__________ _____ ______ _______ ___ __ ___ ____/______ _____________ __________ /_ ___ / ___ |__ | / / __ /_ _ __ \__ ___/_ _ \__ ___/_ __/ __ / __ /| |__ | /| / / _ __/ / /_/ /_ / / __/_(__ ) / /_ _ /____ ___ |__ |/ |/ / /_/ \____/ /_/ \___/ /____/ \__/ /_____//_/ |_|____/|__/ TEKKEN TAG TOURNAMENT FAQ by Joseph Christopher version 1.8 Nov. 3, 1999 this faq is copyright 1999-2000 Joseph Christopher by reading this faq you agree that I, the author, am not in any way liable for any harm that anybody thinks came from reading this faq * Law is the best counter attacker in all of Tekken. Few, however, know of this and use Law in a cheap, offensive way, pulling off combos like crazy. Sure, Law is also one of the best jugglers, but juggles need a launcher, and launchers are either too slow to go undetected or included in a combo that's easy to block or interrupt. Heihachi is supposed to be the best (actually, he's my second favorite character) according to the Tekken storyline so why choose someone, in this case Forest Law, who isn't even influencial on the tournament's outcome? There are many answers... 1. Law can parry all kinds of attacks (high, low, and air) 2. Law can link his juggles with his parries 3. Law has a punch parry which is equipped with an automatic counter (remember that parries are always better than reversals since the former cannot be countered while the latter can) 4. Law has one of the most powerful "supers" in all of Tekken 5. Law's super punch is homing 6. Law can slide without having to run first 7. Law has the coolest-looking throws (not much of a reason, but a reason nonetheless) Why read this guide: I. Legend II. General Moves III. Special Moves IV. Throws V. Combos VI. Juggles VII. Counters VIII. Vs. Computer IX. Vs. Human X. Ending XI. Credits XII. Revision History XIII. Final Words %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ __ ____ ___ ____ _ _ ____ (_ _) ( ) ( ___) / __)( ___)( \( )( _ \ _)(_ )(__ )__) ( (_-. )__) ) ( )(_) ) (____)() (____)(____) \___/(____)(_)\_)(____/ U - up D - down B - back F - forward N - neutral + - at the same time / - or 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick 5 - Tag * for the rest of this faq I will be referring to mid attacks as high ones because there really isn't any difference between them in terms of how they are blocked or countered %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ___ ____ _ _ ____ ____ __ __ (_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( ) _)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__ (____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ dash - F,F / B,B (goes in direction you choose) ankle kick - D+4 (when you're down) roll - B / F (when you're down) run - F,hold F (when far from opponen) leap punch - F/B,F+1+2 (while rolling/running) leap kick - B,B+3+4 (while rolling/running) flying kick - 3 (while running) slide - 4 (while running) tackle - 1/2 (while running) multi punch - 1,2,1,2,..(after tackle) charge up - 1+2+3+4 uppercut - DF+2 side step - tap U / D (goes in direction you choose) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ___ ____ ____ ___ ____ __ __ (_ _)(_ _)(_ _) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ _)(_ _)(_ \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____)(____)(____)() (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ These moves you'll have to use at random to win: 1) Dragon Storm - B+1,2,1 Three hits: First, a long-reach back fist. Second, a long-reach right hook. Finally, an uppercut that gives way to more hits. Comes out fast and is recommended if the first hit connects. One unique feature about this move is the fact that it hurls the opponent's body higher in the air than any other launcher, increasing your juggling abilities. If the opponent blocks it, a good strategy would be to stop at the second punch and continue with either a sweep (more reliable) or a throw 2) Junkyard Kick - B+2,3,4 Again three hits: First, an elbow to the midsection, followed by a kick to the shin, and finished off with a high kick to the chin that, like the Dragon Storm, is a launcher. Most damaging among the launchers and also the most confusing. On the down side, it can be blocked even if the first hit connects (that is, if it doesn't connect close enough) because of its lack in speed which also makes it easy to predict if your opponent (surely enough) has seen it before. Don't use it much if your opponent has a low parry. If he/she doesn't, but has a high reversal, prepare to counter it. 3) Charge Power Punch - DB+1+2 (U,U to cancel) Law sums up all his chi and delivers