Law strategy (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.

  1. 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 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.

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. CH d/b+3 will give you enough advantage for an uninterruptible Dragon Hammer.
Dragon Hammer can be stepped to either side, so you may have to condition your opponent to sit still before you'll be able to let this one rip. Get ready for Tekken 8's aggression by using this move whenever you get the chance.

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.
You don't need to throw this move out randomly or on a guess, it excels at its purpose as a whiff punisher.

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.

guaranteed to work the first time
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 after 1,2,3 on block to counter hit an opponent trying to take their turn with highs instead of mids. Try not to throw it out too much.

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 - not just a scrub killer

b+2,3,4 i16 || -7 oB (up to +5 with DSS transition) || Launches if 2nd hit is CH

Junkyard hits mid, low, then mid again. It is not a natural combo, but if the second hit counter hits then the third hit is natural and launches the opponent for a high damage combo.

The string does not jail, meaning that a knowledgeable opponent can and will low parry the second hit if used recklessly. This string has earned a bad reputation as a "scrub killer", but is still has it's uses beyond low-level play.


If the opponent knows that the second hit is a low and attempting to counter-play (low parry) it, then we can use that to your advantage.

If they are actively spending time and energy looking to low parry, it gives you mental frame advantage to continue pressure by following up with moves like jabs or Dragon Hammer. Eventually your opponent will try to stuff your fake pressure after blocking b+2, which means that they are primed to get counter hit by second hit of Junkyard.

The example on the right is from a deathmatch between BoA Luvb (Kazuya) and Double.

Double was using Junkyard in the previous rounds, and in the final round BoA low parries the second hit and wins the game.

In the next game, Double then threatens with Junkyard to put pressure on BoA. You can see BoA still flash ducking in attempts to low parry the second hit, giving Double the window to continue his pressure with Law's jabs and b+4.


The point isn't that you should try to force Junkyard mix ups at every given opportunity or to make it the crux of your gameplan, but that you should represent it as a threat to keep your opponent on their toes.


Key Moves At A Glance

Key Moves Chart

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
f+3+4


Tracking Chart

Tracks left
  • d/f+1
  • ws4


Tracks both
  • d+3+4
  • b+4
  • b+3
  • d/f+2
  • d+1


Tracks right
  • d/b+3
  • b+2
  • Dragon Hammer


  1. not taking into account Full Crouch frames