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Notations
FC Fully crouched position WS While standing
Denoted as "while crouching" in the Denoted as "while rising" in the in-
in-game command list. game command list.
N Joystick in neutral WR While running
SS While sidestepping SSL While sidestepping left
SSR While sidestepping right SWL While sidewalking left
SWR While sidewalking right () Missed or blocked hit
, Followed by ~ Immediately after
+ Press at the same time < Delayed input
* Push and hold button : Requires just frame input
BT While back is facing the opponent cc Crouch cancel
Tap u or f,f while crouching.
RA Rage Art RD Rage Drive
Grounded Positions
FUFA Face down & feet away FDFA Face down & feet away
FUFT Face up & feet towards FDFT Face down & feet towards
FUFL Face down & feet left FDFL Face down & feet left
FUFR Face up & feet right FDFR Face down & feet right
Move Properties
NC Natural combo
All subsequent hits are guaranteed if
the initial hit lands.
NCC Natural combo on counter hit
All subsequent hits are guaranteed if
the initial hit lands as a counter hit.
OC Forces an opponent into crouch
Jail Forces an opponent to block
All subsequent hits will be blocked if
the initial hit is blocked.
S! Tailspin or airborne screw
W! Wall splat
FB! Floor break
Strengths.................................................................................................................................................................10
Weaknesses ...........................................................................................................................................................11
Conclusion .............................................................................................................................................................11
Punishers .................................................................................................................................................... 12
Standing .................................................................................................................................................................12
Crouching ..............................................................................................................................................................13
Situational ..............................................................................................................................................................14
Whiff ........................................................................................................................................................................15
Launchers...............................................................................................................................................................24
CH Launchers ........................................................................................................................................................25
Introduction ...........................................................................................................................................................32
Use of DSS...............................................................................................................................................................32
Dragon Fake Step (DFS)........................................................................................................................................32
Conclusion .............................................................................................................................................................41
Introduction ...........................................................................................................................................................42
Combos...................................................................................................................................................... 46
Introduction ...........................................................................................................................................................46
Conclusion .............................................................................................................................................................61
Introduction ...........................................................................................................................................................62
Conclusion .............................................................................................................................................................67
Okizeme ..................................................................................................................................................... 68
Introduction ...........................................................................................................................................................68
Conclusion .............................................................................................................................................................74
Introduction ...........................................................................................................................................................75
Introduction ...........................................................................................................................................................81
Additional Notes....................................................................................................................................................83
Introduction
First of all, I would like to thank you for considering to read this guide. I have been a long time Marshall Law
player since the Tekken 6 days. I had a lot of fun writing this guide and I am very excited to teach
everything that I know about this awesome character. Whether you are a new or an old player deciding to
pick Law up, or a player who just wants to learn how to beat Law, it doesn't matter because I have written
this guide so that everyone who reads it can become a better Tekken player.
Strengths
Beginner's If you are Tekken beginner who's just trying to learn the game, Law is a good
choice
choice in learning Tekken's fundamentals. Law's gameplan is relatively simple to
understand. His moveset provides easy fundamental core moves such as a 10-
frame jab, an 11-frame magic 4, a 13-frame d/f+1 mid poke and good low pokes.
Understanding how these moves are utilized will greatly benefit a beginner's
knowledge of the game's fundamentals should they ever decide to pick more
difficult characters in the future.
Good CH game Law has a lot of fast CH tools at his disposal. This is why it is very hard to pressure
Law because you could easily get tagged by fast counter hitting moves. Law has
the fastest high crushing CH launcher in the game at only 11 frames which can
beat out a lot of moves at around neutral frame advantage (-2 to +2).
Good pressure Law excels at zero range with his safe pokes to set up a lot of his stuff. He can bully
game
an opponent with just his pokes alone while not giving the opponent a chance to
retaliate.
Learning how to utilize Law's Dragon Sign Stance (DSS) in your offensive game will
present a whole new set of tools punish the opponent from pressing buttons.
Good defensive While Law is primarily a rushdown type of character, Law can also be played
tools
defensively as he also has access to very good punishment tools. Law has block
punishers for every possible negative frame. Not to mention that he also has one of
the best and easiest whiff punishers in the game.
While having good punishers, Law also has "unchickenable" parries which can be
used as defensive options against the opponent's pressure.
High combo Law's combos are very damaging and could easily be manipulated to get his
damage
opponent to the wall.
Weaknesses
Easy to learn but While Law is easy to pick up, in the long run you will eventually have to learn Law's
hard to master
Dragon Sign Stance (DSS) in order to unleash his true offensive potential. This is
required if you want to turn your mediocre Law into a solid high level Law.