a power punch that makes an opponent squirm in pain. Not to be used against experts because it can be seen a mile away. If you still wanna use it, the only right time for it is when your opponent is about to do a move that's low on recovery. Dash back, make sure it'll miss, and do it. 4) Low Punch to Back Flip - D+2,3 This is yet another of Law's launchers. It's composed of only two hits, though: One, a punch to the shin and two, a sommersault kick. Has a slow recovery but makes up to it by extra quick execution time. It's a great surprise move but is not to be relied on too much because, if predicted, it will leave you open for seconds---eternities they may seem in the Tekken world. If it doesn't connect, do it again, fast. An average player would fall for that trick if he wasn't able to do anything about your first miss. 5) Frogman - D+3+4 (hold D to cancel) Law does something like a back flip, but ends up lying on the ground, his feet touching his head, ready to do a chinese get up. If do don't hold the D, he will. If you do, however, he'll relax and continue lying down, this time in a common, comfortable position. The first hit launches the opponent in the air, but given the descriptions I don't think we can consider it a launcher. 6) Elbow Spring Kick - DB+2,4 (hold D to cancel) Your back is turned while hitting the opponent's midsection with your elbow. It stuns him a little, and then you follow up with a frogman, this time hitting him on the way down, because you have your back turned, remember? As with the frogman, you can hold D to cancel it, especially if you know it won't connect, cause if it doesn't you have your back turned and are WIDE open. If you don't press the 4, you'll only do the elbow part which can be a confuser since you can pause then press 1 when your opponent lowers his guard to deliver a spinning back fist that turns your opponent on his back, leaving HIM wide open. Another variation would be to just throw him after the elbow! 7) Poison Arrow - F+2,1 (do it fast) Bruce Lee's one-inch punch is somehow carried on to this move. The only difference is you end up with an open fist instead of otherwise. It may be slow on the execution time, but practice makes perfect and eventually you'll learn the right moments to use it. It's a good counter for ten hit strings that aren't done too close. It can stun the opponent instead of sending them off the ground. You can hit 5 after stunning your opponent to allow your partner to enter and attack and make it a combo. Not all characters are ready to help Law out, though. As of now, the only characters I know of that would help him are Paul (see last section for special notes), Heihachi, and Lei. 8) Dragon's Tail - DB+4 A double low kick sweeps your opponent off his feet in this move May serve as a good confuser for unfinished combos that hit high. Just remember that whenever you do a high-hitting combo and the opponent blocks it, don't continue hoping he'll release his block before you make your final hit, cause that only happens if he's prepared to counter. Stop right in the middle of your combo and sweep him cause it's also rare that he prepares for that. 9) Flying Kick - F,F,F+3 Whenever an opponent tries to roll away from danger, or when he's just pulling off ten-hit combos like crazy, dash back and do this, if he manages to block, follow up with a Dragon's Tail. 10) Double Dragon - 3+4 (during sidestep) One of my favorite opening moves. Takes 80% of your opponents by surprise can only be countered if they block. If you use this as an opening, be sure to have the presence of mind to perish the thought after doing a sidestep if your opponent isn't open for it. (i.e he doesn't attack) One thing I'm sure of, this move does a lot of damage, as Law hops and does two almost simultaneous kicks to the face. 11) Triple Gut Punch - 2,1,2 (during sidestep) A good alternative to the Double Dragon, this move can also take opponents by surprise and can be ended by tapping 1 to deliver a back fist that's high on damage but low on recovery. You can disregard that 1 and simply proceed with a throw to better confuse opponents. 12) Slide Kick - DF,D,DF+4 (while crouching) It's a slide kick, I don't need to describe it. A good strategy would be to do an ordinary sweep (D+3) after it because you end up behind your lying opponent. Do it again he gets up repeat the process until he thinks of a way out. Finally, if you end up in front of him, do an ankle kick for a little more damage. 