

Law
Ideal Team Position: Point
Marshall Law is widely considered one of the Top 5 characters in the game thanks to him having an answer for practically any situation he finds himself in. His Flip Kick is the best anti-air in the game and his buttons and target combos are fast enough, and reach far enough, to punish blocked attacks that other characters would have great difficulty capitalizing off of. On top of that, he has a reasonably strong high-low game to keep opponents on their toes, and sports a set of reversals that help him turn the tide of battle whenever he finds himself on the defensive if he has the meter to burn for it. Additionally, he can fight off zoning fairly well as his Dragon Kick (hcb+P, f+K) is completely projectile invulnerable and typically safe on block if spaced correctly. A strong Law player has the potential to dominate a match, which is why it is important to exercise patience against him. Most of his blockstrings can be Alpha Countered easily, and Law needs to burn meter to keep himself from getting pressured too heavily on hard knockdown. If his opponent is willing to fight the urge to jump at him, and instead play a strong ground game, there are holes in Law’s offense that can be exploited. However, these weaknesses after often esoteric on a character-to-character basis, and can be offset if Law has an anchor character to overwhelm the opponent before they realize that there’s a gap in Law’s attack pattern.
Strengths | Weaknesses |
---|---|
+Flip Kicks (hcf+K) is completely air invulnerable, leads to full combos, and can deal with jump-in angles from almost every possible position, including most cross-ups +Several abusable blockstrings to confirm into combos, with Law being left at almost no disadvantage +b+MP Target combo starter has only 9 frame startup and reaches incredibly far, allowing him to get full combo punishes off blocked spaced Cross Rushes that most of the cast cannot punish at max range +Strong tag synergy thanks to Shaolin Spin Kicks being safe on tag cancel and causing an easy float state when used in a juggle on tag cancel, as well as Fist Fury Rush which has a long animation on hit for partners to easily tag in and continue with any combo they choose including a Full Charge Attack into raw Super Art. +Decent air-to-air capabilities (not that you ever need to air-to-air someone with how good Flip Kick is!) +Has an answer for almost any style of play (anti-zoning tools, anti-rushdown tools, rushdown ability, answers against all manner of aerial assaults, etc) +st.LK has a larger hitbox than most other char’s st.LK, giving him a quick, long-reaching normal with surprising priority. |
-Reversals are unusually slow at 16f startup time -His go-to poke, cr.MK, has a “creeping hitbox” that makes it unreliable for buffering |
Moves
Normal Attacks




























































crossup





crossup





Unique Attacks























hits 2 - 6






Fist Combo











hits 2 and 3
Fist Combo










hits 2 - 4















hits 1 and 2










hits 2 and 3






Throws









Special Moves










































Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HK, cl.MP, cr.HP xx hcf+MP, cl.HP xx hcb+P>P>K (404)
(0bar, medium)
- cl.HK, cr.HP xx hcf+HK, cl.HK, cr.MP, cr.HP xx hcf+MK, hcf+MK, hcf+MK (428)
(0bar, corner, medium)
Hit Confirm Combos
- cr.LP, cr.LP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (298)
(0bar, easy)
- cr.MP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (347)
(0bar, easy)
- b+MP>LK>MK, cr.HP xx hcf+HK, cr.HP xx hcf+HK>hcf+K (345)
(0bar, easy)
Post-launch Combos
- cl.HP xx hcf+HK, st.HP xx hcf+HK>hcf+K
(0bar, medium)
Advanced Combos
- f+MP, cr.LP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (328)
(0bar, overhead, hard)
- hcf+MK, b+MP>MP, cr.HP xx hcb+P>P>K
(0bar, antiair, easy)
Combos Into Supers
- N/A