---------------------------------------------------------------------------- The Forest Law Guide LIG 1.00 By Richard "Kaiser" Morales (with Gordola) 8/31/1998 This faq was done in a rush and if you spots errors, please contact us. Thanks. ---------------------------------------------------------------------------- Disclaimer ---------------------------------------------------------------------------- You may distribute this faq wherever you wish as long as it remains unaltered and proper credit is given. So please don't rip it off since it took me quit a while to put it together, with school and all. Contact me at 'rmorales@sinfo.net'. ---------------------------------------------------------------------------- Table of Contents ---------------------------------------------------------------------------- I. Basics -Introduction -Conventions II. Movelist - Special arts - Throws - Ten hits III. Move description - Special Arts - Throws IV. Law basics - Advantages and disadvantages to playing Law - Law rundown V. Juggles - Juggling in general - Juggle starters - Juggles VI. Poking Game - Poking in general - Poking moves VII. Parries - High and low parry - High and low parry follow-ups - Punch reversal - Punch reversal follow-ups - Chickens VIII. Setups - Setups in general - Junkyard - Dragon elbow - Rave war 2 - Dragon storm - Dragon assault - Poke type setups IX. Other setups - High somersault setups - Crouch dash setups - Somersault setups - Frogman setups IX. Custom combos - Custom combos in general - Custom combo examples X. Sidestepping - Sidestepping in general - Sidestep follow-ups XI. Okizeme - Okizeme in general - Okizeme moves XII. The many faces of Law - Counterpoking - Ranged Attacks - Miscellaneous - Interrupting Law tricks XIII. Throws - Throws in general XVI. Vs guide - Vs humans XV. Other stuff - Miscellaneous - Credits ---------------------------------------------------------------------------- I: Basics ---------------------------------------------------------------------------- -Introduction- I'm going to try to make an attempt to explain how one should play Law in the following guide. But you should be aware of that my philosophy when it comes to tekken, is to not approach the fight in a mechanical manner of sorts. This would mean not pre-planning before the match exactly which attacks or setups you will use, not buidling some type of general chart that applies to most fights. I play it in a reaction type manner, in other words how I play depends on what is currently happeneing on the screen and who I'm playing. More of an instinctive style of play which makes it hard for me to exactly explain how to play as Law. Otherwise, using repetive string setups and high low mixups makes ones game become predictable and one doesn't grow but becomes stale and monotonous. I'm not saying that you shouldn't have to start playing without knowing ideas or notions of what to do in whatever situation, but don't tend to rely totally on a few custom combos or high low mixup that you learned in a faq. To put it in a kind of stupid way, dont play like a computer, if you know what I mean(I said it sounded stupid, heh). Although most people go around saying he is the best in the game and all that, he still requires a certain level of skill and knowledge of the game to win with, as you cant simply expect to win because he is so all mighty. IMO one hasnt really defeated his opponent, or dominated him until they decipher the heart of their gameplan, what their game revovles upon. Knowing your opponent is at times just as important as knowing yourself. This applies to good opponents though, as most average players can easily be dealt with using a few mediocre setups. Anyhow, I'll be giving out the diffrent tools and strategies you can use to win, but knowledge alone doesnt give you power, as proper execution is the key to victory. Know when to make your move. Hell, enough of my instinct rambling crap, now ill move on to solid material you can actually use. I hope somebody finds this guide useful in some way or another. -Conventions- We are using the 1,2,3,4, f, b, d, u conventions. 1 = left punch 2 = right punch 3 = left kick 4 = right kick u = tap up U = hold up d = tap down D = hold down b = tap back B = hold back f = tap forward F = hold forward n = return to neutral ss = sidestep Combining letters means hitting the diagonal angle in between the two. Eg.: df = tap diagonally down forward And '~' in between two buttons means you hit them just a bit slower than a '+' but just a bit faster than if they were separated by a ',' ---------------------------------------------------------------------------- II: Movelist ---------------------------------------------------------------------------- GRAPPLING TECHNIQUES (Front) 1+3 Twin Dragonstrike {1} 2+4 Leg Grab Takedown {2} f+2+3 Dragon Dive {1} d/f+1+2 Chastisement Punch {1+2} 1,2,1+2 Bulldog f,f+3+4 Dragon Knee {1+2} (Left) 1+3_2+4 Headlock, Head Kick {1} (Right) 1+3_2+4 Dragon Crotch Punch {2} (Back) 1+3_2+4 Throat Punch SPECIAL TECHNIQUES 1[~1][~1][~1] Punch Combo 1_(2,2)_(2,F+2>2) 5_6_7 Punch Combo 1,2 1-2 Punches CH QCF+1 Power Counterjab BK 1_2 Backhand *Turns Opponent Around* 2,2 Double Knuckle F+2>2>2 Dragon Knuckle Combo f+2~1 1-Inch Powerpunch 3,3 2 High Kicks f+3 Feint Midkick 4 Roundhouse 3 High Kick 4 Flipkick *Juggles* d+3,3 Lowkick, Highkick 4 Flipkick *Juggles* 3 Sidekick 4 Flipkick *Juggles* 3 Sidekick 4 Flipkick *Juggles* 4,3,4 High Kick, Spin Kick, High Kick CH 4 Knockdown Highkick *Juggles* [WS]+3,4 High Kick, Flipkick *Juggles* u/f_u_u/b+3,4 Hopkick, Flipkick *Juggles* FC,d/f,d,d/f+3 Dragon Slide FC,u/b_u_u/f+4,3 Flipkick, Double Flipkick *Juggles* U/B_U_U/F+4,3 Flipkick, Double Flipkick *Juggles* [f_b+]3+4,3 Flipkick, Double Flipkick *Juggles* FC,U/B_U_U/F+4 High Flipkick FC,U/B_U_U/F+3+4 Super Flipkick FC,u,N,4 Backflip, Skyscraper Kick WS+4,3 Midkick, Flipkick *Juggles* u/f+4 Jumping Boot *Juggles* d/b+4 Dragon's Tail d/f+4,3 Thrust Kick, Flipkick *Juggles* d/b+2 Elbow, BK 4[~D] Frogman, [Lie Down FU/FT] d/f+2 Lifting Uppercut *Juggles* SS+3+4 Bicycle Kick b+1+2 Taunting Stance 1 Killer Backhand b+2,3,4 Junkyard Combo *Juggles* d+3+4[~D] Frogman, [Lie Down FU/FT] d+2,3 Low Punch, Flipkick *Juggles* d_FC+4,3 Low Kick, Flipkick *Juggles* 4,u+3 Roundhouse, Flipkick b+1>2>1 Triple Fist Strike *Juggles* 1+2+3+4, 1~3 Kiai Tame Powerup, High/Low Combo *Precision Timing* b+1+2 High/Medium Punch Reversal ~1 Tricky Trap *Turns Opponent Around* ~2 Tricky Fist *Stuns Opponent* ~(3_4) Tricky (Midkick_Lowkick) b+(1+3)_(2+4) High/Medium Cancel d_FC+(1+3)_(2+4) Low Cancel d/b+1+2 Dragon Fang *Unblockable- u,u to Cancel / Crumples* d/f+1:22:13:3:3:4:3:4 Tenstring d/f+1:22:13:3:D+3:D+3:(3_4):4:4 Tenstring d/f+1:3:2:2:3:3:3:4:3:4 Tenstring d/f+1:3:2:2:3:D+3:D+3:(3_4):4:4 Tenstring ---------------------------------------------------------------------------- III. Move description (to be finished.) ---------------------------------------------------------------------------- -Special Arts- -Throws- ---------------------------------------------------------------------------- IV. Law basics ---------------------------------------------------------------------------- -Advantages and disadvantages to playing Law- Law's strengths are his solid pokes, strong, long ranged easily buffered throws, powerful juggles, largest arsenal of juggle starters, punch reversal and high or low parries, large variety of special moves for setting up, solid sidestep and many high priority attacks which serve well for counter attacking. Laws strengths can best be put to use when you play offensively. His quick and solid pokes are among the best in the game as they are simple and serve their purpose. Pressuring with consant pokes such as his 1, df+1,2, df+1,3,2, d+4, d+1 and others are extremely useful as they are Law's most efficient manner of attack. I normaly base most of my game around the standing jab, with most characters actually. His throws are best used mixed in between his pecking pokes, since they buffer quite well. Law df+1+2 and f,f+3+4 do exceptional damage when followed up and have pretty damn good range. Mix them in properly and they should be near impossible to predict. They can of course escape the throws. Law has the largest arsenal of juggle starters in the game, each one serving a specific purpose. He has fast common juggle starters such as uf+4 and df+2, the all purpose b+1,2,(1), the many somersaults and other starters. Each one's use and place is explained in their section. But besides being so useful, the damage that can be tacked on after Law's juggle starters is insane. Even the dumbest of juggles does high damage. But no attacker is complete if he has no way to retaliate againts counter pokes or the opponent attacks altogether. His punch reversal and high or low parry are the ultimate counter moves in the game when it comes to possible follow-ups. His punch reversal and low parry when mixed in at obvious interupt locations can make counter Law very dangerous, giving Law more poking and attacking freedom. These are to be used in diffrent manner depending on the opponent of course. Since not everyone counter pokes in the same manner or attacks with the same strings. Besides his pokes and certain juggle starters, Law has many other moves which he can use to attack, and setup if you know what you are doing. Among these are db+2, f+2,2, b+2,(3) and others. Certain juggle starters such as b+1 and d+2,(3) also qualify as these type of attack. These mainly have the purpose of setting up the opponent for some type of setup of your choice. Trick them into a punch reversal, into eating a juggle starter, getting hit by a few pokes or whatever. Most of these moves have very good speed which make them easy to mix in between his pokes. But when you anticipate certain attacks, simply using a standing jab or low jab doesnt pay off very well in damage although its safe. Using certain juggle starters pays off better but you might get some if you happen to miss. But to remedy this, he has many quick attack which can be followed up for quit some decent damage. Such as CH 4, 1,1,f+2,2,(2), uf+4 and certain others. So your basic offense should revolve around poking and using his many types of setups at just the right time. like I said before, im an instinctive player, so I cant tell you specifically what to use. Besides some of that is personal you know. Another very important thing for any tekken player is being flexible and being able to learn from your mistakes. If you fight swomeone who uses an odd style which you arent used too or someting of the sort, you must be able to quickly get used to your opponent's style and be able to adapt to however he plays. Being an insitnctive, reactive, flexible Law players are the key's to success. ---------------------------------------------------------------------------- V: Juggles ---------------------------------------------------------------------------- -Juggling in general- Juggling should be known by most players by now. Anyways, juggles consist of launching the opponent into the air and then tacking on as much damage as possible before they fall to the ground. Juggling is one of Law's forte's, as he has the biggest arsenal of useful juggle starter's in the game. He more or less has a starter for every single occasion. To make matters even better, most of his juggles are pretty easy to do and inflict lots of damage. -Juggle starters- -b+1,2,1 Dragon Storm: Its one of Laws main weopons. Reason being that its a very good move to setup with mainly due to its range. Quit a safe move to throw out since if the first blow doesnt counterhit you don't have to proceed with the rest of the move. -3,4, High kick to somersault: Its main use is to hit opponent whenever they miss a move, get a mid recovery move blocked and so on. Basically whenever the opponent is left open since if the first kick hits the somersault is guaranteed. - d+2,3 Body blow to somersault: Another vital move in Laws overall arsenal. Due to the speed and high priority of the body blow, it should be used for interupting strings, customs, stances, crouch dashes and so on. If you are trying to setup the opponent for a juggle starter, the d+2,3 uf+4 and dragon storm should be your main choices. - uf+4 Hop kick: The hopkick is one of the highest