Joined: Jan 2009
Posts: 3809
From: Canada
PSN: Forest613
XBL: ForestSkies
# “Quote” Edit Post
Non Law main players looking at Law often say he's super duper strong. But why doesn't Law win lots of tournaments if that's the case?

I think it's because of the same reason why I personally switched to Nina, an extremely complex character. Law has too many different poke moves for different purposes. Nina's df+1 covers all the properties. It has great tracking, great speed, and it's -1 on block so hit confirming it isn't too big of a deal. As a longtime Law main, it was so nice to have a quick poke that does all those things. I didn't need to worry about what my opponent's tendency is.

But when watching a Law player, you'll often see the Law's opponent make the Law player look foolish by stepping their attack or taking advantage of negative frames to bring the momentum of the battle back on their favour, forcing the Law player to go back on the defensive.

Unlike a Nina simple and effective in many ways df+1, Law has to carefully choose which quick poke to use:

Law's df+1 looks good on paper. A standard 13f, -1 on block df+1. But it has extremely poor tracking and range. So the one purpose Law would use df+1 instead of his other pokes is to attack with a fast mid that leaves Law close and -1 for possibly more pressure if blocked.

In practice, Law's best 13f mid poke is df+4. Far better than his df+1. It's much more negative frames on block, but it will reach the opponent when it should, unlike df+1, which has laughably bad range. So the purpose of the Law player using df+4 is to attack with a reliable, fast mid that will need to be hit confirmed but will reach a defensive opponent.

Then there is b+4. Having a 14f mid tracking move is great. But it's yet another mid poke that has specific purposes: homing properties and the ability to go back turned instead of having good frames on block. It will need to be hit confirmed like df+4 for that reason. So its use is when the Law player's opponent is stepping his df+1 df+4 and other moves that have poor tracking.

Aris from Avoiding the Puddle said it well. In a tournament, you don't want to have to think about which moves to use too much. The best characters also tend to be the simplest characters. Jack with his f,f+1. Kazumi with her df+1. Less really is more when you're under pressure.

It's true that Law has lots of great moves. But each one of his moves serves a specific purpose. Do you want good frames (df+1)? Do you reliability (df+4)? Do you want to prevent the opponent from sidestepping (b+4)?

When the opponent is farther away, the Law player will have to switch from b+4 to b+2 or b+3 or 1,2,2 to prevent Law from getting sidestepped. So, again, more to think about. Not just Jack f,f+1 to solve all problems.

Slide mixed up with WS+2 is rewarding. But if blocked, a sharp opponent should be able to get a big juggle combo for either option. So it's up to the Law player to attack with the option that will hit his opponent.

3+4 and 3+4,4 can be option select punished with a generic d+2. It will punish the 3+4, and high crush the third hit. And the third hit is a high, of course. The second and third hits are both -13.

So Law is extremely fair. If you see a player winning every tournament with Law, which simply doesn't happen now in Tekken 7's, what, 3rd year, just know that they're working much harder, using many different moves for different purposes, than if they had picked many of the other characters.