Law strategy (Tekken 7)

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Revision as of 18:42, 13 February 2023 by Soup (talk | contribs) (→‎Gameplan)

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

Law is a close range, poking based character with strong neutral tools and above-average block punishment. His extensive moveset allows for flexibility in terms of playstyle - shifting between aggressive, sticky pressure, baiting his opponent into counter hit situations, and playing defensively to capitalize on his great whiff punishment.

Law can also play fairly safely when pressuring the opponent. When poking or applying pressure, he doesn't have to expose himself to a lot of danger. His jab strings (1,2,2, and 1,2,3) are both safe on block, his main lows (d/b+3 and d+4) are both less than -13 on block, his tracking moves are safe mids, and his d/f+2 and Magic 4 recover fairly quickly.


playing around Counter Hits and Whiff Punishes is one of Law's strongest strategies

Counter Hits

Law can easily set up counter hit situations in his favor. His 1,2,3 is a fantastic jab string that's natural on counter hit, knocks down or wallsplats, and is safe on block. His Magic 4 is a great counter-hit move that synergizes with his other tools:

  • Dragon Hammer (f+1+2) is +3 on block and is a counter hit launcher,
  • d/b+3 is +4 on hit,
  • d+4 is +0 on hit,
  • and f+2 is neutral on block.

Following these moves up with a well-placed Magic 4 will counter hit and launch your opponent for good damage if they're mashing. Not to mention his other counter hit launching tools like DSS 2 and f+3+4.


Whiff Punishment

Law's 3+4,3 is probably the best whiff punisher in the game; it's an i14 mid and reaches from almost halfway across the screen. Some of Law's moves, like 1,2,3, leave him at a good range on block to either continue pressure or be able to backdash to safety from the opponents moves. Get creative and goad your opponent into swinging at the air, then launch them with Law's 3+4,3.


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