prioirty moves in the game, as you can use it to interupt basically any move done from outside point blank range. It just about beats out any move with the exception of quick pokes, so its best used as retaliation and in between close pokes. - df+2 uppercut: A very underused move by most Law players. It is his safest juggle starter as it barely has any recovery compared to other starters and has quite some reach for a simple uppercut, more than it would seem. Useful in between pokes, try to kind of mix it up in between your attacks as you would with the hopkick. - df+4,3 Front kick to somersault: The normal df+4 is one of my favorite defensive moves. Use it when you anticipate your opponent attacks, but d+2,3 ussualy gets the job done better as it has higher prioirty and better somersault recovery. - UF+4 Standing somersault: Use it after a parry and whenever you catc the opponent ducking. Useful in high-low mixups. - ws+4,3 rising kick to somersault: Should be used after blocking certain low attack that leaves the opponent in a vulnerable positions, such as say gunjacks sitting punches and the likes. You can bring it out as a surprise move after a low attack such as wc+3. - 3+4,3 Double somersaults: Not really a very useful move at all. it has probably the worst of all somersault recoveries, but does decent damage. Use it as you would UF+4 anyhow. -(b _ f),f+1+2 (while grounded) Diving cross chop: Very effective as long as it is used sparingly. If the opponent tries to block it, they will be staggered and open to juggles. The cross chop has pretty bad priority and easy to sidestep which is why it must be used only at certain times as a surprise tactic. -3 (while grounded, feet toward, face down): One usually ends up in this position after a side juggle or certain counter hit situations. You cant quick rise while you are face down, but if the opponent gets hit by your recovery 3, you capitalize with a small juggle. -4 standing right kick: Not really a juggle starter since follow-ups are limited, but it could classify as one. Most character's 4 kicks share this same characteristics with Law's 4 kick. The best thing about Law's 4 kick on CH though is that the follow-ups, a junkyard, is easy to connect with and does very good damage. Bread and butter Law move. -b+2,3,4 Junkyard combo: I'm not even sure why I'm putting it here but anyways. It only juggles if the low 3 hits, and the chances of that happening are very low. If the opponent happens to mess up on his low parry or whatever you might get a chance. Not a realistic starter though. -wc,uf,n,4_UF,n,4 Punt kick: This is what one would cal a situation move. Not something you tend to rely on too much. The fake flip version can be used for setting up throw mixups which was already discussed and the normal hop version would be for jumping over low attacks even though a low parry works just as well. -UF,n,3 stun straight kick: Ann odd little move that most characters have. It stuns on a clean hit but it knocks them back on a counterhit. -Juggles- The following is the list of all known Law juggle to myself after every starter. ---------------------------------------------------------------------------- b+1,2,1 Dragon Storm -d+2,3 -df+4,3 -4,3,4 -uf+3,4 -3+4,3 -UF+4,3 These two above actually do pretty good damage despite of their ease of use. -3,3,4 -db+2,4 -1,db+4 -f+2~1 -1,db+2,4 -1,2,db+4 -b+1,d+4,3 These are all very easy to do. The f+2~1 does good damage and looks very nice. Just a bunch of useless somersault juggle though. -1,b+2,3,4 -1,b+1,2,1 -4,b+2,3,4 -1,b+2,d+2,3 -4,b+2,d+2,3 To keep on the safe side, I ussualy use the 4,b+2,3,4 variant since its very easy to do and is one of his most damaging juggles. -df+2,b+2,(3,4_d+2,3) -df+1,b+2,(3,4_d+2,3) -1,2 b+2,(3,4_d+2,3) Basic juggles. -b+2,1,b+2,d+2,3 -b+2,1,b+2,3,4 -b+2,qcf+1,b+2,3,4 The hard part about these is getting the b+2 to hit properly, since if you do it to late you miss and if you do it to early they will flip over you. Has to hit just right. The qcf+1 does more damage than a standard jab. -1,b+2,1,b+2,d+4 To pull this one off hold forward during both jabs. Not really very hard to and looks nice. -df+1,f+2~1 -df+1,UF+4,3 Funky df+1 juggles. Just get the df+1 to hit early and then do the follow-ups as soon as possible. -2,UF+4,3 Does pretty good damage and isnt very hard to do once you get the hang of it. Another high damage somersault juggle, heh. -4,u+3,db+4 -4,u+3,df+3 Strongest juggles after the dragon storm. Stick to these most of the time. The df+3 variation is a bit easier and more reliable although weaker. -uf+4,1,b+2,3,4 A bit hard to time. You have to take a small of sorts before the hopkick and hold forward during the standing jab. -b+1,1,b+2,3,4 -b+1,1,b+2,d+2,3 The trick to pulling this one of is getting the b+1 to hit deep enough, then the rest of the juggle is pretty easy. Works on all characters -df+1,1,b+2,3,4 Here is one involving a mid body blow to jab into the junkyard. -b+2,4 -b+2,1_2 -b+2,UF+4,3,d+3 -b+2,1,1,1,1,f+2,2,2 -b+2,d+4,df,d,df+3 -b+2,d+3,3,4 The b+2 takes you behind the opponent. The two first juggles work on all characters and are done while your back is still facing the opponents. The rest only work on large characters and are done after you turn around. You have to hit with the b+2 early on so that it flips the opponent over you. -f+2,2,1,1,f+2,2,2 -1, 1,1,1,f+2,2,2 -f+2,2,1,b+2,3,4 Ten hit juggles. The last one only works on big characters. -db+2,1, 1,1,1,f+2,2,2 -db+2,1,1,db+4 These only work on large characters. In the last one they flip over after the jab so they cant avoid the dragons tail. ---------------------------------------------------------------------------- uf+4 Hopkick (most juggles from uf+4, work with df+2) -3,4 -df+4,3 -d+2,3 -1,b+2,(3,4_d+2,3) -3,3,4 -1,db+2,4 -1,db+4 -f+2~1 -1,2,db+4 -df+2,b+2,(3,4_d+2,3) -4,u+3,db+4 -4,u+3,df+3 All are simple to do. -f+2,2,2,d+2,3 -d+2,3 -1,2,b+2, (3,4_d+2,3) -4,b+2, (3,4_d+2,3) -4,u+3,df+3 -4,u+3,db+4 -1,2,db+4 -df+4,3 -1,2,d+2,3 -df+1,f+2~1 -df+1,df+1,b+2,3,4 ---------------------------------------------------------------------------- 3,4/df+4,3/d+4,3/UF+4/3+4/ws+4,3/ws+3,4/d+3,4 Somersault combinations -ws+4,b+2,3,4 -ws+4,b+2,d+2,3 Bread and butter somersault juggles. Stick to ws+4,b+2,3,4, as it is the strongest follow-ups and the rest are nigh useless. -Wc,UF+4 The high somersault kick. Pretty easy to do and does quit some damage as well. -ws+4,3 -3+4,3 -d+4,3 -fc+3,4 -d+2,3 Just some other possible variation which are easier to do. ---------------------------------------------------------------------------- Uf+4,3 Quick double Somersault -1,2,f+2,2,2 -1,b+2,3,4 -1,2,db+4 -1,db+2,4 ---------------------------------------------------------------------------- 3+4,3 Double Somersault -fc+3,4 -d+4,3 -d+2,3 ---------------------------------------------------------------------------- f_b,f+1+2 (while on the ground) Stun Cross chop It only works if the opponent tries to block it, which will result in them being stunned. -4,b+2,3,4 -4,b+2,d+2,3 -1,2,b+2,3,4 ---------------------------------------------------------------------------- face down, feet towards opponent, 3 (when grounded) Recovering 3 kick -WC+3,4 -ws+4,df+1,b+2,3 -d+4,3 ---------------------------------------------------------------------------- 4 on CH Godlike Standing right kick -b+2,3,4 -b+2,d+2,3 ---------------------------------------------------------------------------- df+2 on the big characters (Gunjack, Kuma, Ogre2) Small uppercut -1,b+2,3,4 -1,1,1,f+2,2,2 -b+1,2,b+2,3,4 -b+2,1,b+2,3,4 -db+4,df+1,3,2,2,3,3 (only on ogre2) This juggle is not after df+2, but couldnt find any other places for it. Basically sweep ogre and follow-up with the beggining of the ten hit. ---------------------------------------------------------------------------- bk+1_2 while the opponent back is also turned -3,4,ws+4,b+2,3,4 -3,4,wc,uf+4 -uf+4,df+1,b+2,3,4 -uf+4,b+1,2,1 ---------------------------------------------------------------------------- VI: Poking ---------------------------------------------------------------------------- -Poking in general- Poking as its name suggest, involves using quick and simple attacks to peck at the opponent. Poking is the foundation on which Law is based as he is IMO the most solid and effective preasure poker in the game. Pokes are great moves on their own, but they are best used to setup the opponent for a variety of attacks such as throws, juggle starters, custom combos, sidestep or even to trick the opponent into a parry. The idea would be to use pokes as the coordinators of your gameplan, having the job of setting up your other moves. You dont nessecarly have to be on the offesnive at all times when you are poking, as long as the match is developing in a pace which is advantageuos to yourself. On a whole, the objective of using pokes is keeping control of the match so it proceeds at a tempo of your choice. -Pokes- As discussed earlier the moves that are used in poking are those that have quick start-up and recovery time. Among the moves that should be used are: -1 Laws main poking and attacking weapon being his best move for setting up as well. Base your entire poking and offensive game around it againts most characters. -d+1 For interupting attacks and setting up low mixup games. -d+4 A great move to throw in between your pokes randomly as it is extremely fast, hits low and has good range and prioirty. -df+1 For buffering a throw or setting up poke mixups of sorts. The fact that it hits mid makes it a great move to throw out in between your jabs. -df+1,3,2 Mix it in between your attacks as much as possible since it is very fast although the recovery is nothing to write home about. -df+1,2 Not as useful as the df+1 but it has better range since its two punches and its quick recovery making it quite useful for staying on top of the opponent and buffering throws. -1,2 Very fast, good range and quick recovery. Not as versatile as a normal jab but its still a good move to setup the opponent with. -fc+3 Useful in low poke setups, having pretty good range but not much speed. Try following it up with a crouch dash setup. -ws+4 Its main use would be after a low attack but it is also guaranteed after blocking any low attack. Just buffer that chicken into it. -df+3 Use it to keep the opponent at bay since it has very good range. -df+2 It has very good prioirty and the fact that it juggle makes it an invaluable addition to your poking arsenal. -4 One of your best retalitaion and defensive moves. Try sticking it out after a barrage of pokes or wherever you see it is proper. -ws+1 Good for in close transitions from a low attack. I ussualy follow it up with the dragon assault, df+1,3,2. -df+4 Mainly for keeping out and interupting. You can use it to setup a large variety of moves. For setting up somersault mixups as well. -d+2 For the sole purpose of a somersault setup, otherwise use the normal crouching jab. -ub+4 You arent really poking with this move, but rather counter poking since the ub+4 just about beats any ground based poke the opponent tries. -1,1,(1,1,1,_f+2,2,2) Its main use would be for preasuring in between all your setups as it is one of Laws best moves. To be an effective poker you have to be able to stay one step ahead of your opponent. This would mean you have to constantly change it up and not get stalen and predictable with your pokes. Remember though, its all about the standing jab, heh, heh. Mixing in throws, juggle starters and evasive tactics in pokes is exlained further in other sections of this guide. -Poke type setups- It is fine to play a game of simply safe consant poking, and to do this you have to know which moves work better after a poke. But a poke to another poke shouldn't be your intention all the time, as it is quite easy for Law to use pokes to setup his juggle starters. I haven't included the punch reversal and the low and high parry between the follow-ups since it should be common sense by now to use them if you expect a counter poke. This will be covered more later on but an example would be 1,2 into d+4. The opponent can jab you back after 1,2 before your d+4 comes out, so you can do 1,2 b+1+2 instead. All this stuff is in the interuption section. I have also not included sidesteps here, as I use them in between my pokes and setups a lot. Among the follow-ups are: - 1 standing jab 1, 1,(not machine gun jabs, normal standing jabs. Since you have frame advantage, they cant duck or react in any other way except blocking or reversing) the consant jab tick preasure is a very effective trick, as you can mix it up with throw, dragon assaults and so on. 1,d+1 Fast, mainly for setting up d+1 setups in close. An easy way to vary your gameplan out. 1,d+4 Quick, easy damage but it sometimes isnt worth it due to the low damage. 