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Last revision: 27 November

2019
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Commands
1 Left punch 2 Right punch
3 Left kick 4 Right kick
f Tap forward F Hold forward
d Tap down D Hold down
u Tap up U Hold up
d/f Tap down forward D/F Hold down forward
d/b Tap down back D/B Hold down back
u/f Tap up forward U/F Tap up forward
u/b Tap up back U/B Tap up back
qcf Quarter circle forward qcb Quarter circle back
Done by: d,d/f,f Done by: d,d/b,b
hcf Half circle forward hcb Half circle back
Done by: b,d/b,d,d/f,f Done by: f,d/f,d,d/b,b

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

Marshall Law Specific Terminology


DSS Dragon Sign Stance DFS Dragon Fake Step
FSP Fake Step Parry Legend Kick DSS f+4
Junkyard Kick b+2,3,4 Dragon Tail d/b+4,4
Poison Arrow f+2~1 or DSS f+2~1 Flipkick U/F+4
Slide FC d/f,d,D/F+3 Dragon Cannon f,f+3 or DSS f+3
Magic 4 CH 4 Frogman d/b+3+4
Down Two Three d+2,3
Table of Contents
Introduction ............................................................................................................................................... 10

Why pick Marshall Law? .......................................................................................................................................10

Strengths.................................................................................................................................................................10

Weaknesses ...........................................................................................................................................................11

Conclusion .............................................................................................................................................................11

Punishers .................................................................................................................................................... 12

Standing .................................................................................................................................................................12

Crouching ..............................................................................................................................................................13

Situational ..............................................................................................................................................................14

Whiff ........................................................................................................................................................................15

Movelist Breakdown ................................................................................................................................. 16

Bread and Butter (BnB) Moves .............................................................................................................................16

Power Crushes .......................................................................................................................................................21

Homing Moves ......................................................................................................................................................21

Rage Moves ...........................................................................................................................................................22

Plus on Block Moves .............................................................................................................................................23

Launchers...............................................................................................................................................................24

CH Launchers ........................................................................................................................................................25

Hardly Used Moves ...............................................................................................................................................28

Throw Game .............................................................................................................................................. 30

Generic Throws ......................................................................................................................................................30

Command Throws .................................................................................................................................................30

Off-Axis Throws ......................................................................................................................................................31

Dragon Sign Stance (DSS) ........................................................................................................................ 32

Introduction ...........................................................................................................................................................32

Use of DSS...............................................................................................................................................................32
Dragon Fake Step (DFS)........................................................................................................................................32

Fake Step Parry (FSP) ............................................................................................................................................33

DFS Transition Moves .............................................................................................................................................33

DSS Transition Moves .............................................................................................................................................34

Moves From DSS ....................................................................................................................................................35

Training 4,3~DSS ....................................................................................................................................................38

Training ws+4~DSS .................................................................................................................................................40

Conclusion .............................................................................................................................................................41

Parry Game ............................................................................................................................................... 42

Introduction ...........................................................................................................................................................42

Fake Step Parry (FSP) ............................................................................................................................................42

FSP Follow Ups........................................................................................................................................................42

DSS Parry/Reversal ................................................................................................................................................43

DSS Parry Follow Ups .............................................................................................................................................44

DSS Parry Setup Moves .........................................................................................................................................45

Combos...................................................................................................................................................... 46

Introduction ...........................................................................................................................................................46

Bread and Butter (BnB) Combos ..........................................................................................................................46

Opponent Back-Turned Combos ........................................................................................................................50

Wall Carry Conversions ........................................................................................................................................51

Wall Combos .........................................................................................................................................................52

High Wall Splat Combos .......................................................................................................................................52

Wall Combos for Big Characters .........................................................................................................................53

Wall Bounce Combos ...........................................................................................................................................54

Rage Drive Wall Combos .....................................................................................................................................55

Other Notable Wall Combos ................................................................................................................................56

Wall and Balcony Breakers (standing/crouching opponent) ..........................................................................57

Wall and Balcony Breakers (airborne/splatted opponent) ..............................................................................57

Forgotten Realm ....................................................................................................................................................58


Floor Breakers (which flip the opponent) ...........................................................................................................58

Floor Breakers (which don't flip the opponent) ..................................................................................................59

Floor Breakers (which are throws) .......................................................................................................................60

Forgotten Realm Throw Combos .........................................................................................................................60

Forgotten Realm Wall Combos ............................................................................................................................60