13) Dragon Pound - F+1+2 This move can, but not always, juggle. You have to time it right, otherwise your opponent will just get knocked down. Wondering how a pound became a juggle? Simple: Just like Paul's pound, the opponent's body bounces back up, (unrealistic, but COOL) allowing you to juggle. * These are not really needed to win a game but some may be added to combos as stated in my combos section: 14) Catapult Kick - U+4 (as you stand) Just like the old back flip except higher, faster, and does more damage. Why it ain't included in the "necessary to win" list? Cause "higher" means more prone to counter attacks, "as you stand" means you have to crouch first, and "does more damage" means Namco won't allow it to be comboed into anything. 15) Rainbow Kick - U+3+4 (as you stand) Again, just like the old back flip except higher, does more damage but is slower. Sound worse than the Catapult Kick? Not really. It does hit on the way down because Law adds 90 degrees to the sommersault making him end up lying on ground, but not before he sticks both his feet out to his opponent's face. 16) Fake Back Flip - U (as you stand) You outta know by now what a back flip is, this time Law doesn't kick his opponent in the process, he just flips. The good thing is, as soon as he lands, if you hit 4, he delivers a high kick to the chin that looks much like the last hit of the Junkyard Kick. You can opt not to press 4 and throw your opponent after the flip but most of the time he'll just pound you WHILE you're faking. 17) Left-Right Punch Combo - 1,2 A jab from the left and a forward punch from the right. 'nuff said. (not like there's any more I could think of.) 18) Shaolin Spin Kick - 4,3,4 One forward kick with your right leg to his face, followed by a roundhouse kick with your other leg to the same target, and lastly a repitition of the first step. Easy to parry or duck from so don't use if he's just standing there waiting for an attack. 19) Machine Gun Arrow - F+1,1,1,1,1 Five rapid-fire jabs from your left fist. Knocks the opponent afterwards. Comes out fast and does some pretty good damage when linked to the Rave War Combo (use only four 1s before linking) but lacks recovery and can still be blocked if not done close enough. 20) Rave War Combo - F+2,2,2 First, a right punch to the face, then a right elbow to the midsection, and finally a weak backfist. 21) Quick Rave War Combo - 2,2 Just like the Rave War combo except the elbow hit is skipped. 22) Mid Kick - DF+3 Law does a long range kick to the opponent's chest. Counters most close range attacks before they can even materialize but slow on the execution time therefore only to be used to make an opponent stop whatever he's trying to do. 23) Crescent Kick - 4,U,3 The opponent's chest is kind of stomped with your right foot and you follow up with a back flip that's hard to connect if he's not in mid-air. 24) Double Impact - 3,4 (while crouching) This move does NOT combo. You just do a basic sweep that doesn't knock the opponent off his feet and follow it up with a back flip that again, does not connect. 25) Low Kick to Back Flip - D+4,3 May connect, but I doubt it. You duck a little do a kick to the shin, following it up with a back flip. 26) High Kick to Back Flip - 3,4 This kick connects, alright, but your opponent still has chance to block or parry the second hit if you don't do it close enough. The high kick is actually a side kick to the face. 27) Triple Kick to Back Flip - 3,3,3,4 Same as the High Kick to Back Flip, but, obviously, you do three high kicks instead of one. 28) Jump Kick to Back Flip - UF+3,4 Think of a flying kick that's followed up with a back flip. Sounds damaging? It is! Sounds immpossible to connect? It also is! (dam) Must only be used if your opponent is way up in mid-air and you forget your other juggling strategies. 29) Dragon Uppercut - 2 (as you stand) Looks even more powerful than the Mishima men's Sagat-like uppercut, but unfortunately, it isn't. It does juggle, tough. Still I dont recommend it because you have to crouch first before you do it. Not to mention the quick pause Law does before doing it. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ _____ _ _ ___ (_ _)( \/ ) (_ _)( )_( )( _ \( _ )( \/\/ )/ __) _)(_ \ / )( ) _ ( ) / )(_)( ) ( \__ \ (____) \/ () (__) (_) (_)(_)\_)(_____)(__/\__)(___/ 1) Dragon's Fire - 1+3 Actually, it's a two hit combo but considered a throw because of the need to get a hold of the opponent before this move is done. Your opponent first receives an elbow to the midsection followed by a Fake Step Blow---cool! 2) Hopping Frog - 2+4 Law grabs the opponent's right foot, jumps while holding this foot, and ends up sitting on the opponent, his (opponent's) foot being beside his head---cool! 3) Ballbreaker - 1+3/2+4 (right side of opponent) Law tangles himself with the opponent and they both fall on the ground, the opponent's legs raised high and are far apart. The obvious target is punched---hard. Way too cool! Just don't do it on female opponents, especially if your challenger is a female as well. You can! (the game allows it) but I say you musn't. Notice the move's name? Get it? 