1, df+1+2,1,2,1+2 Very important. Use it unpredictably and always keep it in your arsenal. Buffers very well. If you are close enough, they cannot duck or retaliate againts the throw. 1,db+2 I like using the jab to setup the db+2 since its kind of hard to mix in the db+2 due to its range. 1,df+1,3,2 As expected, the dragon assault is useful after a standing jab. 1,ub+4 An option if you expect a counter poke after your standing jab. 1,d+2(3) You can use this when you expect the opponent to try and retaliate after your standing jab. Another purpose for it would be using the d+2 alone to setup a somersault trap. 1,b+1 Best used from the standing jabs peak range, its a good way to either dupe the opponent into the dragon storm, or if otherwise blocked, to dupe them into a dragon storm setup. -d+1 ducking jab d+1,ws+4 Probably the most overused follow-up to a low jab. Since the ws+4 has such good recovery, this is a very safe setup as long as you chicken the ws+4. d+1,d+4 Quick effective poke to tick away at his health. d+1,d+2,3 If you expect a counter attack on a blocked d+1. Again, this all comes down to your opponent. d+1,ws+1 Kind of nice in close, range isn't as good as ws+4 but it keeps you closer. d+1,wc,uf_ub+4 Surprises the hell out of people. Use the ub version to escape. d+1,throws This would be done by starting the throw in between the while standing animation. Buffers faster than you might think. Keep in mind that using d+1 into throw only works if they block the d+1, because otherwise they end up too far away and the throw misses. If it does hit, a quick ws into f,f+3+4 works though. -df+4 lift up kick df+4(3) The somersault follow-up to df+4, guaranteed on counterhit. Works nicely in high-low mixups after df+4. df+4,db+4 Not the fastest setup in the world but can be effective a few times. df+4,f+2,2 The mid kick may push them too far away for a jab to connect, but f,+2,2 can be used to keep applying preasure. df+4,df+1,3,2 Never a dull moment for df+1,3,2. df+4,b+1 Since the df+4 keeps them at a slight distance away, they might fall for the b+1. df+4,f,f+3+4 Works best if they get hit by the df+4, or if they expect the somersault. -d+4 low shin kick d+4,3 Same reason as df+4 somersault. d+4,wc,uf+4 Would surprise the opponent and you should be safe afterwards. d+4,ws+4 The ws+4 works well here for more or less the same reason as after d+1. Not as fast due to d+4's recovery though. d+4,ws+2 In case you expect them to duck and don't want to risk a blocked somersault. d+4,d+4 Heh, this is a nice quick poke although not much in the way of damage. -ws+4 Rising right kick Usually used after quick low pokes. Cool as long as you buffer a chicken into it. ws+4,3 You should know by now. ws+4,1 Very fast and solid, good way to continue your poking fest. The standing jab as usual is one of the top options. ws+4,db+4 in case you want to try out a little high low mixup, kind of slow though. Use d+4 instead to be on the safe side. ws+4,d+2,3 If you expect a high counter poke. This works pretty well most of the time actually. As most d+2,3 dupes though, it depends on the opponent. ws+4,db+2 Another good place to use db+2. ws+4,df+1,3,2 Can you say tedious? -d+2 low body blow d+2,3 You should know by now dammit. d+2,wc,ub+4 Brings you back a safe distance, change it up with the rainbow version in case they catch on. d+2,d+4 Nice little poke. d+2,ws+1 lthough ws+4 is ussualy a better option, it works for the sake of variety. d+2,throw Same block or if not blocked property as in d+1, but it works in the somersault high-low mixups. -ws+1 Rising small uppercut ws+1,df+1,3,2 Ussualy all that I use after ws+1. ws+1,ub+4 Might catch a counterpoking opponent by surprise, or beat certain anti poke moves. ws+1,df+1+2,1,2,1+2 The good old throw follow-up. -df+1,2 Double body blow df+1,2, 1, I like following it up with a standard jab most of the time. Works well for preasuring and is pretty fast. df+1,2, df+1+2,1,2,1+2 Another fine follow-up that buffers pretty decently. df+1,2, df+1,3,2 Another great spot to use the dragon assault df+1,2,1 The standing jab is as usual a good follow-up to any standing poke. -1,2 One two punches 1,2, 1 Standing poke to standing jab. Bla, bla bla. 1,2, ub+4 To counter your oponents counter poking attempt. Watch out if you miss though. 1,2 d+2,3 The old poke to setup juggle starter followup. You can also use the d+2 for the somersault traps once again. 1,2, df+1,3,2 The good old dragon assault works here as well. 1,2, db+2 You are quite close after a 1,2 punch so its another worthy places to insert db+2 in. 1,2, df+1+2,1,2,1+2 I don't rely on throws that much after the 1,2 punches but its works somewhat. ---------------------------------------------------------------------------- VII: Parries(Reversals) ---------------------------------------------------------------------------- -High and low parry- First of all, Law has by far the most useful reversal type moves in the game, with a high parry, low parry and a punch reversal. This is another reason why I consider him so powerful, combined with all other elements. During his high parry Law deflects aside any high or mid moves that comes into contact with him while he is executing the parry. After you have successfully parried a move, there is a small window of time in which the opponent is completely vulnerable. The opponent isn't vulnerable for very long and Laws doesn't have any moves that are guaranteed after it. Since you do have the advantage however, you can reduce the opponent to having to guess which move you will follow-up with. The high parry has noticable recovery when missed but the low parry barely leaves you vulnerable if missed. During the low parry Law deflects aside all low attacks that come into contact with his hands, and leave them vulnerable for a considerable longer time than after a high parry. The low parry can be followed up by massive juggle, which is another reason to use it whenever you expect a low attack, or better yet against low jabs. Mainly, the replacement to blocking low, since unlike the high parry, has many guaranteed and powerful follow-ups and is active for more frames. -Follow-ups to high and low parry- High parries have no guaranteed follow-up that I am aware of since it is only gives you a 7-frame advantage. The best option would most likely be f, f+3+4. It comes out quit fast and if done right there is little chance the opponent will duck it unless he expects it. He can break it, or as mentioned before duck it, but it requires a two-button break. If you buffer the motion of the f, f+3+4 it should come out almost instantly after the parry animation is over. This is the best move to do if you just parried either a kick or a punch, but against kicks, which leave you closer to the opponent you can also do df+1+2 into the bulldog. It cant be done as easily after a punch parry because you end up farther away from the opponent and would have to take a step forward before performing the bulldog. It does more damage than the knee and requires a two-button break as well, but you might as well go for the f, f+3+4 most of the time to keep on the safe side. You can also try many other moves after the high parry such as changing up between db+4 and uf+4, although these come out slower than a throw and have a higher risk factor. You can also attempt to start a custom chain, or some type of quick poking setups. The low parry on the other hand does have guaranteed follow-ups. The useful follow-ups are UF+4,3, uf+4, 3+4,3, uf+4. However, when you low parry a kick the opponent is left vulnerable for more frames of animation than a low parried punch. If you low parry a kick the best follow-up would be UF+4 and if you low parry a low punch the best follow-up would be uf+4. -Punch Reversal- This is the move that places Law in a league of his own. Law hops back a bit and if any type of punch move has contact with him during the first few frames of the fake step, he will parry it aside. If you miss the parry however, Law will continue to hop back a short distance leaving you as vulnerable as a person can be. A successful punch parry can be followed by some pretty strong setups that do over 70% damage. The fact that the punch reversal is active for so many frames during the fake step make it quit easy to parry a punch away since it doesn't require as much timing as a normal parry or reversal. The punch reversal parries away all punch attacks, tackles and certain throws. The punch reversal is the perfect counter to pokes, power moves and almost any type of attacking pattern that involves the use of punches. The usefulness of this move is unprecedented, since so many characters rely on punch attack for their pokes, juggle, pressure and the likes, the punch reversal gives Law an almost unfair advantage. However, it has a downside as well this being that if you happen to miss the punch reversal the opponent can more or less hit you with whatever they wish. This is where the mind game or instinctive part of playing comes into play. Sure, the risk is high if you miss the parry, but the payoff is great if you nail it. Instinct is the key to winning, and it comes into play greatly when using the punch reversal. Live by it. You cannot parry special mids such as d+1 by the way. -Follow-ups to punch reversal- As mentioned above the punch reversal can be followed up by some massive juggles. First I will discuss the moves that can be done after a successful punch reversal. These must be done as soon as you reverse the punch though. -~1: Law will do a left-handed backhand that shows the opponents side. It can be followed up by the strongest punch reversal juggles, but these arent as reliable as the one off the 2 forearm and are harder to do as well. -~2: Law does a forearm jab that stuns the opponent a short distance back. Can be followed by somersault juggles and it is guaranteed unlike the back fist ones. Best follow-up to punch reversal by far. -~4: Quit useless really. Law does a low shin kick after the punch reversal. It can be followed up but its not really worth it. Minimal damage. -~3: Law does a mid kick that is quit useless as well. All of the above are guaranteed after a punch reversal but the only one worth doing is the right handed backhand since it has the easiest follow-ups of both backhands and is guaranteed. Follow-ups to punch reversal: b+1+2~1 b+2,d+2,3,4,b+2,3,4 b+2,d+2,3,1,2,db+4 b+2,d+2,3, 4,u+3 The b+2 is guaranteed but the d+2,3 is not as the opponent can use the quick turn around trick to then safely get pass the somersault. But the you could try a guessing game of sorts by mixing in the 3,4 after the b+2 to get the opponent to turn around into it. A throw would work as well after the b+2. But theer really isnt even a point to playing around with it as the ones off the forearm are more than good enough. B+1+2~2 f,f,n,3,4,ws+4,b+2,3,4 f,f,n,3,4,ws+4,3 f,f, f+2~1 These are all quit easy to perform since they are basically high kick to somersault juggles. Simply hit with the forearm and then rapidly dash in. The neutral tap isn't necessary but its there just in case so you don't accidentaly pull off the dashing kick. -Chickens- Seeing how easy it is to perform a reversal, it is necessary to have some type of way to avoid them. So chickens were put in the game to stop people who abuse reversals. Chickens are done by pressing forward and either 1+3 or 2+4 depending on the move. For example, if you chicken a move that uses right punch or right kick, you would do f+2+4. If you chicken a move that uses a left punch or left kick, you would do f+1+3 to chicken it. Chickens are buffered as soon as you complete the move, since the window of time you have to chicken is very small. You should try and chicken almost every move that you can if you playing against a good player, as long as that characters has a reversal