Conclusion .............................................................................................................................................................61

Wall Game ................................................................................................................................................. 62

Introduction ...........................................................................................................................................................62

Wall Splatting Moves.............................................................................................................................................62

Resplatting Moves .................................................................................................................................................65

Wall Pressure Moves .............................................................................................................................................65

Conclusion .............................................................................................................................................................67

Okizeme ..................................................................................................................................................... 68

Introduction ...........................................................................................................................................................68

Ground Hitting Moves ...........................................................................................................................................68

f+4,3~DSS f+3 Ender Okizeme ..............................................................................................................................69

d/b+4,4 Wall Ender Okizeme ...............................................................................................................................71

f+4,3~DSS 2 Big Character Wall Spike Okizeme.................................................................................................72

f+4,3~DSS 2 Bear Special Side Switch Okizeme .................................................................................................73

b+2,2 Spike Okizeme ............................................................................................................................................74

Conclusion .............................................................................................................................................................74

Back-Turned (BT) Shenanigans ............................................................................................................... 75

Introduction ...........................................................................................................................................................75

BT Transition Moves ...............................................................................................................................................75

Options on Block ...................................................................................................................................................76

Dealing with Generic d+4s and Big Characters' Downjabs ..............................................................................78

Options on Normal and Counter Hits ..................................................................................................................79

Hardly Used BT Moves...........................................................................................................................................80


Conclusion .............................................................................................................................................................80

Anti-Marshall Law ..................................................................................................................................... 81

Introduction ...........................................................................................................................................................81

Anti-Marshall Law Punishment List .......................................................................................................................81

Additional Notes....................................................................................................................................................83

Appendix A - Quick Reference .............................................................................................................. 85

Appendix B - Frame Data ........................................................................................................................ 86


10

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.

Why pick Marshall Law?


Most people decide to pick Law up because they are fans of the Legendary Bruce Lee. Law's fighting style
is solely based on Bruce Lee's Jeet Kune Do which translates into "The Way of The Intercepting Fist" which
clearly describes how Law plays in general. By being able to "intercept" means that Law's moveset contains
fast poking and counter hitting tools. Most of Law's damage comes from baiting opponents to press
buttons to land his devastating counter hit (CH) combos.

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.

Introduction A Com prehensive Guide to M arshall Law


11

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.

Introduction A Com prehensive Guide to M arshall Law


12

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.

2,b+2 BLK : -4 / HIT : +7 / CTR : +7


Another good 10-frame punisher in case we want to use BT mix ups.

11f 4,3~DSS BLK : -1 / HIT : +6 / CTR : +6

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.

12f 3,4 BLK : -10 / HIT : KND / CTR : KND

A chunky damage punisher used for punishing -12 and -13 moves. However, the second hit
could be ducked if they block the first hit.

f+2,b+2 BLK : -4 / HIT : +7 / CTR : +7


The same as 2,b+2 but does 2 points more damage. I don't recommend using this since 3,4 is
already a very good punisher. This can be used to initiate a BT mix up.

14f 3+4,4 BLK : -13 / HIT : +5 S / CTR : +5 S

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.

b+4,3 BLK : -5 / HIT : KND / CTR : KND


A wall splatting alternative to 3+4,4. This is very good punish after blocking spring kicks at the
wall.

15f d/f+2 BLK : -7 / HIT : JG / CTR : JG

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.

u/f+4 BLK : -13 / HIT : JG / CTR : JG


A hopkick with worse range than d/f+2. Crushes lows and launches moves that recover
crouching.

Punishers A Com prehensive Guide to M arshall Law


13

18f U/F+4 BLK : -17 / HIT : JG / CTR : JG

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.

U/F+4,3 BLK : -18 / HIT : JG / CTR : JG

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.

11f ws+4 BLK : -4 / HIT : +7 / CTR : +7

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.

12f u/f+1,3 BLK : -13 / HIT : -1 / CTR : -1

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.

13f ws+1,2 BLK : -9 / HIT : KND / CTR : KND

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.

15f ws+1,2 BLK : -9 / HIT : KND / CTR : KND

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.

18f FC u/f+4 BLK : -17 / HIT : JG / CTR : JG

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.

FC u/f+4,3 BLK : -18 / HIT : JG / CTR : JG

A single flipkick FC u/f+4 could be followed by another flipkick to discourage opponents in


punishing the first flipkick. Do not get this blocked.