Low reward on Having safe moves also means that they are not very rewarding. Law does not
his poking tools
have an unseeable knockdown low like a Mishima hellsweep as his character
archetype defines him to be poking intensive. Law's low damage could potentially
mean difficult round comebacks.
Close ranged Because most of Law's best tools are only usable at zero range, it's rather frustrating
trying to get in against players with good keep out. A good strategy against Law
would be to space him out and bait him into traps while he is trying to get in.
Weakness to SSR Most of Law's key moves such as 1,2 jabs and d/f+1 suffer from not being able to
track SSR (Law's left side). Law's Dragon Sign Stance (DSS) also has the same
problem as it only has two moves that reliably track opponents who step to their
right.
Limited okizeme Okizeme means pressuring the opponent while they are trying to get up. Law
tools
doesn't really have very rewarding moves that hit grounded opponents.
Conclusion
Hopefully that gives you a good overview of Marshall Law. Overall, he's not that bad if you like to play a
rushdown type of character while still having good defensive tools. I hope you'll have a lot of fun learning
him along the way and improve as a Tekken player. Good luck.
Punishers
Punishers are the moves you can hit your opponent back after successfully blocking their unsafe moves.
The first punisher starts at 10 frames fast. Punishers gain more start up frames (become slower) as the list
goes down. But in return, they become more rewarding. This means that the slower punishers should be
used for moves that are more unsafe on block.
Standing
10f 1,1,2 BLK : -1 / HIT : +6 / CTR : +6
Standard 10-frame punisher which also has the option to go into DSS.
If done without DSS, this move puts Law at a frame disadvantage even on hit. Never use this
move without going into DSS or DFS. This move could also be done as f+4,3 to extend its
range but it increases the start up to 13 frames.
A chunky damage punisher used for punishing -12 and -13 moves. However, the second hit
could be ducked if they block the first hit.
This godsend move was given to Law in T7FR. A very easy execution 14-frame launcher. This is
also used to punish moves when d/f+2 can't reach.
Safe launcher at -7 on block. This will not launch crouchers but it still puts Law at +4 on hit. This
has exceptionally good tracking.
A single flipkick. Use this as quick and easy punishers for something that's really bad on block
for a 70+ damage combo. Do not get this blocked.
A double flipkick. The single flipkick U/F+4 could be followed by another flipkick to
discourage opponents in punishing the first flipkick. Do not get this blocked.
Crouching
10f d/b+1 or FC 1 BLK : -5 / HIT : +6 / CTR : +6
A standard downjab. Use this for some moves that are -10 on block and OC. Examples are
Bryan's Mach Kick f,f+4 and Josie's annoying d+4 low poke.
Generic 11-frame ws+4. Puts Law at a +7 frame advantage on hit. This also has the option to
go into DSS for additional pressure.
The first hit of this move is a high so this punisher could only be used on moves that recover
standing. There are a lot of lows in the game that recover crouching where this can't be
used as a punisher. I personally don't use this much because it leaves Law at -1 on hit.
A really good wall splatting mid from ws. Note that Law can also go into DSS. This is the best
option for punishing toe kicks at the wall. The second hit of this move is a high.
A really good wall splatting mid from ws. Note that Law can also go into DSS. This is the best
option for punishing toe kicks at the wall. The second hit of this move is a high.
Not recommended since we can do an easy ws+2. But these give a slightly better combo
damage than ws+2. This is the same old flipkick but done from crouch. Do not get this
blocked.
A delayed hopkick. Law has two versions of a delayed hopkick. One looks like his normal 15-
frame hopkick but is slower and deals more damage. The other one is a generic delayed
hopkick which is done by pressing 4 a little bit later in the jump. Both deal the same amount
of damage. Best punish after blocking stagger lows such as Hellsweeps and Snake Edges.
Situational
10~11f ws+1+2 BLK : -4 / HIT : +7 / CTR : +7
A standard downjab. Use this for some moves that are -10 on block and OC. Examples are
Bryan's Mach Kick f,f+4 and Josie's annoying d+4 low poke.
Use this move when 3,4 can't reach. This puts Law at a slight -1 frame disadvantage on hit.
Since this move has an u/f input, this could be done both from standing and crouching. This is
my recommended punisher for mid FUFT wake up kicks.
The first three hits of Law's tenstring which combo naturally. Note that 3,4 and u/f+1,3 both
begin with highs and would not be able to punish moves that recover crouching.
Another quick 13-frame mid which is what I like to call the "better than nothing" punish. Use
this when even d/f+1,3,2 can't reach. An example situation is after blocking Eddy's RLX 4.