'means it was meant for males, only. 4) Headlock Kick - 1+3/2+4 (left side of opponent) As the name suggests, the opponent's head is held and his face is kicked backwards---cool but I've already seen it before in several Bruce Lee movies so it's nothing new. 5) Dragon's Bites - 1+3/2+4 (behind the opponent) Law pulls the opponent by the back of the neck until it rests on his knee. He then pounds the opponent's chest and this does a HEAP of damage---very cool! 6) Knee Lift - F,F,3+4 The knee is used to knock an opponent off his feet---that's it? not quite as cool as the other throws. 7) Run Up to Drop - F+2+3 And the winner for the coolest move in all of Tekken is...Law's Run Up to Drop!!! Yeah Baby! Law makes a stairway out of his opponent by first stepping on the stomach, then the chest, and finally the shoulder He then jumps up from the shoulder, flips in the air, (all the while his victim is trying to regain balance) and drops face down on his opponent. Hard to connect though. 8) Headlock Punch - DF+1+2 As the name suggests, the opponent's head is held and his skull is punched hard---cool but unrealistic if he's doing it on larger opponents. Can't they just supplex him to escape? 9) Headlock Drop - 1,2,1+2 (after Headlock Punch) The opponent's head is also held but this time Law jumps and leans on the opponent's head, making it fall face first into the ground--- cool but unbecoming for a fighting style such as Law's. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ _____ __ __ ____ _____ ___ ( \/ ) / __)( _ )( \/ )( _ \( _ )/ __) \ / ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ () \___)(_____)(_/\/\_)(____/(_____)(___/ * Law has six 10-hit combos. Actually, there is just one basic formula: Starters Enders DF+1,2,2,1 3,3,3,4,3,4 DF+1,3,2,2 3,3,3,4,4,4 3,3,3,D+3,4,4 You can start with any of the starters and continue with any of the enders thus, six 10-hit combos! Let me discuss each part: 1) DF+1,2,2,1,... Comes out quick, hard to block if the first hit connects, and hard to counter if the first hit is blocked. It is, however, composed entirely of high attacks and thus is only recommended if the first hit connects 2) DF+1,3,2,2,... First hit is identical to that of the other starter's but the next three hits come out slow and are still possible to block even if the first hit connects. Countering the last three hits is also possible even after the opponent has blocked the first attack. The good news is, Its second hit targets the kness and serves as a good instrument for confusing opponents. 3) ...3,3,3,4,3,4 A must-be-avoided combo. It has the least damage among the three enders and also has the lowest probability of ever landing a hit once the first attck is blocked. Its last three hits come out slow and are all targeting the opponent's head---easy to block, or worse, counter. 4) ...3,3,3,4,4,4 Relatively easier to execute, this combo is also the most damaging of the three yet just as slow as the first one to complete. This time, the second to the last hit is a sweep that can be very useful for confusing the enemy. 5) ...3,3,3,D+3,4,4 This, in my opinion, is the best of the three enders. Its damage is intermediate, it comes out quick, and has four high and three low attacks. Nonetheless, I require using this mostly when the first hit is blocked. * Law has another combo. It is only made up of seven weak hits but is still very useful since it does not have a weak link unlike all the others. Anyway, here it is... F+1,1,1,1,2,2,2 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ __ __ ___ ___ __ ____ ___ ( \/ )(_ _) (_ _)( )( ) / __) / __)( ) ( ___)/ __) \ / _)(_ .-_)( )(__)( ( (_-.( (_-. )(__ )__) \__ \ \/ (____)() \____) (______) \___/ \___/(____)(____)(___/ A. launchers (most of these are also listed in my moves section) 1) DF+2 = Controlled Uppercut This is, of course, the weakest of the launchers as it is composed of only one hit. It is, however, the most efficient of the launchers for exactly the same reason. 