Punishers A Com prehensive Guide to M arshall Law


14

19f U/F,n+4 BLK : -15 / HIT : JG / CTR : JG

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.

12f u/f+1,3 BLK : -13 / HIT : -1 / CTR : -1

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.

13f d/f+1,3,2 BLK : -12 / HIT : -1 / CTR : -1

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.

d/f+4 BLK : -8 / HIT : +3 / CTR : +3

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.

16f ws+3 BLK : +6 / HIT : +17 / CTR : +17

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.

~17f f,f+4,3 BLK : -14 / HIT : S! / CTR : S!

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.

Punishers A Com prehensive Guide to M arshall Law


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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.

b+4,3 BLK : -5 / HIT : KND / CTR : KND

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.

15f d/f+2 BLK : -7 / HIT : JG / CTR : JG

The range of this move is actually decent. This move could be used if they end up whiffing at
close range.

16f b+2,1 BLK : -3 / HIT : +16 S / CTR : +16 S

This very good range. This is best used if the wall is directly behind them for a nice wall splat.

~17f f,f+4,3 BLK : -14 / HIT : S! / CTR : S!

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.

~20f DSS f+4 BLK : +7 / HIT : KND / CTR : KND

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.

Punishers A Com prehensive Guide to M arshall Law


16

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.

Bread and Butter (BnB) Moves


d/f+1 START : 13 / BLK : -1 / HIT : +5 / CTR : +5
A good decent 13-frame d/f+1. Tracks to Law's right side (SSL). Law's fastest mid poke.
Puts Law at a slight -1 frame disadvantage on block which means Law's jabs will lose
to their jabs. But they can easily try to backdash away or sidestep.

d/b+3 START : 17 / BLK : -12 / HIT : +4 / CTR : KND


Arguably Law's best low poke. Comes out at 17 frames fast. This puts Law at a +4
frame advantage on hit. On CH, you can do another d/b+3. A f+3+4 is another good
option but they can block it if they get up by holding 'b'.

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.

1,2 series START : 10 / BLK : ? / HIT : ? / CTR : ?


Law's 10-frame jab strings. Doing 1,2 alone leaves Law at a slight -1 frame
disadvantage. Therefore, not so much momentum is lost after getting this move
blocked. This move can also be used to enter DSS and has a variety of extensions
which can make them not want to press buttons to allow Law to enter DSS

Opponents could be deterred from pressing buttons by doing either extensions,


1,2,2,1+2 or 1,2,2,2. The last two hits are NCC which will catch them if they dare to
press buttons after blocking the 1,2. The last hit of 1,2,2,1+2 is a wall splatting mid and
the last hit of 1,2,2,2 is a high which also gives the option to enter DSS.

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.

Movelist Breakdown A Com prehensive Guide to M arshall Law


17

d+1 START : 21 / BLK : -12 / HIT : +2 OC / CTR : +2 OC


A kind of slow and linear low poke but is still pretty usable. This puts Law at a +2 frame
advantage in a crouching position. This makes ws+4 and d+2 uninterruptable (except
by Yoshi and Ling). We can go balls to the wall with CH d+2,3 or CH ws+4,3 if we read
that they'll absolutely press buttons. If you are good with DSS you can attempt the less
risky CH ws+4~DSS 2 or DSS 3+4,4. If they back away, we can attempt a slide mix up.

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.

b+1 START : 14 / BLK : -9 / HIT : +2 / CTR : +2


A 14-frame poke which tracks to Law's right side (SSL).

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.

b+2 START : 16 / BLK : -8 / HIT : +4 / CTR : +4


The first hit of Law's Junkyard Kick which comes out at 16 frames. This is a pretty good
approach tool and tracks to Law's left side. The first hit causes a lot of hesitation when
they think the second hit is of Junkyard coming. Doing the full b+2,3,4 extension will
launch them if they try to press buttons after blocking b+2. I will talk more about
Junkyard in the CH launchers section.

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.

Movelist Breakdown A Com prehensive Guide to M arshall Law


18

d+3+4 START : 12 / BLK : -13 / HIT : -2 / CTR : -2


Law's fastest low poke. This is a generic 12-frame d+4. Crushes highs instantly and has
the benefit of tracking to both sides. We can use this as a panic poke. Think of it like a
tracking downjab. But this leaves Law crouching at a slight -2 frame disadvantage on
hit. This move could also be done from crouch as FC 4 but it then becomes -15 on
block.

