Law VS _________ The Matchups Thread

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forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#1 “Quote” Edit Post
To use Law to the maximum potential, the player will need to use a different set of moves and strategies against different characters. Even if another player might be using the same character as a player you just beat who was using the same character, the skill level of your opponent might be much higher than that of your previous opponent, or their playing styles might just be different. Therefore, many moves that worked wonders against the opponent you just beat soundly might not not only not work against your next opponent, but they might get you killed outright!

This thread is meant to discuss things like that. What moves work better against Eddy? Against Bob? Against Lars? Can Steve launch punish Forest's d+2,3~Tag? If not, maybe it is better to use d+2,3 more often against Steve, or against a Mishima who is not proficient at doing EWGF.

Some characters have annoying tools that Law, or any opponent, has to deal with. Hopefully, players will be able to turn to this thread to find out how to beat those kinds of things.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#2 “Quote” Edit Post
VS Capos

d+3+4,3~Tag or FC 4,3~Tag are amazing anti-Relax stance and anti-Handstand moves! Eddy has HSD d+3+4 that high crushes many mids, so it is a good idea to use a quick, low hit box move. The good thing about these moves, though, is that they launch fully on CH! These moves also got a buff from Tekken Tag Tournament: they are now ~Taggable, as well. Perfect to use against moves like Eddy's SS+3, which ends in Relax. The d+3+4 or FC 4 both hit Relax stance, and the second hit, if the Capo was pressing a button, will fully launch. Very fast, too, only 12 frames to come out.

uf+4 hopkick hits Relax stance, but it has short range and is slower than d+3+4,3, or FC 4,3.

UF+4~Tag, the first hit of the Backflipper, hits Relax stance, but is 18 frames, even slower than hopkick.

f+1+2 his a good move VS capos

f+3+4 is too slow to rely on as a practical anti-relax stance move, but it does hit grounded and launches on CH.

f,f+4,3~Tag is an amazing anti-Relax stance move. Great range, hits Capos out of the stance if they are not doing anything, and will bound them for a combo or Tag Assault! Too slow to use at close range, though. Stick to d+3+4,3~Tag or FC 4,3~Tag if those two moves are in range.

Always remember that Law has backwards UB+4. UB+4 will get Law away from the Capo and recover crouching, probably even hitting the Capo in the process.

db+4 has long reach and hits grounded. Just know that it is 24 frames.

b+1,2 is a bad idea VS Relax. I have had it crossup the Capo, putting my back against the wall. Strange.

db+3 is a decent anti-Relax low at 17f.

d+4 hits Relax.

b+2 misses Relax stance completely. NEVER USE b+2 VS RELAX! I use Capos too, and I love it when a Law tries to use b+2 VS RLX, because I then get a free RLX 4~3 to full combo to punish it.

b+2 can be good against Handstand (HSD), though, if they are just staing in the stance, not doing anything, to float for a full combo for Law.

Last edited by forest16 on Sep 21st, 2013 at 21:01

forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#3 “Quote” Edit Post
VS Steve

Steve's punishment sucks. All he has until 19 frames standing is df+1+2 or 1,1,2. The same goes for WS punishment, all he gets until -18 is WS+1,2.

You can use d+3+4,3, df+4,3, d+2,3, b+1,2,1, pretty much all of Forest's really launchable moves, by most characters' standards, you can use VS Steve mush more often.

If the Steve uses Flicker Stance to make his moves safer, then immediately seems to always mash Flicker 1 as soon as possible, Forest can CH launch Steve with d+2,3~Tag or d+3+4,3~Tag.

d+4,3 is better VS Steve since his WS punishment is so bad.


You might want to turtle more VS Steve. Steve relies on counter-hits to get big damage. If Law simply waits for Steve to attack, Law can either a) counter-hit Steve for big damage, or b) launch punish him or at least punish him well, since Law has pretty good punishment at -10, -12, and -15 standing, and -13 and -15 WS.

Punish Steve's f,f+2 with WS+1,2, and punish db+2 with WS+2~Tag.

If Steve turtles back, use the Slide or WS+2~Tag mixup from FC or use grabs or uf+4 or db+3 mixed with jabs and mid pokes.

Much of Steve's movelist consists of mids and highs. Use a db+1 to interrupt him to use Law's FC mixup game.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#4 “Quote” Edit Post
VS Lings

Much like the VS Eddy matchup, here is another matchup where d+3+4 becomes Law's best friend.

d+3+4 is 9 points of damage, 12 frames, -13 on block, and -2 on hit and on CH. The point of the move is not to do a lot of damage, though, it is to hit Ling out of AOP and California Roll. Maybe out of BT, too, even.

d+3+4 CAN do a ton of damage, though. It just might cost you the match d+3+4,3 is -17 on block, ~Taggable, and dishes out the damage.

You might want to use d+4,3 to get yourself some breathing room if you feel rushed down, despite d+4,3 being pretty easily launchable if crouched.

