouching state, needing to cancel the crouch into sidestep before doing the combo.
Screw Launchers [ 3+4,4 | f,F+4,3 | CH d+1,3 ]:
- S! F+4 b+2,3,4 DSS.F+4
- S! 4,u+3 f,F+2,1,3
Magic 4:
- 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
Counter hit Dragon Hammer [ f+1+2 ]:
- 4,u+3 b+2 b+2,1 S! 4,3 DSS.F+4
- 4,u+3 f,F+4,3 S! 4,3 DSS.F+4
A small detail: If you did the Dragon Hammer and entered in crouching (F+1+2~D) before the hit, you need to cancel the crouching state into dash ( f,f ) before doing the combo.
Wallsplat
- W! 4,3 DSS.F+3
- W! b+2,3,d+4
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.
If the characters is ready to fall and you can't do more than 2 hits, you can do:
- f,F+2,3
- d+3,3
- b+2,2
- d+2,3
- ws4 DSS.F+1 (more hard)
- ws4 DSS.F+3 (more hard)
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