4,u+3 START : 11 / BLK : -1 / HIT : KND / CTR : KND


The only non launchable flipkick move Law has. In fact, this is very safe at only -1 on
block which makes this move a good setup tool. Because all of Law's other flipkick
moves are launch punishable, the opponent may try to punish. Since Law is safe at -1,
their punishers could be baited out by stepping or backdashing.

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.

d/f+3+4 START : 18 / BLK : -15 / HIT : +4 OC / CTR : KND


Good ol' banana peel. A high crushing low poke with good range. Can be annoying
to get hit with because this forces crouch. This puts Law at a +4 frame advantage on
hit which make a ws+1,2 follow up uninterruptable. But note that they can step to the
background when they are playing on the Player 2 side to make ws+1,2 whiff. A slide is
also good in case they decide to back away. Launch punishable on block though.

FC d/f,d,D/F+3 START : 22 / BLK : -23 / HIT : KND / CTR : KND


The slide is one of Law's best lows. But this one knocks down for some pretty good
okizeme. If you're having trouble with the slide input, think of it like doing a f,f+3 input
while holding d. This is worth practicing as the crouch dash animation can scare
opponents into ducking and that's when you mix them up with a ws+2 or ws+1,2 for
wall splats.

Guarantees a get up 3 on hit or you can choose to do another slide mix up.

Movelist Breakdown A Com prehensive Guide to M arshall Law


19

f,f+2 START : ~14 / BLK : -7 / HIT : +7 / CTR : +7


This is a very good approaching tool without it's extensions. This is safe on block at -7
and may cause the opponent to not press buttons or duck because of the extensions.
Note that both of its extensions start with highs.

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.

FC d/f,d,D/F+3 START : 22 / BLK : -23 / HIT : KND / CTR : KND


The slide is one of Law's best lows. But this one knocks down for some pretty good
okizeme. If you're having trouble with the slide input, think of it like doing a f,f+3 input
while holding d. This is worth practicing as the crouch dash animation can scare
opponents into ducking and that's when you mix them up with a ws+2 or ws+1,2 for
wall splats.

Guarantees a get up 3 on hit or you can choose to do another slide mix up.

u/f+1,3 START : 12 / BLK : -13 / HIT : -1 / CTR : -1


Using u/f+1 alone can make people freeze up thinking the low is coming next. Note
that u/f+1,3 could punish -12 moves when 3,4 can't reach.

The d/b+1+2 unblockable could also be cancelled into this move.

u/f+3+4 START : 29 / BLK : -24 / HIT : +5 / CTR : +5


Law's stomp. A slow move coming out at 29 frames but gives a +5 frame advantage
on hit. This move is good when you are absolutely sure that the opponent is going to
stand block. Because of the jumping animation, this could be used as a mix up with a
delayed hopkick (use the generic delayed hopkick, which is done by pressing 4 a bit
later during the jump).

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20

U/F+3 START : ? / BLK : ? / HIT : ? / CTR : ?


The Fake Flip. You need to hold U/F in order to not get the regular u/f+3. Law will do a
non hitting somersault which recovers in crouch if done without the extension. This also
makes a slide easily bufferable after this move.

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.

This move could also be done from 1,2 by inputting 1,2,u/f+3.

d/f+3 START : 17 / BLK : -12 / HIT : -1 / CTR : -1


A somewhat good mid poke with range if used without its extensions.

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.

2,2 START : 10 / BLK : -8 / HIT : +4 / CTR : +4


Not a natural combo but could be used if you want a quick mid extension to check
them ducking. This could be extended to 2,2,1+2 and 2,2,2 where the last two hits are
NCC. The 2,2,2 could be used to transition into DSS.

3,3 START : 12 / BLK : -14 / HIT : -3 / CTR : KND


Could also be done as f+3,3 to extend the range but increases the start up to 15
frames. This can be used as a mid mix up when they are ducking the second hit of 3,4.
Though I don't really recommend throwing out 3,4 except when using it as a 12-frame
punisher. This leaves Law at -3 on hit and -14 on block.

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21

b+3+4 START : 23 / BLK : -18 / HIT : KND / CTR : KND


Very unsafe on block but it does have a backswing property. It can get you out of
some known mix up situations such as Xiaoyu's f,f+2,1 and Leo's b+1,4. Just use b+3+4
before the final hit of their moves come out.

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.