This hits high and will not hit a move that recovers crouching. Not recommended. However,
this could still be used on off-axis opponents. On hit this, guarantees a 3+4,4 for a full combo.
The double forward input makes this available from crouch. Great after blocking stagger
lows with large pushbacks. Theoretically 17 frames fast but it's hard to make it come out at
that speed because of the double forward input.
Whiff
14f 3+4,4 BLK : -13 / HIT : +5 S / CTR : +5 S
This move has incredible range. I recommend having a 3+4 button bind so you can just
double tap it after confirming a whiff. This move should always be at the back of your head
when spacing opponents out.
There will be situations where they whiff off-axis and an immediate 3+4,4 punish attempt
would have also whiffed. The homing property of b+4,3 becomes very handy for those
situations. Also very good for punishing whiffs at the wall.
The range of this move is actually decent. This move could be used if they end up whiffing at
close range.
This very good range. This is best used if the wall is directly behind them for a nice wall splat.
Because this move has changed in Season 3, 3+4,4 now becomes the superior whiff punisher
because of the better combo we get. The advantage of this is that this can be accessed
from crouch. Can also be used as a far reaching combo filler.
Manual DSS into Legend Kick (d+1+2~f+4). The Legend Kick could also be used to punish
moves that recover very far away. Such moves are Claudio's f+2,2, Jack's Rage Art and
whiffed fireballs.
Movelist Breakdown
The following lists contain Law's top moves which every aspiring Law player should get familiar with. I have
tried to list them based on their usefulness according to my opinion. Note that other players may rank them
differently than myself.
This low is not very bad on block at -12 so you need not worry about getting launched
by Kazuya's Twin Pistons. This also has pretty reliable tracking to both sides but will lose
to SWL.
Another extension is 1,2,3 which is a NCC string which makes this string very good for
frame trapping at the wall. On block, this string jails completely but Law is still safe at -
6. If they try to jab, we can try to parry or duck highs and punish with a ws move.
Law can also do a fake flip by doing 1,2,u/f+3. A launcher could be added after the
flip to catch them pressing buttons by doing 1,2,u/f+3,4. Law could still be floated if
they try to jab during the flip.
This has a high extension in d+1,3 which could be used to wall splat people at the wall.
The extension is safe at -9 on block but is duckable even if the first hit landed as a
normal hit. This also screws on counter hit for a nice combo.
The b+1,2,2 extension is a NCC if undelayed. This string can cause a lot of hesitation
from being very delayable. Law can also enter DSS with either the first or second hits
which is good if the opponent expects the subsequent hit. The last hit puts Law at a
disadvantage of -14 on block and could be stepped to Law's right side.
However, I strongly advise against using the sweep version of Junkyard which is
b+2,3,d+4. This does not really create a mix up with a regular b+2,3,4. Both last hits
could be fuzzy guarded and will give them a free launch if they block the sweep. This
is primarily used as a wall combo.
The b+2,1 extension is a high which screws on hit. This means that it causes a wall splat
when their back is touching the wall. If they aren't ducking the second hit, this
becomes a very good setup tool at only -1 frame disadvantage on block.
The b+2,2 extension is another high. This move can transition into DSS though it is only
useful to transition after hitting this move. This move could also be used to force an
opponent into an untechable spike during combos. More on this in the okizeme
section.
An added bonus to this move is that the first hit is a magic 4 CH launcher. You can
then follow up with a combo if the 4 landed as a CH. However, the second hit could
be jabbed or stepped to the right.
Guarantees a get up 3 on hit or you can choose to do another slide mix up.
When done as f,f+2,3, this becomes a hit confirmable semi long range mid which
knocks down on hit. Try doing f,f+2 and then try to confirm the hit and press 3. Since it's
a double forward input, it can track steppers depending on how long you wait before
pressing the 2. This is at -17 on block and has pushback but the second hit can be
ducked.
Last is f,f+2,1,3. This is primarily used as Law's combo ender on an off axis or backwards
flipped opponent. I also would like to note that the last two hits are NCC and will
cause a wall splat. Only the 1 could be hit confirmed from the f,f+2 and is safe at -4 on
block. The full string is only at -13 on block.
Guarantees a get up 3 on hit or you can choose to do another slide mix up.
The U/F+3,4 extension is useful when they like punishing Law's flipkick moves after
blocking them. An U/F+4 flipkick is usually launch punishable on block but because it
looks very similar to a Fake Flip, they might try to punish U/F+3,4 but end up getting
launched instead.
Note that the U/F+3,4 extension is safe at only -8 on block. A b+1+3 (or b+2+4) parry
could be attempted. This will successfully parry 11-frame or slower moves but not 10-
frame jabs due to move being -8.