of course. Chickens do weak damage however and no moves are guaranteed after a chicken, except for a right kick chicken. After a right kick chicken you can proceed to either the back throw glitch or df+4,3 to juggle them, which is guaranteed. The df+4 turns them around and the somersault juggles them. You can also do a standing jab punch to turn them around after a right kick chicken. To do the back throw glitch, simply chicken a right kick and then do f,f,+3+4 or df+1+2. After the grab you appear behind them and as you then proceed to execute the move on thin air as the opponent acts as if he was being grabbed. Chickens should be buffered into moves you expect your opponent to reverse, since it is almost impossible to do by reaction once your opponent reverses your move. Some examples would be the third hit of the dragon storm, somersaults, third hit of rave wars, and so on. ---------------------------------------------------------------------------- VIII: Setup moves ---------------------------------------------------------------------------- -Set-ups in general- Besides the basic pokes, Law has many other moves which he can use to apply preasure and set the opponent up. These attacks much in the same way as Laws standard pokes, can be used to setup throws, juggle starters, punch reversal or whatever. Most arent as versatile as a standard poke and setting up sometimes with these attacks is ussualy more of a mind game since they depend on how the opponent will react. Always remember though, that the best setup is a simple setup. -Junkyard (b+2,3,4)- The junkyard is probably the move most Law users abuse. The junkyard can be used quit predictable and is easy to reverse or low parry if you just keep sticking the whole move out. The junkyard is best used in a divided fashion however. The b+2 beginning of the junkyard has amazing range making exceeltn for tagging opponent who keep dashing back, covering up to around a four-character width. B+2 on its own will leave you very close to the opponent, be it blocked or whether it hits. When the b+2 is blocked the opponent can throw you before you can react, although you obviously can break the throw but not duck it. If the b+2 is blocked and your opponent is adept at playing, use the 2~1~1+2 universal throw break escape. Your opponent might also try the usual d+1 if they block the b+2, where a low parry might be a good choice. This is all assuming the b+2 is blocked though. Some followups to the junkyard b+2 would be: -1 As in most cases, the jab is a very good option here due to its speed and its ability to setup. -uf+4 Your best option if the opponent remains ducking after the b+2 expecting the low 3 kick. -df+1,3,2 As in most cases, it works quit well especially if the b+2 hits, otherwise in the case it was blocked, I wouldnt recommend it. -throws You can actually throw the opponent out of certain moves, so you might be able to counter throw their retaliation if they were too slow. If the b+2 did manage to hit though, its probably one of your best options. Of course, this is only if you choose to do the b+2 on its own. B+2,3, the first two parts of the junkyard can also be used to setup. It is not as useful as the first section on its own since if blocked the opponent has plenty of advantage over you due to the low 3's mediovre recovery. You can follow-up with a quick attack and possibly beat out the opponent's attack, but this would only be in the case that they try to retaliate with a slow move or get hit by the low kick. The fact that you end up at a slightly longer distance away makes it hard to tack on small pokes. I usually prefer to go for more powerful options in this case. If the low 3 hits however, the opponent ends up much closer to you, where pokes would become more favorable. However, keep in mind that the last hit of the junkyard is mid, so most opponent will block high after either getting it or blocking the low 3 kick. This gives yolu the advanatge in the ability to setup after the low 3. But if the opponent notices you arent going to do the final kick and doesnt go back to the high block, they can punish you before you can retaliate in any way. Some options after it are: -1 Do I need a damn reason for using it? -4 The good old standing 4 kick has plenty of priority and is an ok option here. -ub+4 If they try to counter attack with a standard poke or attack after blocking. -db+4 In case your opponent remains blocking expecting the final hit of the junkyard. Won't come out that fast due to the average recovery of the 3. -f+2,2 Same case as above, only that it would be to setup since he would probably block it expecting the final hit of the junkyard. Evasion tactics unlike after b+2, are useful in this case. Parries work wonderfully after the secnd hit, although they can hit you with any while standing attack before you can retaliate, but otherwise a normal parry does the jab quit well. Punch reversal in case they try to take the opportunity to setup with some punch string of sorts. Depends on your opponent mostly. The first hit of the junkyard can be used in other intesresting ways. For example, if you manage to hit a grounded opponent with a b+2 as they roll back or forward, you can follow-up with a quick 1,b+2,3,4. Quit damaging for an okizeme move. If you interupt an aerial attack of sorts, jump kick, Ogre's armor king unblocable or whatever with a jab, you can follow-up with a b+2,1,b+2,3,4. It's range makes it useful in many places, allowing you to add more hits. -Dragon elbow (db+2)- The dragon elbow doesn't have much in the way of range, since all Law does is turn around while doing an elbow. It has about as much reach as d+1. But in the way of speed, it's one of Laws, if not Laws fastest non-basic move. It has very good priority and startup speed and almost no recovery. You end up facing away from the opponent after the elbow making its follow-ups diffrent from those of other setup moves. Since you have to be awfully close to use the elbow effectively, it is better if you mix it up in between your pokes and other setup moves or you could try to use it for interrupting. The follow-ups from the dragon elbow are as follows: -d+4 Very fast and not seldomed blocked. Probably the easiest way to get some damage out of the elbow, but not much. -uf+4 In case they try to duck the throw or block the low kick, the hop kick brings them out of hiding. Counter's almost anything they try after blocking the elbow too. Juggles in the same manner as a standard hopkick. -1+3/2+4 Yeah, you can throw while your back is turned. My prefered option most of the time, can be buffered quit easily after the elbow and is a doozy as long as you don't get predictable with it. -2/1, these backhands are identical to those after the punch reversal. Well, on a damage basis, there isn't a follow-up that can take away more health if you follow it up properly. But it hits high and thats the bad part. Although it has good prioirty and you might get your opponent with it if they try to retaliate unproperly after the db+2. The db+2,4 chain leaves you facing away from the opponent from which you could also try to setup. But this would only be in the case that he tries a slow counter, because the opponent can easily hit you before you can do any turn around move. -Rave War2 (f+2,2,2)- The rave war2 is one of Laws most versatile setup moves from a certain point of view. Its startup speed is quite fast since the first hit of the rave war is a basic 2 punch. The second hit of the rave war2, f+2,2, has excellent recover even if blocked, so it allows for some setting up. The last hit of the rave war, f+2,2,2, can be delayed, although the fact that it hits high diminishes it's use. Since the first hit of the rave war is quit fast, you usually don't have to worry about getting out prioritized, with the exception of pecking type attacks. The second hit of the rave war is dashing stomach jab with good range and excellent recovery. If the rave war is blocked, he opponent can hit you with a low jab, standing jab, df+2 or any quick poking type move before you can attack, although you recover in time to block or parry these. Some good follow-ups to the second hit are: -1 My main option here most of the time as it is the grand daddy of all moves. -ub+4 You may be able to snuff out yor opponent counter poke depending on what they do. -d+1 You end up quite close to the opponent after f+2,2 making it a good place to sneak in a d+1 setup. -db+2 Works pretty decently since you end up in its range although they are better places to use it. -df+1,3,2 Damn I love this move and it works quit well here. Not your fastest option but the low kick will probably hit if they remain blocking. -throws In case they remain blocking option. Headlock punch is the best option as throws go in this case. If the opponent tries to attack after blocking the f+2,2 there are a number of things you can try. They will most likely attempt a standing jab, df+2 uppercut or crouching jab. If the opponent counter with a standing 1 after a blocked rave war, you can alwasy use f+2,2,n,2. The delay will trick them into trying to interrupt unless they low jab of course. If the opponent tries to interrupt with a low jab you always have the option of doing f+2,2,d+1+3 to low parry their d+1. The punch reversal, f+2,2,b+1+2, as expected takes care of just about any form of counter attack they attempt that is mid or high since counter attacking or interupting poke setups ussualy comes in the way of punch attacks. Unless you are fighting eddy or something who would probabaly use the knee. Be wary that if you start the rave war from in too close and stop at the second hit, they can throw you before you can retaliate, much in the same way as after b+2. But this is only from a certain distance. -Dragon Storm (b+1,2,1)- Man, do I ever love the b+1. It one of Laws rangiest moves, the next blow can be delayed, works great in buffering the df+1+2 and is excellent for setting up since it has rather decent recovery. Not to mention that juggles on a mayor counter. The delays arent very long but useful none the less. The b+1 is a very important move for Law as long as you use it from the right distance. Some follow-ups from the b+1 are as follows: -1 The idea here is that the dragon storm bring you into standing jab range, so you can proceed with a jab setup. -df+1+2,1,2,1+2 use the button buffering trick Only effective when the dragon storm is started from a close distance. The buffer comes out very fast and mixed in with the delay can make it quit hard for the opponent to predict when you are going to try it. -db+4 Well, it hits low and since each hit of the dragon storm is mid, you can mix it up between the hits and hope to catch the opponent off guard. It is kind of slow and most people can block it on reflex alone, but it is still effective againts certain players. -b+1,2 Simply starting another dragon storm in between either the first or second hit of the first dragon storm. You can try this various times and then buffer a throw in to catch them by surprise since ethy might be afraid to counter poke because of the high damage juggles from the dragon storm. -df+1,3,2 Man I love this move. Anyways, it doesn't have the highest damage potential of any follow-up in this case, but you will probabaly catch your opponent off guard. -b+1,n,2 In case the opponent expects you to try to throw or jab and they back dash or counter poke. The delayed 2 would hit them out of whatever they attempt. -b+1,2,n,b+1+2 I ussualy don't try to setup an evasive tactic with the dragon storm, but if they try to hit you with a quick jab of sorts in between the dragon storm delays, then go right ahead. As usual the low parry would be the replacement if you expect a low jab. Keep in mind that you can also use most of these setup after the second hit of the dragon storm, but since you end up slightly farther away you might want to use f,f+3+4 instead of df+1+2. It has a bit more recovery than the first hit though so it isn't as effective. -Dragon assault (df+1,3,2)- Well, basically its perhaps one of his best poking moves due to the speed of the shin kick, which contributes to making it an annoyance weapon. If the 3 hits the 2 is guaranteed. If the opponent does block the low 3, you can change it up with df+1,uf+4 or df+1, f+2~1. Both