DSS 1+2 START : 19 / BLK : -10 / HIT : KND / CTR : KND


A duckable high power crush which is only available from DSS but could be done
manually by doing d+1+2~1+2. This move is -10 on block but safe due to the huge
pushback. This is safe even at the wall.

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.

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b+3 START : 23 / BLK : -12 / HIT : KND / CTR : KND


A mid homing move that comes out at 23 frames. BT could also be entered by doing
b+3~b. This move is a really good wall splatting tool. Even when it is blocked, b+3~b
creates so much space that opponents may whiff if they try to punish this.

This could also be used if they like stepping a wr+3.

d/b+4,4 START : 26 / BLK : -9 / HIT : KND / CTR : KND


The infamous Dragon Tail which has gained a lot of notoriety online. This is more
reactable in offline play but online is another story. This is less likely to get blocked
when rarely used. Doing the first hit alone provides some nice okizeme setups.

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.

DSS 3 START : 19 / BLK : -3 / HIT : KND / CTR : KND


The only homing move out of DSS. The speed of this move was buffed in Season 2
making it harder for opponents to do a sidestep into a block.

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.

d/b+4,3+4 (Rage START : 20 / BLK : -26 / HIT : KND / CTR : KND


Drive)
This works like a safe version of Dragon Tail. This jails completely on block leaving Law
at -9 preventing the stagger happening after getting the first hit blocked. This could
also be used as a wall carry conversion tool at the correct distance away from the
wall. They can still low parry this.

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Plus on Block Moves


f+1+2 START : 20 / BLK : +3 OC / HIT : +3 OC / CTR : JG
This mid comes out slow at 20 frames but this puts Law at a +3 frame advantage at the
opponent's face. Law also has the option to enter FC by doing f+1+2~d. Law can
choose to frame trap with moves such as magic 4, d+2,3, ws+4 etc. If they hesitate,
Law can do slide mix ups.

f+2~1 START : 19 / BLK : +5 / HIT : KND / CTR : KND


The Poison Arrow. A nice but slow mid which can also be used from DSS. Not very
good if used out in open field. But at the wall it puts Law at a whopping +5 frame
advantage. This also wall splats on hit, making this an awesome tool at the wall.

DSS f+4 START : 20 / BLK : +7 / HIT : KND / CTR : KND


Legend Kick. This move should be in the DSS section but I still decided to put this here
since it's still good to do it all by itself by manually entering DSS with d+1+2. I
recommend practicing instant Legend Kick by inputting d+1+2~f+4.

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.

ws+3~DSS START : 16 / BLK : +13 G / HIT : +17 / CTR : +17


Another move which I should have listed in the DSS section. Law can enter DSS
immediately from this move which enables him to attack earlier than the opponent.
See the DSS section for more information about this move.

wr+3 START : 20 / BLK : +7 / HIT : KND / CTR : KND


If you are good at instant while running (iwr) moves from doing a lot of Dragunov's
iwr+2, then this move should be ideal when approaching with Law. This doesn't leave
Law as close as Sergei, but we can still pretty much use farther reaching moves to
continue our pressure. But the pushback will be negated if they block this with the wall
behind their back. However, this move can be severely punished if stepped.

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.

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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.

d/f+2 START : 15 / BLK : -7 / HIT : JG / CTR : JG


This is Law's primary15-frame launcher with somewhat good range. Safe on block at
only -7 frame disadvantage. This will not launch crouching opponents on hit but
instead will give a +4 frame advantage. This has exceptionally good tracking
especially to Law's left which is known as his weak side. At around neutral frames (-3 to
+3) this will track SSR, SWR and SSL reliably except SWL. But don't rely on this move on
catching a stepping Lili or Alisa, you will whiff miserably.

u/f+4 START : 15 / BLK : -13 / HIT : JG / CTR : JG


A 15-frame hopkick with worse range than d/f+2. But the advantage of this is that this
crushes lows and will launch crouching opponents. Like any standard hopkick, this puts
Law at a -13 frame disadvantage on block.

ws+2 START : 15 / BLK : -13 / HIT : JG / CTR : JG


The primary 15-frame launcher from crouching. My default punisher after successfully
ducking highs and blocking stagger lows. This is launch punishable but some
characters are unable to launch this.

SS+3+4 START : 15 / BLK : -12 / HIT : S! / CTR : S!


One of Law's best buffs in T7 Season 2. On hit this produces a screw launch for a nice
combo. Slightly better on block than a hopkick at only -12. A good whiff punisher after
successfully stepping their moves.

f,f+4,3 START : ~17 / BLK : -14 / HIT : S! / CTR : S!


