Law strategy (Tekken 7)

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Revision as of 16:36, 13 February 2023 by Soup (talk | contribs)

Key moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
1,2,3
4
d/f+1
b+4
d/b+3
d+4
d+4,3
f+1+2
3+4,4
b+2
d/f+2
FC d/f,d,d/f+3
WS4
WS3
DSS2

1
Jab is good okay.
Tracks left


Tracks both
  • d+4
Tracks right




Below Section is a Work In Progress, please ignore

Gameplan

You can play this character however you want. A Jack of all trades. Just make sure to play to his strengths.

Many core tools are pretty safe: his counter hit tools are safe, he has 2 Parries, good lows, mid homing moves, Slide

A common and effective Gameplan is to fish for Counter Hits.

Play into your good jab strings (1,2,3, and 1,2,2,x) and good plus frames off of f+1+2 and d/b+3 and swing with your Magic 4.

Great at poking and whiff punishing (3+4,3) so do things like 1,2,3 then backdash to create space. You can play aggressively to get your opponent to try to keep you out and whiff punish them with 3+4,3.

1,2,3 > parry

A lot of Dragon Hammers! Once they stop pressing, open them up with Slide, and then once they start pressing again interrupt them with ws4


Law Guide - Landon D on DashFight's channel (https://www.youtube.com/watch?v=7pGKNZ_PIDM)


Key Moves

  • f+1+2 "Dragon Hammer" (hold down to go into FC (f+1+2~d)) // i20, +3 oB, CH launcher

Plus on block, big damage Counter Hit launcher. Linear. Key to his pressure.

  • d/f+2 // i15 launcher

Standard uppercut but with very fast recovery and a stupid amount of tracking

  • Magic 4 // i11 CH launcher

Faster recovery than most Magic 4s

  • d/b+3 // -12 oB, +4 oH

Low risk at only -12 oB but +4 on hit, which is a good amount of advantage. Does alright damage (15). Toe touch stun on counter hit, making it +14 > gives free Dragon Hammer. Pretty good tracking to Law's left

  • b+4 // i14 mid, homing

Good in conjunction with d/b+3 since it's uninterruptible and tracking mid so it will shut down basically any option from your opponent. You can hold back to go into backturn or do the full string (b+4,3)

  • 3+4,4 // i14 mid launcher

Likely the best whiff punisher in the game. Very long range, "hit-confirmable" launcher that gives a full combo. You can base your whole gameplan around setting up opportunities hit this move.

  • FC d/f,d,d/f+3 "Slide" // This is his only big damage knockdown low.

When your opponent stops getting hit by your CH launchers and you need to open them up, put on the pressure with Slide. You can forgo the guaranteed wake-up 3 and go for Dragon Hammer after slide instead to maintain pressure. Dragon Hammer + Slide are core to his gameplan

  • ws4 // safe oB, plus oH

Can combo into flipkick on CH (ws4,3+4). Has low recovery, making it a good keepout tool. Can transition into DSS making it very plus on hit (but DSS transitions are tricky). If you're good, CH ws4 DSS 3+4,4 S! is a true combo

  • d+2,3 // i10 smid, i15 oB, launches oH

an i10 counter hit crouch jab launcher. The only other character with something similar is Akuma. You will die for misusing it as it is -15 on block. A good combo ender tool. If you want to be funny, a good set-up is 4,u+3 > d+2,3 (4,u+3 is only -1 oB)

Good Moves at the Wall

  • b+3 // mid, -12 oB with a lot of pushback, KD oH

Space correctly or it will become punishable due to lack of pushback at the wall. Hold back to go into backturn (b+3~b)

  • f+2~1 "Poison Arrow/One Inch Punch" // mid, +5 oB, KD on hit

Sick move. +5 oB and wallsplats on hit. You have to be close though since it is a linear and short-ranged move

  • DSS f+4 "Legend Kick"

New tactics! +15 oB at the wall, high damage, cool looking


Key Strings

  • 1,2,3 // i10, -6 oB, whole string is natural on CH, KD on CH

Honestly belongs in the Key Moves section. Just mash this one if you don't know what to do. Safe on block, KD/Wallsplat on CH, and leaves you at a good spacing to backdash and whiff punish.

  • 1,2,2 // i10

Make your opponent respect 1,2 on block, because if the third hit connects on CH you get wallbounce (1,2,2,1+2), or a safe high afterwards (1,2,2,2). if the first hit is CH then 1,2,2,2 is natural, similar to 1,2,3 in that regard.

"Junkyard"

b+2,3,4 People usually say it's a "bad move", but you can use it intelligently: It's common knowledge that the second hit is a Low, so if they are actively spending time & energy looking to low parry it, it gives you the window to create pressure. Doing b+2s repeatedly, or b+2 > f1+2 will eventually make your opponent try to stuff your follow ups, which is when you let the whole string rip. Getting the second hit to counter hit is key since it becomes a CH launcher for big damage