seem to come out quit naturally after the df+1. You can also use df+1,3 to setup the opponent since they are pushed a slight distance away making it another good place to use a few changeups. I ussualy prefer to proceed with the df+1,3,2 instead of cutting it short though. If the opponent blocks this move you end up in a very vulnerable position so watch out. It seems that the opponent may actually recover faster or at the same time as you do after body blow so watch out for the opponent retaliation in close. This move is very, very important for Law, it is very fast and unexpected most of the time. ---------------------------------------------------------------------------- XI: Other setups ---------------------------------------------------------------------------- -High somersault setups- The high somersaults are very under-used by most Law players. There are two types of high somersaults, the wc,uf+4 and wc,uf+3+4. There can be done in three difrrent direction, back, straight up and towards the opponent. The 4 version lands standing up and the 3+4 version lands in grounded position. They are effective for confusing the opponent, escaping back, or in between setups. The 4 version has excellent recovery once he lands so you can attempt to follow-up with a quick move such as a throw or the mchine gun jabs. The 3+4 version allows you to try a quick-grounded move upon landing, such as d+4. They both have average priority as they come out, meaning you will usually trade hits with a quick move which is rather nice since both somersaults do hefty damage. The motion for the somersaults asks you to be in a full crouch but you barely have to duck to be able to do them which makes them very versatile. Try changing up between both of them to fool the opponent. For example, do the 4 version once and follow-up with a throw. The next time you somersault, do the 3+4 version and follow-up with a d+4 grounded shin kick. Not the most confusing follow-ups in the world mind you but may surprise the opponent sometimes. The reason why the somersault change-ups aren't as effective as one would want them to is because although he is mostly safe after landing, he is not safe while landing. The opponent can hit you out of the somersault with a jab, jumping kick and such as you land. The 3+4 lands like a rock though, so unless the opponent counters correctly as you land they are going to get squashed. You can also somersault behind a person if done close enough which may confuse them as they may not know in which direction to block. Looks kind of like the cross ups in street fighter. Both are useful for escaping back as well in case you need some space. -Crouch dash setup- As you are probably aware by now, Law dragon slide motion is wc,df,d,df+3. But if you complete the wc,df,d,df motion, he will do a small crouch dash that although not as effective as Paul or Jin's crouch dash, it can still be used in small setups. The problem with the dash is that it has very short range, making it hard to dupe an opponent with it since they will easily interrupt you at close range. An effective change-ups would be wc,df,d,DF,WS,UF+4, in which the somersault comes out much faster than it would seem. You would want the somersault here because people usually block low if they see you crouch dashing. Now to address the problem I stated earlier, its range. You can't just crouch dash into a change-up when the opponent is just standing there, since you have to be in a crouch and a certain distance to pull it off right. So the best place to use this would be while the opponent is getting off the ground or after certain low attacks. An example of using it while they are getting up would be if say, you knock the opponent down and hit them with a wc+3 while they are grounded, then you start the motion as they roll back or as they tech. When they stand up you should be in the crouch dash already and they will have little time to react and will be forced to guess. Mix it in after low pokes much in the same way as in the above example. -Somersault setups- This was more or less covered in the above setups section but I rather explain it a bit more in depth. As you are probabaly aware by now, Law has many moves which consist of some type of kick or punch into a mid hitting somersault. But this first attack which leads to the somersault can be used to setup a throw, low attack or any other type of reasonable setup. An example of this would be df+4. The common string would be df+4,3, but since the opponent will block high after df+4 due to the incoming mid somersault, you could sneak in a df+1+2,1,2,1+2 or f,f+3+4 after trhe df+4. It isnt only limited to throw however, since you could also attempt a db+4 or d+4 after the df+4. Other types of follow-ups might be df+1,3,2, which although mid, is very effective in most situations. You can do the same for d+2,3, wc+3,4, and most of his doulbe somersault variations. This all sounds way too good on paper though, but these setups are in fact not that overly effective. The somersault followups after all of these come out almost instanttenously, so a decent opponent may spot the lag and could try a counter poke, quick backdash or whatever type of retaliation. The d+2,3 variations are most likely the most effective of these, as the d+2 has the less recovery making it much harder for the opponent to counterpoke if they notice you are going to setup. They can always try counter poke moves though, an example of this would be: you do df+4, no somersault follow-up, they d+1 expecting you to try to throw or something, so you low parry. These evasion tactics againts counter pokes are explained in the intereuption section. The fake somersault can also be used in set-ups. This would consist of wc,u,n or wc,u,n4 as you should know by now. Since the punt kick after you land from the somersault has rather good priority, you could attempt to do the fake somersault into a throw of your choice, prefbraly the dragon knee or headlock punch. As any setup, it isn't fullproof by any stretch of the margin, but it works on occasion. If you use a throw after either a d+2 or d+1, it will only work depending on wheteher it hits or is blocked. If it is blocked, you are close enough to use the throw, but otherwise if it hits, they are pushed too far back. You could use f,f+3+4 in that case though. -Frogman Use- As said when the frogman was first covered, you can either bounce back to your original position or stay on the floor. Bouncing back is very, very dangerous and although if you stay down after the frogman a couple of times they might fall for it. But once again, this is a very dangerous setup. However, staying down after the frogman is useful at times since you can trick the opponent into one of many grounded moves. If he rushes you you can try either a grounded d+4, 3, or 4 to hit him out of whatever he does. He might set you up and make you miss, so watch out. But a more useful option if used only at certain times would b, f+1+2. If they block you get a mighty nice small juggle and this is very unexpected most of the time. Another trick you could try out of the frogman is to wait for them to attack you while you are grounded. Then you roll to the side into the face down position and hit them with a grounded 3 from which you can get a small juggle. The frogman beats out most high attacks as well. Not the best of moves to changeup with, but its useful on occasion. -Hopovers- Hopovers consist of jumping over a grounded opponent with the objective of being behind them as they stand up. Jumping is done with UF by the way. Hopovers only work depending on what the opponent does. If they tech roll as you hopover them, you may either end up behind or by their side. Either way its a good position. If they try an attack while you hopover, you end up behind the opponent. If the opponent rolls back as you hopover, then you might either end up behind or in front of them depending how late or early they rolled. If they roll forward as you hopover they are more or less safe. If they roll to the side as you hopover then they are safe from a behind attack, although you can use d+4 to get a quick hit in. If they stay still while you hopover, then nothing happens. Ok, so assuming you managed to get behind the opponent now both of your back are turned to one another. Laws best option here would be a turned around backhand which will actually suck them into you setting them up for 3,4 or whatever. The juggles from a backturned backhand are in the juggle section. The opponent can however duck under it, where you could then use a backturned uf+4 to hit them. You can try other attacks of sorts but these seem to be the most effective. -somersault dupes- Many Law players rely on duping the opponent into their somersaults or any other juggle starters with their pokes. This is fine and all but the problem with this is that Law is quite vulnerable if you miss with your somersault. Although he does have his share of useful juggle starters that dont have much recovery, such as uf+4 and df+2, yet not as much potential damage. Tricking people into your starters isn't something that can be done in a mechanical manner, as you have to more or less anticipate your opponents retaliation. For example, you can try a wc+4, the opponent supposes you are vulnerable so they attempt some type of power move, which you then interupt with your ws+4,3. But if you were to try this a second time, the opponent would be wise enough to either remain blocking or counter poke with a quick move that will beat your starter. Laws fastest starters are his d+2,3 and uf+4, making them the best for setups of this type. So a basic example of this would be say if you do df+4 and then they try to take the initiative and you hit them out of whatever with d+2,3. This is rather simple though, as setting up the opponent can get much more complex and is dependant more on who you are facing since all people react difrently. Don't discard other starters when interupting such as the dragon storm, although the dragon storm is more of a situation move. Using them in between pokes or customs where you expect a retaliation, when you are supposed to be vulnerable, in between odd delays(like a ws+4, stop for a sec, then d+2,3 when he attacks) or whatever. I havent touched the subject of taking risk's yet, but it is most important when dealing with juggle starters. You could try and interupt with d+2,3, which is as fast as most jabs and has plenty of damaging follow-ups. But if you miss the opponent can juggle you right back making it a very risky move. But if you attempt uf+4 instead, which although doesnt have juggle which are as strong(there is comparable damage on some juggles but they are hard to do consistently) but has barely punishable recovery and almost as much startup speed as d+2,3. There is also b+1,2,1, which althoug not as fast as the oither starters, has the most damaging juggle follow-ups and is quite safe as well. I generaly use uf+4 as my juggle starter of choice in between pokes but its up to you if whetehr or not you want to take a risk. The d+2,3 is a very important Law move however, so don't think for a second I was saying that uf+4 should be its replacement. ---------------------------------------------------------------------------- X: Custom Combos ---------------------------------------------------------------------------- -Custom combos in general- Custom combos as most know by now is a non pre-programed string of attacks which string quite fluidly. Custom combos are mainly made up of small pokes since these have the shortest recovery time. The purpose of custom combos is more or less the same as the purpose of a poke, to setup the opponent for a throw, juggle starter, reversal or anything of the kind. Custom combos are very useful since you can keep changing them up constantly as to not become predictable. There are endless combinations of strings you could attempt so try to not repeat customs much since the idea behind customs is unpredictability. Most customs however, are quit easy to stop with a parry, low jab, sidestep or certain counters specific to the character being fought against. That is why being unpredictable with your customs (which means mixing up counter poking moves, reversals and sidesteps) is a must. I included a section which more or less shows which moves string well after certain moves. So you can put all of these moves together in a sort of connect the dot manner to make a custom. This is explained further below. Like I said before, an effective custom string has to have a purpose or how I call it, an ender. They usually do good damage and have no logical follow-ups if blocked or avoided since the opponent usually has the advantage if these are not successful. Im going to try and write customs involving most of Law's moves, but you dont have to complicate yourself, since the simpler a custom is, the harder it is to break it. Stick to solid short customs since they work much better most of the time. -Custom parts(heh, car pun)- Ok, so heres how this follow-up thing below works. An example would be: since d+1 follows a standing 1 and ws+1 follows a d+1 and df+1,3,2 can follow after a ws+1; then you could do 1,d+1,ws+1,df+1,3,2. I did not add d+2,3 or uf+4 or b+1,2,1 as enders. I didn't because these arent as general as the rest of the enders or follow-ups and more or less depend on how the opponent decides to try and interupt your custom combo. The b+1,(2),(1) is ussualy a very safe ender though for the before said reasons. The other setups moves such as f+2,2, db+2 and the such have their follow-ups listed in their own section above so take a look or something. I also didnt add the machine gun jabs since those more or less can be used in the same place as you would a standing jab, except that their purpose is diffrent. Well, there are many other moves I didnt include but that doesn't mean they arent useful in customs. -1 standing jab 1, 1, To apply consant jab preasure since if done close enough the opponent has no other option other than to block the second jab. 1,d+1 For setting up d+1 customs. 