Law |
---|
Strategy (Tekken 8) |
---|
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
Input
1,2,2,2
- 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 natural combo that deals 38 damage. This move follows a big trend of many of Law's strings going into safe mids.
1,1,2
- Transition to DSS with F
- (-5 oB, +7 oH)
Another good jab string that is a bit riskier on block as well as being a bit harder to confirm, but with some extra benefits. 1,1,1 is a Heat Engager that is natural on counter hit, while 1,1,2 is natural on normal hit and is Law's best i10 punisher.
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+4,4
- 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
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.
Another solid low, being a bit slower than d+4 but with better advantage on hit and even forces crouch.
High crushing low. Quite good on hit, but be careful as it is launch punishable.
DSS Transitions
4,3
- 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+1,2
- Combos from 1st hit
- Delay-able
- Transition to DSS with F
- (-9 oB, +5 oH)
Another close range way to get into stanceâthis one isn't crouchable, but is far less advantageous to compensate. Both hits can end in stance for further mixup potential.