Introduction
Forest is a character that drowns the opponent in blows, then looks for a moment to backdash or sidestep around the opponent's retaliation to net huge damage. Forest has great all around damage on his moves and juggles, with and without Counter Hits. It's not uncommon for Forest to dramatically turn the match around with just a single opening. His combo damage in juggles is extremely high, and he has a decent i8 punisher for those moves that recover close to him. Forest's poking game is also very good, with fast, plus on block options for up close ranges, and some longer range options as well. Forest also has a variety of frame traps, with his great frame advantages and multiple parries, making it hard to know when to press against him. His Fake Step punch parry is incredibly rewarding if landed successfully, and against characters that heavily rely on punches (or lazy Mishimas who rely heavily on electric for their gameplan), it forces them to play differently, lest they eat a 60-70% combo.
To balance this out, Forest has to be a little more careful when trying to approach the opponent, as his longer range pokes are either slow, not very rewarding, or are very unsafe on block. Up close, he lacks a good low to gain plus frames on hit, with the exception of the generic d+4, which doesn't do much damage and puts him into full crouch. He also does not have a fast way to close the distance, such as a Mishima wavedash. Even his running 3, which for every other character gives a free hit or even full launch on block, does not give him a followup in any way. His safer poke moves have less range, and the longer range tools usually have a lot of recovery, which leaves him rather open to being whiff punished. This is a major drawback, as Tekken 3 is a game with very high damage and very good movement, so keeping things compact is important. Even still, Forest has a great set of tools for goading out the opponent into making the wrong read. If you love fast, aggressive characters that can turn on a dime to a defensive punisher, or just think Bruce Lee is awesome, then enter the dragon with Forest.
Strengths | Weaknesses |
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|
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Forest Law | |
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Archetype | Poking, Whiff Punish |
Stances | N/A |
Fastest launch | 3,4 - i14 |
Fastest CH launch | d2,3 - i10 |
Parry | d_df+(1+3)_(2+4) |
Archetypal Moves | |
Mid Check | df+1, df+4 |
Magic 4 | Yes |
Stature Kick | d+4 |
Hopkick | u_uf+4 |
Power Low | db+4, FC df,d,df+3 |
Generic Moves | |
Remapped Moves | |
Missing Moves |
Key Moves
4
Right High Kick / 4 - Hit Level: h - 16 DMG Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i11 | - | +5 | JG | -4 |
A fantastic counterhit tool with very fast startup and great tracking to either side. Perfectly safe on block, and can easily juggle into a b+2,3,4, for very good, consistent damage.
3,4
High Kick to Somersault / 3,4 - Hit Level: hm - 18,21 DMG Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i29 | - | JG | JG | -19 | |
Law's fastest launcher. |
Perhaps Law's most powerful tool; 3,4 is an i14 natural combo launcher for amazing damage. Whiff punish and block punish with this move, and you'll be handsomely rewarded.
df+1
Quick Upper + / df+1 - Hit Level: m - 10 DMG Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i13 | - | +8 | +8 | +1 |
A standard mid check like in other Tekken games, except this mid check tracks very well to Law's left side (and even somewhat to his right!), and is +1 on block. With his i8 jab, it's your turn to press after this move is blocked. A fantastic close range tool.
b+1<2<1
Dragon Storm + / b+1<2<1 - Hit Level: mmm - 12,12,15 DMG Normal
| |||||
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Impact | Recovery | Total | Hit | Counter | Block |
i25 | - | JG | JG | -18 | |
Combos from 1st hit on counter hit with minimum delay. |
An amazing tool in his kit. i14, every hit is delayable, good pushback and safety, the hits track to his right, and launching for outstanding damage on counter hit, this is easily one of his best moves.
b+2,3,4
Junkyard Kick + / b+2,3,4 - Hit Level: mlm - 12,8,22 DMG Normal
| |||||
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Impact | Recovery | Total | Hit | Counter | Block |
i25 | - | JG | JG | -8 |
A fast mid, low, mid string. Less useful on opponents who can low parry the second hit, but against characters that can't, this is a very annoying poking string that Law can utilize.
FC.df,d,DF+3
Slide Kick Full Crouch.+ / FC.df,d,DF+3 - Hit Level: l - 17 DMG Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i15 | - | KND | KND | -26 | |
Can be floated on block for a full launch. Guarantees wakeup 3 on hit. |
Law's slide. A very nice power low that makes people start to block low to avoid Big Boy Tekken Oki, and gives a guaranteed hit if you just want to cash out.
b+1+2
Fake Step + / b+1+2 - Hit Level: h/m Fake Step
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
i3-i23 | 80f | - | - | - | |
Law's punch parry. Total is when cancelled at it's fastest. |
Law's punch parry. INCREDIBLY rewarding if successful. The followup 2 gives so much stagger time you can easily dash up and land 3,4 for a full launch. Against lazy players who rely heavily on punch strings, like Mishimas, it's worth throwing this out every once in a while.