1,d+4 Quick, easy damage. Due to its recovery it works as a sort of subpar ender. 1, df+1+2,1,2,1+2 Throws are probably the best ender to any custom string and they work best after a standing jab. 1,db+2 To start a db+2 setup in close. 1,df+1,3,2 Another important custom ender that you should use often. 1,ub+4 In case you expect a counter poke. 1,d+2 To setup a a somersault trap. 1,df+2 Might catch the opponent off guard. An ender. 1,df+1,(2) To extend a custom combo without having to risk using another jab. 1,b+1 Best used from the standing jabs peak range since the b+1 isnt exactly a speed king. -d+1 ducking jab d+1,ws+4 Very effective in extending custom combos. Chicken the ws+4 though. d+1,d+4 Quick and effective little custom ender. d+1,d+2,3 Might catch them as they try to counter poke. Custom ender. d+1,ws+1 Kind of nice in close, range isn't as good as ws+4 but it keeps you closer. d+1,wc,uf_ub+4 Surprises the hell out of people. Use the ub version to escape from the opponent, custom ender. d+1,throws This would be done by starting the throw in between the while standing animation. Buffers faster than you might think. Keep in mind that using d+1 into throw only works if they block the d+1, because otherwise they end up too far away and the throw misses. If it does hit, a quick ws into f,f+3+4 works though. -df+4 lift up kick df+4(3) Somersault mixups, ender. df+4,1 To extend the custom string further and keep on with the preasure. df+4,db+4 Not the safest of enders but it works when used in cohesion with the df+4,3. df+4,f+2,2 To keep applying preasure and use a f+2,2 in between the custom. df+4,df+1,3,2 Never a dull moment for df+1,3,2. df+4,b+1 The df+4 pushes them to b+1 distance. df+4,f,f+3+4 A sneaky way to end customs. -d+4 low shin kick d+4,3 Somersault setup, ender. d+4,wc,uf+4 For a surprise move after what is supposed to be an ender. d+4,ws+4 The ws+4 works well here for more or less the same reason as after d+1. Not as fast due to d+4's recovery though so it might be dangerous. d+4,d+4 Heh, this is a nice quick poke although not much in the way of damage. -ws+4 Rising right kick ws+4,3 Somersault setup, ender. ws+4,1 Very fast and solid, good way to extend your custom. ws+4,db+4 in case you want to try out a little high low mixup, kind of slow though. Use d+4 instead to be on the safe side. ws+4,db+2 Another good place to use db+2 in your customs. ws+4,df+1,3,2 Works great here to end the custom. ws+4,df+1,(2) To extend your string. ws+4,df+1+2_f,f+3+4 Use whichever throw corressponds to the distance you ended up after ws+4. ws+4,df+2 The df+2 is alwasy a nice option between your pokes. ws+4,f+2,2 Keeps you close to the opponent and allows for rave war mixups. -d+2 low body blow d+2,3 Err..somersault setups, ender. d+2,wc,ub+4 To get some breather room. d+2,d+4 A nice little poke and for somersault setups. d+2,ws+1 Although ws+4 is ussualy a better option, it works for the sake of variety. d+2,throw Same property as with d+1, if blocked you are in range if otherwise you arent. -ws+1 Rising small uppercut ws+1,df+1,3,2 Ussualy all that I use after ws+1. ws+1,1 To continue your poke string although I use df+1,3,2 most of the time anyhow. ws+1,ub+4 Might catch a counterpoking opponent by surprise, or beat certain anti poke moves. ws+1,df+1+2,1,2,1+2 The good old throw ender. -df+1,(2) Double body blow df+1,2, 1, For extending the string and further preasure. df+1,2, df+1+2,1,2,1+2 A buffered throw ender. Works best after a sigle df+1 instead of df+1,2. df+1,2, df+1,3,2 Another great spot to use the dragon assault. df+1,2,d+1 To proceed with d+1 setups. -1,2 One two punches 1,2, 1 Standing poke to standing jab. Bla, bla bla. 1,2, ub+4 To counter your oponents counter poking attempt. Watch out if you miss though. 1,2, df+1,3,2 The good old dragon assault works here as well. 1,2, db+2 You are quite close after a 1,2 punch so its another worthy places to insert db+2 in. 1,2, df+1+2,1,2,1+2 I don't rely on throws that much after the 1,2 punches but its works somewhat. 1,2,d+1 To proceed with d+1 mixups. -Examples of Customs Combos- Im going to list a very small amount of customs as I don't want to give away the ones I mainly rely on. 1,d+1,ws+4,f,f+3+4 1,d+1,d+4, 1,d+1,ws+1,df+1,3,2 1,d+1,ws+4,df+1+2,1,2,1+2 1,d+1,ws,1+3 1,d+1+3_ub+4 1,d+1,ws+4,ub+4 Just a few customs using a standing jab to a crouching 1. Nothing fancy here but these are decent. 1,df+1,df+1+2,1,2,1+2 1,1,db+2,2+4 1,df+1,1,df+1+2,1,2,1+2 1, 1, 1, df+4,db+4 1, 1, df+1,3,2 A few simple jab preasure type customs ending mostly in throws. df+1,df+1+2,1,2,1+2 df+1,2,1, 1, df+1,3,2 df+1,1,f+2,2,d+1,wc+4 b+2,1,2,db+2,2+4 b+2,1,df+2 b+1,1,df+1+2,1,2,1+2 Damn, I'm just writing random customs now. f+2,2,d+1,wc+3,df,d,DF+3 f+2,2,d+1,wc+3,df,d,DF,uf+4 Whoop, crouch dash mixups. The starters are pretty much random right now. 1,d+2,ws,2+4 1,d+2,3 db+2,d+1,ws+4,df+4,db+4 db+2,d+1,ws+4,df+4,3 A few somersault mixups, nothing facny once again. Im not going to write anymore because im either too lazy or forgot most of them by now =). These should give anybody an idea of what to do though. No go make your own customs and stop bugging me. ---------------------------------------------------------------------------- X: Sidestepping ---------------------------------------------------------------------------- -Sidestepping in general (u, n/d, n)- Sidestepping as its name implies is to step aside from the basic fighting plane. You can sidestep into the background and into the foreground. Tapping up and releasing the joystick sidesteps into the background; tapping down and releasing the joystick sidesteps into the foreground. Most attacks in tekken3 can be sidestepped as long as you do it in the right direction. This differs depending on the side of the screen that you are fighting in however. To make things simpler, we can consider the SS into background a left sidestep, and the SS into the foreground a right sidestep when facing to the right and vice versa when facing to the left. If the opponent throws a right punch at you while they are facing to the left, you would want to SS to the right while you were facing to the right to evade it. So you would have to tap down. In the same way, if the opponent attacks you with a left hop kick, you would have to sidestep the left. Laws sidestep is quit big, probably the second best sidestep in the game after Ogre1s. It is quit easy for Law to sidestep most attacks as long as it is done in the correct direction. For double button attacks, you have to observe the position of their limbsto sidestep in the right direction. Although most double button moves are very hard to sidestep. Dashing type moves that carry lots of momentum behind them when sidestepped usually leave you behind the opponent. Sidestepping is one of most effective defensive maneuvers in the game. It is a perfect way to evade and counter an attack. Most moves in tekken3 can easily be sidestepped if timed right. Watch out though, throws and other specific moves track very well and hit you even if you sidestep correctly. Unlike many characters, Law doesn't have a double or triple sidestep since he has no special sidestep other than the basic one. Although this doesn't really hinder him, it will prove hard for him to sidestep moves that track very well, such as Yoshimitsu's bad breath, Nina's blond bomb, Laws f+2,2,2 and others which escape my mind at this time. Another neat sidestepping trick is interupting a backward or forward dash with a sidestep. When you sidestep while dashing, the sidestep is much bigger and effective. -Sidestep follow-ups- A sidestep can be followed by a variety of attacks. -Side and back throws (1+3/2+4) Throws yield different results when they are executed on the opponent's side or back. After a successful sidestep one usually ends up either by the opponents side or behind them. Unless you just sidestepped a move with very fast recovery, a throw is normally the most damaging and easy to do option after sidestepping. -3+4 Has about as much range as a throw, although the second kick will miss occasionally at certain ranges even if the first one hits. Useful after sidestepping those before mentioned quick recovering attacks. -3,4 The high kick to somersault juggles do slightly more damage than a side throw, although they aren't as reliable since the opponent tends to flip over. -UF+4_uf+4 Not as much damage as a 3,4 juggle but the point to using it would be in case the opponent ducks after getting sidestepped. Something I failed to mention during the poke section was how important throws are in a poking patterns. Since sidesteps can be interupted fairly early, so you can mix in the sidestep between your pokes. Although it doesnt sound like much, it is very important for keeping the initiative in a battle. If the opponent tries to attack rigfht before you sidestepo, they get burned. If they don't attack you can simply follow up the sidestep with a poke, like a standing jab. Mix it in randomly between your pokes, and then interupt the sidestep with a quick poke or attack. ---------------------------------------------------------------------------- XII: Okizeme ---------------------------------------------------------------------------- -Okizeme in general- Okizeme roughly means punishing a grounded opponent. Okizeme is a guessing game at times since tekken3 has so many ways of recovering, and so many ways to okizeme. Law isn't the best at okizeme in the game but he still holds up quit well. You have to use the okizeme move that corresponds to the situation or you will leave yourself open to attack. You should try to always use okizeme moves no matter how weak the damage may be, since every hit counts. Okizeme is not cheap no matter what anybody tells you, since all forms of okizeme are usually escapable. -Okizeme moves- Laws selection of moves to okizeme with is a bit limited but damaging. -db+4 It will only hit if the opponent rolls to the back, forward or to the side. It does very good damage if you hit the opponent with it but if the opponent stays still, quick rises or stands straight up, you will miss. The low shin kick has priority over it as well. It is guaranteed against the large characters when they are grounded however. -b+2,3,4 The junkyard does the most damage of any okizeme move, but it will only hit an opponent that is rolling back or forward. If the opponent rolls to the side or quick rises the junkyard will totally miss. -db+2,4 The elbow obviously wont hit the opponent, but the reverse somersault