GiantDojoALPHAv0.01
Law

Law

Law - rushdown/damage. Tools include i15 launcher.

rushdowndamage
12 / 12 combos

Combos

Starter

Most Important

  • df+24,u+3f,f+42f,f+2,3 T!4,3~FDSS f+4
  • advanced staple4,u+3(dash) 4,3~Fuf+2(dash) 1+2 T!4,3~FDSS 4
  • CH 1+2 (or heat on 1+2)4,u+3b+2,3,4~FDSS f+4

More Combos

  • sidestep 3+44,u+3f,f+42f,f+2,3 T!4,3~FDSS f+4
  • CH df+4then34,u+3b+2,3,4~FDSS f+4
  • (b+2then3)then41+2 T!(sidestep left)(d+1+2) DSS 3b+2,3,4~FDSS f+4
  • UF+4uf+14,u+3f,f+41+2 T!4,3~FDSS f+4
  • UF+4then3(sidestep left)(d+1+2) DSS 3b+2,3,4~FDSS f+4
  • CH 4then3~FDSS f+2df+1,21+2 T!4,3~FDSS f+4
  • CH 4then3then4~Fuf+2f,f+41+2 T!4,3~FDSS f+4
  • CH 4thenu+32f,f+41+2 T!4,3~FDSS f+4
  • heat on uf+3~F4,u+3df+1,2df+1,2f,f+41+2 T!4,3~FDSS f+4

Key Moves

  • 1Quick jab to check situations and start your offense. It also has several useful extensions.
  • df+1Mid poke to harass the opponent. Th e df+1 ,2 extension can be used for punishment situations.
  • df+2This launcher doesn't work on crouching opponents, but can be used as a keepout button and to punish mistakes.
  • f+1+2Mid counterhit launcher useful for pressure. You can shift to a crouching position by inputtin g f+1+2 ~D, allowing you to use quick options such a s ws+4 ~F for pressure.
  • 1+2 (and heat on 1+2)An unsafe mid counterhit launcher. Mostly useful as a guaranteed follow-up after certain knockdown situations. During he at, this move turns into a safe normal hit launcher becoming more useful in the neutral.
  • db+3 and d+4then3Low pokes to harass opponents that stand block too much.
  • DSS (d+1+2) and transitionsMany of Law's moves can shift t o D SS by holding forward often improving their frame advantage. Make sure to learn your stance options so you can use these transitions to pressure and mix your opponents.
  • FC dfthendthendf+3Slide attack that is the core of his full crouch mixup game. You can crouch next to the opponent when you have a read they will play defensively, then mix this low with hi s ws+ 2 or other safer options.

Heat Engagers

  • uf+3A safe low crushing heat engager. Mostly useful in combos.
  • 1then1then1Counterhit confirmable heat engager from his jab. Can be used to challenge situations due to its speed.
  • b+1then2then2Mid counterhit confirmable heat engager. Both the 2nd and 3rd hits are unsafe, but it can shift t o D SS by inputting b+1,2 ~F.
  • DSS f+1Fast but unsafe heat engager fro m D SS.
  • DSS f+3Another mid heat engager from stance, but slower and safe.

Command Grabs

  • f+2+31 escape
  • uf+1+21+2 escape
  • fthenf+3+41+2 escape
  • DSS uf+1+21+2 escape

Block Punishers

StartupStandingCrouching
101then1then2FC d+1
11WSthen4
123then4
13df+1then2 4then3~FWSthen1then2
143+4then4 b+4then3
15df+2 uf+4WSthen2
19ufthennthen4ufthennthen4

Suggested Whiff Punishers

  • 1then1then2
  • df+2
  • 3+4then4 (range)
  • heat on 1+2

Guaranteed Follow-ups

  • CH sidestep 33+4then4 ― DSS f+1 (heat)
  • CH DSS 13+4then4 ― DSS f+1 (heat)
  • CH ws+33+4then4 ― DSS f+1 (heat)
  • fthenf+31+2
  • b+1+21+2
  • CH uf+21+2
  • CH (2then2)then21+2
  • CH (b+2)then21+2
  • CH BT d+41+2
  • FC dfthendthendf+31+2
  • heat on DSS f+1~F1+2
  • CH d+3then3(dash) 1+2
  • CH DSS 4(dash) 1+2
  • CH ws+4~FDSS 1
  • CH (f+3)then1~FDSS 1
  • (2thenb+2then1)then2~DFC dfthendthendf+3

Defensive Options

  • b+1+3Parry
  • hold forward to enter DSS
  • b+2+4Reversal
  • b+1+2Power crush
  • heat on d+1+2Has punch parry properties

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3uf+3
  • Kazuya db+1,2uf+3
  • Ling RDS f+3+4,3+4d+2then3
  • Ling AOP 3+4WSthen4 float
  • evade Leo's b+1,4sidestep left 2nd hit
  • Paul's Deathfist3+4then4 (close range)
  • Demoman (3rd hit)heat burst
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2...
  • Kuma's f,f+2...
  • Heihachi's f,f+2...
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4...

Notes

  • Nunchuck moves are enhanced DSS gains punch parry properties
  • b+2,3,d+4
  • f+3,1~F ⏵ DSS 1+2