GiantDojoALPHAv0.01
Law

Law

Law - rushdown/damage. Tools include i15 launcher.

rushdowndamage

Key Moves

df+2

i15 mid launcher. -7 on block, launches on hit.

d+2

i11 special low high crush. -4 on block, +7 on hit.

DSSthen3

i19 high launcher. +3 on block, launches on hit.

fthenfthenF+3

i20 mid low crush. +6 on block, +9c on hit.

d+4

i15 low. -11 on block, +0 on hit.

df+1

i13 mid. -1 on block, +5 on hit.

Overview

Law is classified as rushdown, damage. Their toolkit includes homing options, wall-finish tools. Their fastest standing launcher comes out in 15 frames.

Strengths

  • Multiple plus-on-block mids for safe pressure
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No power crush listed in the data

Game Plan

  1. Hold neutral with df+1 as your quick mid check.
  2. Whiff-punish with df+2 (i15 launcher).
  3. On block, recheck pressure with f,f,F+3 (+6 on block).
  4. Mix in d+4 low to keep them honest.

Defense

  • Parry: H.DSS,P (Dragon Parry) catches a high or mid attack and turns the round around.
  • Panic launcher: df+3 (high crush, launches on hit) hops over jabs and lows when you read a string.
  • While-standing punisher: ws2 ducks highs and punishes from crouch.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Law’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.