Reaches very far because of the double forward input. Useful for punishing stagger
lows that recover far away.

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U/F+4 START : 18 / BLK : -17 / HIT : JG / CTR : JG


or
The flipkick. A low crushing launcher that comes out at 18 frames. The flipkick is launch
FC u/f+4
punishable but the existence of U/F+4,3 which is a double flipkick can deter them from
punishing the first hit.

BT u/f+4 START : 17 / BLK : -12 / HIT : JG / CTR : JG


A hopkick from BT with really bad reach. Only usable after a b+4~b because it leaves
the opponent closer.

BT d+4 START : 23 / BLK : -15 / HIT : JG / CTR : JG


A slow low launcher which is prone to getting interrupted if you just throw this out
without making the opponent hesitate first. Most often times, this is the BT move which
the opponent doesn't want to get hit with. That's why most of them duck the moment
they see Law in BT.

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.

d+2,3 START : 11 / BLK : -15 / HIT : JG / CTR : JG


The favorite NCC move newbie Law's like to abuse and they get away with it because
they aren't being punished for it. Take note that this move begins with a d+2 which is
an 11-frame down jab. Because this high crushes and this is very good counter hitting
fast high strings. Also being at an 11-frame start up, this can easily outspeed any slower
mid and low.

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.

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f+1+2 START : 20 / BLK : +3 S / HIT : +8 S / CTR : JG


Not just a good pressuring tool, but also a good CH launcher to hit those people trying
to attack during wakeups.

f+3+4 START : 25 / BLK : -2 / HIT : +7 / CTR : JG


You can think of this move as Law's orbital. Gives Law a nice launch on CH. What I like
about this move even though it's very linear, it is in fact very safe on block at only -2.
This makes it a good setup tool for stuff such as sidesteps and backdashes. You can
even go ballsy with a d+2,3 if you really like to party.

d+3+4,3 START : 12 / BLK : -18 / HIT : JG / CTR : JG


or
This NCC move has the same uses as d+2,3 but the main difference is that this move
FC 4,3
starts with a 12-frame low. Whereas d+2,3 will lose to power crushes because it starts
with a special mid, d+3+4 starts with a low making this a good answer if your opponent
likes to abuse power crushes.

ws+4,3 START : 11 / BLK : -18 / HIT : JG / CTR : JG


The regular 11-frame ws+4 could be turned into a CH launcher by doing ws+4,3. This is
good after moves that put Law in crouch while also being at a frame advantage.
Such moves are f+1+2~d, BT d+3, and d+1. But this is very risky because this is launch
punishable if you get this blocked. This is why I recommend practicing the DSS
transition off ws+4 which will be covered later.

d+3,3 START : 16 / BLK : -7 / HIT : KND / CTR : JG


The first hit alone is a good poke by itself. Comes out at 16 frames. The second hit
could be used to catch someone pressing buttons for a nice CH launch.

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b+2,3,4 START : 16 / BLK : -7 / HIT : JG / CTR : JG


Good ol' Junkyard Kick. If the second hit of Junkyard lands as a CH then the third hit is
also guaranteed for a nice launch. A lot of newbie Laws like to use this move to no
avail. But let me tell you this, Junkyard is not really a scrubby move if utilized properly.

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.

2,b+2,1,2 START : 10 / BLK : -3 OC / HIT : KND / CTR : JG


This one is will launch people who press buttons after the third hit. Each hit is of this
move is very delayable. That's why it's easy to bait people in pressing buttons. A slight
delay on the fourth hit is often what blows people up.

f+2,b+2,1,2 START : 12 / BLK : -3 OC / HIT : KND / CTR : JG


Same as above but this one can be done from DSS.

BT 2 START : 15 / BLK : -14 / HIT : -1 / CTR : JG


This becomes an uninterruptable counter hit launcher after hitting them with a move
that puts Law in BT such as b+4~b, d/b+2, 2,b+2, and f+2,b+2. More on this in the Back-
Turned section.

DSS 2 START : 14 / BLK : -4 / HIT : KND / CTR : JG


A CH launcher from DSS. Opponents with little knowledge about Law might think that
this is a plus on block mid but it's really -4 on block and a high. You can catch people
with this if they like to press buttons during DSS. More on this later.

Movelist Breakdown A Com prehensive Guide to M arshall Law

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