Another strat I like to use if they like pressing buttons after blocking U/F+3,4, is that I like
to do only U/F+3 into a ws+4~DSS 2 for a CH launch. This works because it's hard to tell
the difference between the second hit of U/F+3,4 and a ws+4 in a hectic match.
The d/f+3,3,3 ends in a duckable high and the d/f+3,3,4 ends in a launch punishable
mid. These should only be used if they like to press buttons after blocking d/f+3
because the second hit is very easy to low parry. The hits are also very delayable
which can work in throwing off their parry timing. I personally don't like using the
extensions as they are very risky.
If you happen to know other situations when this move could be used, please let me
know.
Power Crushes
f,f+3 or DSS f+3 START : 20 / BLK : -17 / HIT : KND / CTR : KND
The Dragon Cannon. This deals tons of damage if you get the wall bounce. Could also
be done from DSS for some nice setups.
Personally, I like using this against matchups who like using wr moves. Such matchups
are Kazumi, Dragunov and Claudio. This comes in handy when I don't like to step or
crouch when they could easily do a mix up to beat stepping and crouching. Just don't
get this baited out because this can be punished severely.
A slide is guaranteed upon landing this move at open field. At the wall, an easier
option is to do a double flipkick U/F+4,3. For more damage, do f+4,3~DSS f+3. Note
that it has to begin with a f+4 and not just an ordinary 4 without an f.
Homing Moves
b+4 START : 14 / BLK : -7 / HIT : +3 / CTR : +3
Law's fastest homing move at 14 frames. This move provides Law a quick way to check
sidesteppers. This is also safe at -7 on block which makes it a good parry setup. This has
a high extension in b+4,3 which can make people either duck or hesitate in pressing
buttons after blocking this move. When they do, Law can start entering BT by doing
b+4~b for some BT mix ups.
Because of the homing buff it got from Season 2, this will reliably hit siderolling
opponents in okizeme situations. But please don't count on this to track stepping
opponents or as a high crush. Law has better options for those.
This move can be used as a screw in combos. Particularly after a Junkyard and a 4,3.
Rage Moves
1+2 (Rage Art) START : 20 / BLK : -26 / HIT : KND / CTR : KND
I personally don't like the command to this being 1+2. This is because they could bait it
out by whiffing a 1+2 break throw in front of Law. Like most common RAs, this hits mid
and armors through every move including lows and throws. Could also be used as an
alternative combo ender for extra damage.
This move was buffed in Season 2 to have a massive +7 frame advantage on block.
They have no choice but to respect. A few good follow ups are d/f+2, u/f+4, d/b+3,
d+4,3 and throws.
This move could also be used to punish fireballs after successfully stepping them. But
extra caution because this is also steppable and is a high.
A Legend Kick is also the second hit of Law's DSS 1,4 string.
A hidden feature about this move is that it allows a ki charge on hit by pressing 1+2
immediately after landing it. Nice to use for some ki charge setups.
Launchers
3+4,4 START : 14 / BLK : -13 / HIT : +5 S / CTR : +5 S
The best addition Law received in T7FR. My advice to new Law players is that to
practice getting better at using this move. This is easily Law's best whiff punisher.
Always be on the lookout for whiffs and moves that are -14 on block. Think of this move
as Law's own version of a Mishima EWGF but a mid with a stupidly easy input. I
recommend having a 3+4 button bind so that you can just double tap it whenever
you see a whiff.
CH Launchers
4 START : 11 / BLK : -9 / HIT : +7 / CTR : JG
A nice 11-frame magic 4. Really good to use to when the opponent likes pressing
buttons at a frame disadvantage. For example, when they like doing something that's
slightly minus on block like a d/f+1 and then still press buttons. Also good when trying to
frame trap someone after hitting them with a d/b+3 or making them block a f+1+2.
This move also has extensions in 4,3 and 4,3,4 which can both transition into DSS and
4,u+3 which is a good setup tool.
On the downside, this move is -15 on block which means that it is launch punishable.
Do not abuse this move at higher ranks because you will get launched for it. However
there are certain character matchups I would like to point out who can't launch
punish this move because they don't have 15-frame launchers. They are Anna, Bob,
Master Raven, Steve and Zafina.
Any decent player will low parry the second hit on reaction but we can still mess up
the timing of their low parry by delaying the second hit. Once they are used to the
second hit being delayed, we can easily substitute that with a hopkick to catch them
trying to parry us.
But in case they don't fall for this and try hitting buttons after blocking b+2, just do a
plain undelayed Junkyard to launch them.