Slide becomes more useful, since it can hit grounded opponents and therefore also hits AOP and her other stances.

b+2,3,4 can also be a useful tool, picking up for a combo if the second hit hits on CH. Delaying the second hit is a good way to get it to CH launch. Safe on block. Don't hesitate to throw out some random b+2,2s, either. Good Lings space out well, and b+2 has good range.

Use f+3+4 more often than usual, getting a launch on CH and hitting on the ground.

Just keep in mind that, if Law lands a hopkick (uf+4), you can get over half a lifebar. Try to squeeze one in in-between Ling's moves.

Use low attacks and throws if they see your hopkick and start to block too much. If they are starting to block way too much, it usually means they are thinking, "What should I do next?" Don't let them think, keep attacking. Use b+4,b to BT mixups, use your FC Slide mixups, and db+3.

Lastly, keep an eye out for Ling's SS+3, they often use the move as a last resort.

Last edited by forest16 on Aug 29th, 2013 at 00:50

forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#5 “Quote” Edit Post
VS Jun

I personally always try to punish Jun's f+2 with a 14 frame punisher, no matter which character I am using. Just take the damage and move on, don't get too fancy!

Jun's f+2 is one of those special moves that has a lot of negative frames on block, -20, but it does recover quickly nonetheless.

Law's df+2 can and will launch punish Jun's f+2, but, you need to be almost, if not perfect, in your df+2 input. You risk a whiff, and therefore risk getting launched or punished yourself!

b+4,3 is the easiest punish option for it.

b+2,2 will obviously reach, but will not knock down like b+4,3, is slower, and Forest has no DSS. +4 frames is nice.

Law's UF+4, the first hit of the Backflipper, is 18f, so you might want to use it to try to launch punish Jun's f+2 for heavy damage. WRONG! UF+4 does not reach!

4,3 and 3,4 should punish Jun f+2 since they are so fast.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#6 “Quote” Edit Post
VS Laws

Obviously, punishing stupid CH launch attempts is the most important thing in this matchup. Even Vanquishers and above do tons of them to me.
d+2,3 -16 with Marshall, -17 with Forest
df+4,3, d+3+4,3, FC 3,4, FC 4,3 are all -17 on block with both Laws.

That out of the way, I suggest being more aggressive VS Laws, with some spots where you intentionally hold back on the stick to make them throw out their panic moves and therefore kill themselves. It is hard to let them kill themselves unless you give them the opportunity!

Standing guard them for the most part. Try to avoid needlessly crouching, unless you think you have a read on them. Law has a lot of punch strings with mids in them. Avoid taking too much damage that way.

Use your 13f or 14f mid poke like a df+1 after you block one of their moves that end in back turned, like b+4,b, db+2 and 2,2.

Obviously, the mixup to Slide is a big launcher, WS+2~Tag, but that launcher is very bad on block, -18. Make them use Slide a lot by not crouching, punishing them as best you can when they use WS+2.

Punishment is important in this matchup. If you block a Dragon's Tail, good job, but it is not going to make them stop using it unless you PUNISH it. Dragon's Tail has a lot of range, and many characters' WS launchers are not going to always reach for a WS launch punish. Moves like Jin's WS+2 come to mind. You can easily use a delayed hopkick, however, if your character has one, or a f,f+button launcher like Lili's or Jack's f,f+2.

Sidewalking is a good option, especially against a Law that uses a lot of 1,2 punch strings. Launch any whiffs.

Knowing which moves he can DSS cancel will help you avoid damage, too.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#7 “Quote” Edit Post
VS Anna Williams

I believe Anna is a bad matchup for Law, or maybe it is because of how often I use basic lows like d+2 and d+3+4. Anna's Chaos Judgement (b+3) stance will launch Law if Law uses a basic d+2.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3808
From: Canada
PSN: Forest613
XBL: ForestSkies
#8 “Quote” Edit Post
VS Bryan Fury

You want to sidewalk Bryan right, towards Bryan's left. Bryan's b+1 is his staple pressure move, and it does not track to Bryan's left. Sidewalk right with Law and use a df+2!


Bryan is also a bit of a CH character, with b+1, similar to Bruce. When fighting those CH heavy characters, it is a good strategy to use more throws than usual. This is because if Law is hit out of a throw with a Bryan b+1, Law will not be CH launched. Grabs don't count as moves.


Also keep in mind that while Bryan does have a hopkick like move with his Orbital Heel, it is not as fast as Law's uf+4 15f hopkick. So, you can use a hopkick with Law to beat out the Orbital, or, if hopkick loses to Orbital, Law is likely to be hit while in the air. Hopkick also low crushes, so if the Bryan was mixing up the Orbital with a low attack, the Law hopkick is likely to crush it.


But in general, stick with the usual gameplan of forcing BT mixups on the opponent with moves like db+2, b+4,b, and 2,2. Law has a great standing 4 you can use, and lots of jab strings like 1,2,f+2 to push them towards the wall. Keep them honest with lots of db+3s too.

Last edited by forest16 on Mar 15th, 2014 at 19:46

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