will hit a prone opponent in case they decide to stay on the floor without moving. It's your best option in case the opponent expects you to do a dragon tail and stays still. -fc+3 Safest okizeme option. Does little damage but it gets the job done. Try following up with the dragon slide. -d+4,3 Both will only hit if he rolls forward. Unless he is a large character, the somersault will miss if he rolls back. Not many people roll forward so it's mostly useless as okizeme. -uf+2 It has quit some range and the hop is pretty fast. It can be risky since he can roll to the side to avoid it. Watch out if they stand straight. -d,df,d,DF+3 Will beat out any recovery move with the exception of standing straight up and quick rise. You have to be quick with the motion if you want to use it properly as okizeme. -d+3,3,3 I never use d+3,3,3, for this purpose but it does work if the opponent rolls back or forward. Okizeme with Law is mainly an anticipation game. If they stay still on the ground then you do db+2,4, or wc+3. The elbow misses and the reverse somersault hits. If they roll back or forward then either a b+2,3,4, db+4, or d+4 will hit. If they quick rise, then db+4 hits if they QR to the right, and misses if they QR to the left. Try to time a 3,4 to hit them as they get up if you anticipate a QR. If the opponent does a recovery kick, high or low, then you can either step back to make it whiff or interrupt with d+4 or any other quick attack such as d+2,3. The ankle kick will usually interrupt these however, but the if they miss the ankle kick, you can rush in with 3,4. If they attempt a stun chop, interrupt with d+2,3. Whenever you hit a grounded opponent with d+3 or d+4 follow-up with the dragon slide. ---------------------------------------------------------------------------- XII: The many faces of Law: Counterpoking, Interrupting. ---------------------------------------------------------------------------- -Counter poking- Countering pokes is vital to be able to beat most players, so you must be aware of the weaknesses of popular pokes. Most people like myself rely a lot on the standing jab to setup, which is rather effective as many jabs give you frame advantage. This means that if done from in close, they can jab again before the opponent can even duck. But if the opponent tries to follow-up with anything other than a quick poke or throw, you can react in time to counter poke with a standing jab of your own or any other quick attack. If the opponent does say a 1,2 punch, you can jab them back before they can use any attack. Another popular poke is d+1, which you can also counter poke with a quick d+1,1, or ws+1 depending on how you were blocking before they can attack again. This is very useful againts characters that rely on low jab setups, such as ogre. The same applies to say, d+4. Even if you get hit by the d+4, you can still counter poke them. All this applies to ws+4, df+1, df+4 and all these simple setup moves. A simple example of this would be againts gunjack. Let's say Gunjack does a df+1 and you block it. He could then try to follow-up with either the ws+1 which hits mid or the fc+1+2 which hits low. Gunjacks df+1 has very good recovery so the follow-ups may appear to flow naturally after it. If you try to guess which move he will do, there's a chance you might anticipate wrongly and get punished for it. This is why instead of blocking, interrupt him with a quick move after his df+1. Every character in the game has some sort of viable setup option, which can be hell to block, but a pinch to interrupt. But a more complicated situation arises if the opponent has counter moves. Let us assume you are facing Yoshimitsu now, a character which unlike Gunjack, has a low parry and a sword reversal. Lets say Yoshi does a quick d+1,ws+4 and you assume after blocking that you could d+1 to interupt his follow-ups. But the yoshimitsu player anticipates and does a low parry. So the next time he tries d+1,ws+4, you think that your standing 1 would be a better choice, but the yoshimitsu player anticipates and does his sword parry, thus punishsing you for your choice. Although the sword parry beats out low attacks as well. But lets say you don't counter poke and he misses the sword parry, where you then make him eat a 3,4 juggle. You could have also dashed back to avoid his next attack. Counter poking becomes a guessing game at times and this is but a simple example since there are many other ways to counter and evade as well, such as sidesteps. Note that customs are basically setup move after setup move, so you should be aware how to stop them by now. -Ranged attacks- Many characters in the game have attacks that have both good priority and very long range to boot. So people take advantage of these moves to keep a safe distance from the opponent while maintaining the offensive edge. An example of this would be a scenario in which you were off against a df+4 happy Yoshi. The most effective manner to stop df+4 would be with quick short-range moves, such as 1 or df+4. The idea here is to anticipate their attack and rapidly use a standing jab, df+4 or any move of your choice that suits the situation. In other words, quick poking attacks are used to stop long-range attacks. Other range filled attacks that can be overcome with pokes include popular attacks like Julia's d, df+1, Paul's f,f+2, ogres f+2, Kings b+4_df+3 and others. -Miscellaneous- You do not necessarily have to use weak attacks for interrupting though, since Law has quite a few quick powerful attacks, such a d+2,3, machine gun jabs, and any other attack which is fast enough. If an opponent does an unblocable, instead of simply stepping out of range, come in with a dragon storm or 3,4. Jumping type moves such as Ogres uf+1+2 and Yoshi's qcf+1 can be interrupted with a 4 or 1 if timed right, instead of having to try to avoid them. Ten hits should be parried most of the time, but the can also be stopped with pokes at delays during the string. Don't be fooled into thinking you can just jab or front kick everyone out of every move they attempt though. There are many moves that can beat pokes, such as Lei's head butt, Hwoarang's F+3~3, Heihachi's 1+2, Bryan's 1+2(BAM), Eddy's b+3 and other moves of this type. A setup of this type would work in this manner, you just blocked Yoshi's 1,2, and attempt to counter jab him, but he instead does a bad breath which avoids your 1, hits you and then Yoshimitsu can proceed to follow-up for some mad damage. -Interrupting Law tricks- All of these interrupting counter are valid for Law as well. This would mean that most of his custom combos and setups would be useless since the opponent can counter poke your follow-ups. But in the same way as in the Yoshimitsu scenario, Law isn't helpless at all. Laws standing 1 can be followed by another standing jab to stop any counter poke they attempt, but this only applies to a very close distance. After a ranged standing 1, do a punch reversal, b+1+2, and if the opponent tried to jab you back, you punch reversal them. If they didn't then you are in a whole heap of trouble. If the opponent is known to counter mostly with low jabs, then you can just as easily try a low parry, d+1+3_2+4, which at least isn't as dangerous as the punch reversal when missed. Besides using parry type moves to stop counter pokers, you also have evasion moves of a simpler nature. You do a standing 1, then either do a back dash or sidestep. If you back dashed their counter poke, rapidly dash in with a 3,4. If you sidestepped their poke, proceed with whatever follow-up seems right for the situation. Remember that if your standing 1 is blcoked from in close you can use another standing 1 before they can react in any way, they can't even duck. These interruption counters work just as fine with any setup move, such as 1,2, d+1, df+1,3,2, f+2,2, b+2,3 df+4, ws+4 and so on. ---------------------------------------------------------------------------- Throws ---------------------------------------------------------------------------- -Throws in general- Throws are very important in your fighting scheme. They are quit fast, can't be blocked (duh), have priority over certain moves and can be included in custom and poke patterns. Throws are easier to break now than back in Tekken2 since the breaks are always either 1,2 or 1+2 with the exception of King's qcf+1. To make up for this though, the window of opportunity to break the throws is much smaller now. Throws can however leave you vulnerable to a ws+2 or any other WS type move if they duck under it. This means you can't just walk in and throw an opponent since there are disadvantages to throwing. Also, if you do a standing jab from a close enough distance, you can use a df+1+2 and they won't be able to duck it, only escape it. Breaking throws depends mostly on reaction time unless you anticipate the opponents throw attempt. The best way to break a throw would be to rapidly tap 1, then 2, hold 2 and then tap 1 again. In this way you will have inputted the breaks for every type of throw. You can also mash between 1 and 2 even though it won't be as effective. There are many types of throws and with the exception of ogres df,df+2+4, all of them can be escaped. Throws sometimes grab the fighter out of some moves, such as low jabs, crouch dashes, certain powers moves, etc. Throws will come in handy as long as you use them in the right places. The best time to use them is between pokes since throws come out rather fast after certain attacks. The situations in which throws are best used is in the custom combo section. After ducking a throw, instead of trying to throw them back, hit them with Laws rising uppercut. Laws best throw is df+1+2,1,2,1+2 as it does the most damage of all, requires a double button escape and buffers very well with his pokes. Excluding the f+2+3, all of Laws throws have surprisingly good range, even though Laws arms are short compared to others who share his throw range. His f,f+3+4 throw can be followed up by a guarnteed dragon tail if timed right unless the opponent rolls away upon landing, in which case the dragon tail would miss. Getting the dragon tail to hit consistently after the knee blow can be hard at times though, since you have to do it as soon as the knee blow's recovering frames are occuring. Button buffering means holding down one buttons and then pressing down another button which executes a move. This can be implemented wonderfully into throws. The simplest example would be standing jab to bulldog throw. 