Law (Tekken 7) |
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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.
Law has tons of other fun moves like Slide, d/f+3+4 (Banana Peel), and Dragon Sign Stance (aka DSS). He has the tools for every job and you should play him flexibly, but make sure to cater to his greatest strengths.
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. Some examples are:
- Dragon Hammer (f+1+2) is +3 on block and is a counter hit launcher,
- d/b+3 is +4 on hit,
- d+4 and is 0 on hit,
- and f+2 is is also 0 on block[1].
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.
- ↑ since these two moves are neutral on block, Magic 4 will actually lose to your opponent's jabs if they do them immediately. However, both d+4 and f+2 have follow-ups to interrupt those in d+4,3 and f+2,2.
Whiff & Block Punishment
Law's 3+4,3 is probably the best punishers 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.
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Block punishing Paul's Death Fist
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Whiff punishing Zafina's b+1+2
Key Moves
- f+1+2 "Dragon Hammer"
- i20 || +3 oB || +8 oH || CH Launcher || Hold down (f+1+2~d) to go into Full Crouch afterwards
- Dragon Hammer is core to Law's pressure. It's plus on block and launches on Counter Hit. Get ready for Tekken 8 by being aggressive and using this move whenever you get the chance. CH d/b+3 will give you enough advantage for an uninterruptible Dragon Hammer.
- d/f+2
- i15 || -7 oB || launch oH (+4 on crouching)
- Standard uppercut but with very fast recovery and oddly good tracking.
- Magic 4
- i11 || -9 oB || +7 oH || CH Launcher
- Faster recovery than most Magic 4s. This is your main Counter Hit tool - learn to love it.
- d/b+3
- i17 || -12 oB || +4 oH || CH +14g
- Low risk at only -12 on block and +4 on hit. Does alright damage (15), and gives toe touch stun on counter hit, making it +14g and allowing for an uninterruptible Dragon Hammer. Tracks to Law's left.
- b+4
- i14 || -7 oB || +3 oH || Homing || Hold back (b+4~b) to go into backturn afterwards
- Great homing mid if not a little short-ranged. Uninterruptible after d/b+3 since it's +4 on hit. Great at locking the opponent down, and has a high extension in b+4,3 that gives a knockdown.
3+4,4
- i14 || -13 oH || Launches
- One of the best whiff punishers in the game. It has amazing range and hits mid. Being only -13 on block is quite safe in comparison to other i14 launchers, but be aware that the second hit is a High and can be ducked and punished heavily. Don't throw this out randomly or on a guess, you don't need to since it excels at it's purpose.
- FC d/f,d,d/f+3 "Slide"
- i16[1] || -23 oB || KD
- 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 and Slide are core to his game plan.
- ws4
- i11 || -4 oB || +7 oH [+14/17g with DSS]
- ws4 has low recovery, making it a good keepout tool. You can transition into DSS afterwards to make yourself very plus. If you're sharp and your execution is on point, CH ws4 DSS 3+4,4 is a true combo, turning this move into a i11 CH launcher.
- d+2,3
- i11 || -15 oB || not a natural string || CH launcher
- an i11 crouch jab string that launches if the first hit is a counter hit. It is death on block at -15, but it leads to big damage so it can be worth the risk. A common use is to throw it out after 1,2,3 on block to counter hit an opponent trying to take their turn with highs instead of mids.
Good Moves at the Wall
- b+3
- i23 || -12 oB || KD || Homing || Hold back (b+3~b) to transition into backturn afterwards
- Usually unpunishable due to pushback, but at the wall the pushback can be negated so be careful. This has great range though, so if you're looking for a faster homing move go back to b+4
- f+2~1
- i19 || +5 oB || KD
- "Poison Arrow" aka One Inch Punch. You have to be close since the move is quite stubby, but it's heavily plus on block and wallsplats on hit. Also it looks sick.
- DSS f+4 "Legend Kick"
- i20 || +7 (+10g at wall) || KD || Wallcrush
- New tactics! This move wallcrushes making up to +15g on block at the wall. A bit tough to get out if your opponent is feeling mashy, but the high damage is worth the risk.
Key Strings
- 1,2,3
- i10 || -6 oB || KD on CH
- Honestly belongs in the Key Moves section for how good it is, and if you don't know what to do just try throwing this out. It's safe and doesn't leave you too close to the opponent on block, and if the first hit counter hits then the whole string is a natural combo and knocks down or wallsplats.
- You will see Law players use this string a lot and for good reason.
- 1,2,2
- i10 || -8 oB || +4 oH || if the last hit CH the rest of the string is natural
- Make your opponent respect 1,2 on block by using this string and its follow ups. If the third hit counter hits then the both the 2 and 1+2 enders are a natural combo. The 2 ender is +4 on hit, and the 1+2 Wallbounces. Similar to 1,2,3, if the first hit is a counter hit then all of 1,2,2,2 is a natural combo.
- Once your opponent respects the string then you can start to take liberties after 1,2 and expand your pressure.
Junkyard
b+2,3,4 i16 || -7 oB (up to +5 with DSS transition) || Launches if 2nd hit is CH
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
- Landon D talks about Junkyard at the 13:33 mark, Marshal Law Guide by DashFight
- A scrub move? it just depends on how you use it - How to use Law's Junkyard by LegendKicker
Key Moves At A Glance
Key Moves Chart
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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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 |
Tracking Chart
- d/f+1
- ws4
- d+3+4
- b+4
- b+3
- d/f+2
- d+1
- d/b+3
- b+2
- Dragon Hammer
- ↑ not taking into account Full Crouch frames