2) 2 (as you stand) = Berserk Uppercut Also composed of one hit, slower than the previous launcher, but a lot more powerful and launches the opponent higher up in the air. 3) B+2,3,4 = Elbow to Low Kick to Kick Launcher Most damaging among the launchers and also the most confusing. On the down side, it can be blocked even if the first hit connects (that is, if it doesn't connect close enough) because of its lack in speed which also makes it easy to predict if your opponent (surely enough) has seen it before. Don't use it if your opponent has a low parry. If he/she doesn't, but has a high reversal, prepare to counter it. I'm not sure about this, but I think on large opponents who don't get launched by this combo you can follow it up with any ten-string and connect more than half of it! (I'm 100% successful with this strategy against the computer but have never tried it on human challengers before) 4) B+1,2,1 = Double Berserk Punch to Berserk Uppercut Comes out fast and is recommended if the first hit connects. One other feature about this launcher is the fact that it hurls the opponent's body higher in the air, increasing your juggling abilities. If the opponent blocks it, a good strategy would be to stop at the second punch and continue with either a sweep (more liable) or a throw 5) D+2,3 = Low Punch to Back Flip Has a slow recovery but makes up to it by extra quick execution time. It's a great surprise move but is not to be relied on too much because, if predicted, it will leave you open for seconds--- eternities they may seem in the Tekken world. If it doesn't connect, do it again, fast. An average player would fall for that trick if he wasn't able to do anything about your first miss. 6) UF+4 = Back Flip Slow on start-up and slow on recovery. Why use it? Cause it is the most convenient, if not the only move that can be used to follow up on a parry. That's right---a parry. Always remember to tap UF+4 one moment after you parry even if your parry hasn't landed yet. 7) F+1+2 = Berserk Pound This move does not always juggle. You have to time it right, otherwise your opponent will just get knocked down. Wondering how a pound became a juggle? Simple: Just like Paul's pound, the opponent's body bounces back up, (unrealistic but COOL) allowing you to juggle. B. enders 1) for launchers 1-7 - 2,N,B+2,3,4 - 2,N,B+2,1,B+2,N,DF+1,3,2,2,3, 2) for launcher 6 - 4,N,B+2,3,4 - 4,N,B+2,1,B+2,D+2,3 3) for launchers 2 & 4 - UF+3,4 - 4,U,3,N,DF+3 - DF+1,N,DF+1,N,B+2,3,4 - DF+1,N,B+2,1,B+2,N,DF+1,3,2,2,3 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ___ _____ __ __ _ _ ____ ____ ____ ___ ( \/ )(_ _)(_ _) / __)( _ )( )( )( \( )(_ _)( ___)( _ \/ __) \ / _)(_ _)(_ ( (__ )(_)( )(__)( ) ( )( )__) ) /\__ \ \/ (____)(____)() \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/ 1) B+1+3 / B+2+4 - High Parry It's very, very hard to link a Back Flip to this sort of parry because it takes less time for the opponent to recover. I recommend using either a throw or a Machine Gun Arrow after successfully landing this move. Remember, this move can also be applicable on air attacks. 2) D+1+3 / D+2+4 - Low Parry Stuns the opponent for a much longer time than the high parry and is very easy to link with a back flip and juggle afterwards. Use this move as much as possible 3) B+1+2 - Fake Step (punch parry) This move only starts out as a parry but if during the first few moments no punch is received, you'll be WIDE open. However, after a little more waiting you can tap 1 to deliver a Fake Step Blow which is a powerful punch using the back of the palm, OR, tap 2 to deliver a Dragon Uppercut which could juggle quite efficiently. One more thing, after the punch is parried, there are four ways to automatically counter: first, the Tricky Trap (tap 1 -recommended since it turns your opponent on his back leaving him open for a behind throw which is VERY damaging!) second, the Tricky Fist (tap 2 -an elbow hit to the face that looks cooler and can be comboed, on my recommendation, to the Junkyard Kick) third, the Tricky Mid Kick (tap 3 -cannot be comboed) and fourth, the Tricky Low Kick (tap 4 -cannot be not comboed either) 4) F+1+3 / F+2+4 - Reversal Counter You use the F+1+3 if the attack that your opponent reversed was either a 1 or a 3. On the other hand, use the F+2+4 is the attack your opponent reversed was either a 2 or a 4. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ___ ( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ _)(_ \ / \__ \ \/ (____)(____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) * These are NOT 100% applicable in all cases. But it's safe to say that if you follow my guidelines, you'll always win. Actually, it's kinda boring to play against the computer. You don't have a solid ending or even a rating to get inspired on, just a time record---yawn. 1) The Junkyard Kick is your main weapon against the computer. Always use it as an opening move. This is also especially helpful whenever you're opponent is far and running towards you. 2) The Poison Arrow is also a move that's effective even for the computer- controlled opponent. Even if he blocks it, he won't be doing anything that you can't dash back from. 3) Computer opponents never quit in the middle of a combo. Either they use only the first three hits, or finish the whole thing. Counter as you see fit. 4) Whenever you're down, do an ankle kick followed by a 2 then juggle. It never fails... 5) Run towrads the opponent and deliver a flying kick (3). If it doesn't connect, follow it up with a Dragon's Tail. Never fails either... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ _ _ ___ _ _ __ __ __ __ __ _ _ (_ _)( \/ ) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( ) _)(_ ) ( \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) ( (____)(_/\_)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_) Well, there won't be any universal rules for fighting against humans cause no two humans think identically. There are, however, general rules that could apply to at most 80% of your encounters with human challengers 1) Mix everything up, especially your opening moves. Good opening moves would include a sidestep to Double Dragon, back dash to Dragon Storm, instant Punch to Back Flip, or forward dash to Headlock Drop. 2) Your ten-hit combos, if blocked, have a very slim chance of being completed, especially if your opponent has a parry or a reversal. When this happens, usually your fifth hit is the one countered so quit after your fourth blocked hit and throw him. 3) If your opponent gets knocked down and does a 3d roll, most likely he'll sweep as he gets up so anticipate with a low parry to juggle. 4) If you are unsuccessful with a juggle launcher, you'll be wide open so might as well gamble with a Punch to Back Flip since this is the fastest emergency move Law can do. 5) Charge up then do a Charge Power Punch and cancell it. Do another Charge Power Punch and cancell it again. Do third one and this time don't cancel. POW! he's out cold. (will work only if you're far from the opponent and he tries to get in close; estimate your distance and make sure it connects) 6) Know your opponent's size. Large men are hard to juggle with a Junkyard Kick. If you resort to the Dragon Storm, however, you can pull off more hits than usual (three left punches instead of two right ones) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ _ _ ___ ( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ none yet---must wait till the console version arrives %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ ____ ____ ____ ____ ____ ___ ( \/ )(_ _) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( _)(_ ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)(____)() \___)(_)\_)(____)(____/ (____) (__) (___/ Gamepro for some of the moves' names Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII arts Bobby Drake (bobby_drake2@excite.com) for additional comments on the T.G. Punch MG.Arrow, D.Uppercut, and tag moves Gamefaqs.com for paying attention to this faq Namco and all its affiliates for creating such a great game Ms. AsianCuteness for inspiring me in just about everything I do! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _)(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.8 - fixed a few errors v1.7 - additional move comments v1.6 - imroved ASCII art v1.5 - described moves v1.4 - improved tag combo with Paul v1.3 - imroved ASCII art v1.2 - minor improvements v1.1 - added TTT only moves %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Law I left out or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Law has a special tag move with Paul. Here it goes: 1) Do a Poison Arrow - F+2,1 (do it fast) 2) Your Poison Arrow must stun the opponent and not send him off 3) Tag (tap 5) 4) Paul will come in, doing a D,DB,B fake step 5) Complete the code for Paul's Stone Breaker (2,2) 6) Tag (tap 5) 7) Law jumps in and does a fake back flip 8) Tap 1 as he lands for a final hit (a fake step blow) 9) The announcer will praise your work (he shouts great!) 10) Law does the famous "Nose Rub" by Bruce Lee * Law may use this tag move on other characters but they'll only do their move after Law's Poison Arrow and won't let Law come back for the fake step blow. They will do their move even if you don't hit anything after the tag button, though, which is a lot easier to connect. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%