1, hold 1, then press df+2. Since you were already holding the 1 down, you only had to press df+2 to complete the df+1+2 throw. Other places were button buffered throws are useful is after b+1,2 where you would use df+1+2 once again. So it would be b+1,2, hold down 2, press df+1. You could also do it from b+1. Other moves that buffer nicely into throws are: db+2,2+4, d+1,ws+1+3, d+2,ws+2+4, and df+1,df+1+2. Button buffering is the best way to include throws in poke strings since throws follow certain moves so rapidly. ---------------------------------------------------------------------------- XVI: Vs Guide ---------------------------------------------------------------------------- -Vs guide for humans- I wont be doing a Vs guide for the computer since that is not really important. The following is only against the general strategies I usually see players of these characters use. These are in no way specific, so they won't work for everybody. -Law Play a little more conservative because you do not want to walk into his b+1,2,1, counterhit. Look for that 3,4 juggle when you face an overly agressive law. Most laws think just an all out poke would win this. Not true. Once mistake and law's 3,4, or b1,2,1 will end the round. Low parry that junkyard. -Nina Her favorite is d+4,1. Get yourself used to duck the 1 there and ws+2 juggle her. Watch out for her embraising elbow throw (df,df+1) when she gets in too happy with her df+1's and 1's pokes. Timed a good b+1+2~2 and you are home free against jabs happy nina's. After blocking her divine cannon, you get your free b+2,3 to hit. Same with blonde bomb, where you might even get a 3,4 juggle if you are spaced close enough. -Paul Once you block a falling leaf, you are home free. 3,4 juggle him right there. Interrupt him when he does those d+1,4,2, d+1,2 variations. Know that you can outpoke him with 1's and df+1's in close. Move in with b+2's. This is your chance to out poke him. -Yoshi You know he loves df+4's and he is going to crazy set df+2's and df+4's with 1 jabs. So you might take a chance at b+1+2~2 him. Know that your mobility is a little better than his and he might move right into your counterhitting b+1,2,1 juggle. Watch out for badbreath when you do move in without paying attention. Careful to not be predictable with your b+2's and b+1's since he can b+1+4 sword reverse you. Spot his D,df+3 sweep. -Jin You have to learn to duck his white heron right before the second punch comes out. Otherwise you are forced into a guessing game. 1+4,2,4 or 1+4,2,d+4. You have to duck that right after the punch in the 1+4 comes out and right during the 2 and then hit Jin back. Learn, if you don't know already, to get out of his, b+2,1 stun. Just push the stick forward. Train to spot the hell sweep. He will do 1,2,3 to guard stun you so he can start hellsweep or ff+2 or other crouch dash variations. Jab him out after his 1,2 or jab him out before his crouch dash move comes. Do be very careful on using high attacks on Jin because he likes to crouch a little and get out his ws+2. His ws+2 will take off at the very least, 50% of your life. -Lei f+2,2 him out of his lei downs. db+4 if you can spot it early enough. Or jump back when he is about to go into his get up kick mixups. Know that you can parry his rushes. If he abuse rushes too predictably, you get your b+1+2~2 parry. If he already has you blocking, know that you can parry his last kick. You got your mid parry and low parry. So it's in your favor. Also remember Frogman if he wants to play those get up games with you and frogman or other big flips that flies away when he does animals. As for animals, most of the punches are mid or high, so don't hesitate to punch parry him. -Heihachi Heihachi's strength comes from his Windgodfist and his df+1,2's. After blocking that, if you are close enough, hit 3,4 (juggle, ws+4, b234). If not, use b+2,3 to retaliate. Low parry his hell sweeps. Play a sidestepping game on him unless he starts using f+1,b+2's to stop sidesteps. -King Your punches will overpower King. Time your counterhitting 4's more conservatively since people are used to a law that 4 kicks a lot. Anytime King misses a throw, you get an opportunity to hit with 3,4 juggle. Watch out for ss,1+2,1. Hop kick him right back after he misses a hop kick. -Julia Be careful that her uf+4 has priority over your 4 kick. After blocking her d,df+1,2, you can mix up your throws or try a quick sidestep. She usually waits after that for people to attack and then retaliate since she still have the block advantage after she does her d,df+1,2 rushes. -Hwoarang You 4 counterhitting kick will hit him out of his many variations or infinites or flamingo strings. d+2,3 when he is in flamingo but be careful though when he is in his right flamingo since if he counterhits you with his 4 you are stunned for a long time. He might even be open to your 3,4 juggle a lot. Against his infinites, remember you can juggle him right at the first right kick that he does: 334 or 3334 or 33d+3,4. Just don't do the ws+2 too slow that he counterhits you with his second 4 kick from flamingo. Use ws+4 to be save since that comes out faster than ws+2. or Just duck and then stand again. Ducking that first 4 kick and then standing will leave you a little further from hwoarang so he can't really reach you with his mixups. -Ogre1 His most powerful mixups comes out of a crouch. So d+1 or d+4 him right away to knock him out of his crouch attempts. Spot for his D,df+2 big arm sweep. Don't let him start the initiative with his d+3,3,3_n+3 kicks. Block or low parry the third kick of his infinite kicks cause that is always low. -Bryan His main arsenal to hit you out of your quick pokes is 1+2. You should all react fast enough to block his df+3 sweep by now. 3,4 juggle him after his slow moves. Sidestep around him. He doesn't have enough moves to track. Spot for his 123, 12,df+4 mix ups. Know that you can block 1212,1214 mixups by holding down on the joystick at the last moment. But you can't block both 3212,3214 mixups though. His main throw is the D,df,df+1+2 so break out with 1+2 after you see him crouch. df+2 him when he comes in to start 1,2 type mixups. -Gunjack You have very good speed advantage over Gunjack. Just spot his low hand sweeps and space yourself out of his throwing range. b+1's and b+2's mixups will be your best bet. 3,4 juggle is almost sure to hit once because of gunjack's slow recoveries. -Eddy Well, Eddy is actually a cakewalk for Law. First of all, if the Eddy you are facing tries to confuse you with strings or he is a masher, the best way to beat him is to learn how to play him. Since most of eddy strings, whether they come from ginga(regular stance), handstand or grounded, are quit similar and have interchangeable parts of sorts, once you become accustomed to playing as Eddy you will easily be able to tell where to stop his strings and to which level he will attack. Many of his strings have many change-ups in them however, making blocking nearly impossible, more like a guessing game. Here's how to break most of eddy's popular strings. If he does the roll-out punches, the first punch, whether it is a right or left punch is always followed by a low kick from where he has many variations. After blocking the low kick, immediately do a ws+4,3 to hit him out of any follow-up he attempts. You could also low parry the second kick. Another popular eddy variation are the db+3 chains, where he does a fading away low kick of sorts and then follow-ups either mid or low. After blocking the db+3, immediately do a quick ws+4,3 to beat out his follow-ups. After blocking the 3~4 sweeps, do a quick ws+4,3 before he can follow-up. You could try to low parry the next hit, but most Eddy's don't follow it up if it's blocked. Whenever he goes to handstand position, hit him out of it with d+2,3 to make him pay. If he is in grounded position, use d+4,3. This is where interruption, the key to beating Eddy comes into place. Eddy has quit a large number of strings and such, but most of these are full of places where Eddy is vulnerable. In these spots you should interrupt him with d+2,3 / d+4 / ws+4,3 / df+4,3, depending on the situation. Most Eddy's are aware of how vulnerable they are in their strings so they mostly play either defense or a passive offense. Eddy has great priority in his b+3 knee, as it will stop cold most of your setup moves and certain high and mid pokes. Eddy also has other moves that he might use on the defense such as 3 / f+3(takes him to handstand) / b+4 / u+4. Unfortunately for Eddy, Law is the king when it comes to priority (and mostly everything else), so you can easily beat any of these moves with d+4, df+4, rave war, and standing jab. Especially useful for stopping eddy is d+4, since he lacks a low parry and Eddy's only move that stands a chance against it is u or uf+4. You'll want to get in close to Eddy and start pressuring with pokes and customs. Make these customs tight and to the point as to not give eddy a place to use b+3. Eddy will be forced to block and eat a couple of hits as long as you hit him with a decent offense. Eddy has very, very good sidestep follow-ups, so be careful. Your d+4 takes out the sidestep, but he can use the SS as an offensive tool as well. He has good follow-ups after it however. Eddy also has very weak tracking ability. An overall easy match as long as you keep things straightforward and precise. Most of eddy's long range moves, such as f+3 and 3, don't have much priority either. Eddy's also love to use his b+3 knee. Spot where he uses it and you can time b+2's or b+1's well after you make him whiff or during recovery. Don't hesitate to use junkyard again handstand turtlers. d+4 him out of all ground position mixup attempts. Chances are you will use a lot of d+4 when he goes to ground. -Ling Anytime ling goes into art of phoenix or gives her back, you can d+2,3 juggle her. Her many contortions shall be her downfall against' law's d2,3. When she does her Hypnotist sidesteps (b+1+2,ss), you can either low kick her out of it or, again, use your d2,3 flip kicks. Be weary though that she low parries often out of her sidesteps since low kicks are the best reach against her sidesteps. -Ogre2 You just have to poke and poke and attack and attack him. With many b+1's and b+2's type setups, move into throw him or counterhit him into a juggle (ie. b1,2, or 4's). Do your big men juggle. And sweep more with db+4 as okizeme since you know he can't get up that fast. Know that Own Hunt (3+4) when he is down. You can duck that own hunt. Back dash (b,b) when he does his ff+2 unblockable poison hand and you then dash in with 3,4 to get the huge 60-70% juggle. -Kuma Get right away and block low after he hits you with ff+2 demonfist. His only asset against you is his f+1,1,1 juggle. Space yourself out of his f+1 range and you have the dominant position over kuma. -Mokujin Pressure your opponent right off the start if there is any chance he has not figured out his character yet. Do not be afraid to use db+4 sweep since only Jin and Ling have strong enough ws+2's to hurt you or if the other person doesn't have time to know he is using a character with low parry. Attack Attack Attack r if your opponent has not figured out who he is. I'll finish the rest of the characters when I update the guide. Expect Lei, Ling and Heihachi on the next update. ---------------------------------------------------------------------------- XV: Other stuff ---------------------------------------------------------------------------- - Miscellaneous- Nationality - USA Fighting Style - Martial Arts Age - 25 Height - 177 cm Weight - 69 kg Blood Type - B Occupation - Works in Marshall's Dojo Hobby - Shopping Likes - Credit Cards Dislikes - Riding on Paul's Motorcycle The proud son of Marshall Law, Forest trains at his father's Kung Fu School (Kwoon) to achieve Law's success and greatness. As a protective father, Marshall has forbidden his son from entering any contests outside Kwoon. Marshall's long- time friend and competitor Paul Phoenix visits once every few months to spar with Marshall. One day when Paul arrived, Marshall was away supervising the building of a new Kwoon. Paul insisted that Forest join him in some training exercises. Forest declined knowing that his father would disapprove. But Paul wouldn't take no for no answer. Unaware of Marshall's restrictions on fighting, Paul suggested to Forest that he join 'The King of Iron Fist Tournament 3'. Paul sold Forest on the idea by telling him he's a better fighter than his father. Forest knew his father would be angry, but he had to prove that he was worthy of one day inheriting the kwoon. Marshall was enraged when he found out what happened. To him, it was as if his son had been kidnapped. -Winning stances -1 Square off Body, Chi Concentration -2 Chi Concentration, Fighting Stance -3 2 Spinning Roundhouses, 2 Jabs -4 2 Jabs, Leg Balance Lift -Costumes -1_2 : Law dons a white Kung Fu shirt with a dragon design on the back and the usual Law pants. -3_4 : Law wears a Kung Fu pants with the same pants as before. -Start: Law puts on some yellow tights with a dragon symbol on the back, which is probably the symbol of Marshall's kwoon. ---------------------------------------------------------------------------- Credits section ---------------------------------------------------------------------------- -Chinaman for many juggles, somersault properties, punch reversal properties and many situation things. -Raje for helping in many tekken discussions, strategies and law suggestions. -BMW for many strategies, juggles, setups, properties of many moves and weaknesses, and certain VS information. -Slikatel for giving me permission a long time ago to use a variation of his faq format. -Castel for many of the big character juggles, and most of the hard to do ones as well. -Catlord for the use of his win stance list, movelist and characters information. -Dfdp5 for the use of the Law ascii and certain observations. -Burn for certain VS move properties and other miscellaneous tips. -Megadeath for early teachings on how to play Tekken. -Gamest Tapes. -Gamest Magazines.