Law strategy

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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.

Dragon's Fury

uf+3

m
20
-8
+42d (-16)
i18
js
Heat Engager
Heat Dash +5, +36d (+26)
Balcony Break

Great low crushing poke and Heat Engager. Good range, safe on block, and just generally good to throw out against opponents that like to throw out lows.

3+4

m,​m
5,​10
-13
+3
i14
Alternate input DSS.3+4
Wild Dragon's Flight

3+4,4

m,​m,​h
5,​10,​25
+7 (+10g w)
+31d (-27)
i30
js
Balcony Break
  • Combos from 1st hit
  • Chip damage on block
  • Alternate input DSS.3+4,4

A whiff punish tool with excellent range, speed, and wall carry. The followup is safe and even plus on block if the opponent doesn't know how to duck it, but this is very wishful thinking.

Lows

d+4

l
7
-11
+0
i15
Construct Kick

d+4,3

l,​h
7,​12
-12
+0
+5
i12
  • Combos from 1st hit
  • Nosebleed stun

Arguably Law's best overall low. Fast, good range, only -11 on block and neutral on hit. The followup is good for damage, but in turn will turn this into a launch punish if the opponent ducks.

Shin Crusher

db+3

l
15
-13
+3c
+13g
i17

Another solid low, being a bit slower than d+4 but with better advantage on hit and even forces crouch.

Banana Peel

df+3+4

l
12
-15
+4c
+6a
i18
cs6~
FC

High crushing low. Quite good on hit, but be careful as it is launch punishable.

DSS Transitions

Right High Kick

4

h
15
-9
+7
i13

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 stance—this one isn't crouchable, but is far less advantageous to compensate. Both hits can end in stance for further mixup potential.