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Forest Law by Kaiser

Version: 1.00 | Updated: 08/31/98

The Forest Law Guide LIG
By Richard "Kaiser" Morales (with Gordola)

This faq was done in a rush and if you spots errors, please contact us.

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 
Table of Contents
I.    Basics
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


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.

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

(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

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-

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 

- 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 

-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.


The following is the list of all known Law juggle to myself after every starter.
b+1,2,1 Dragon Storm
These two above actually do pretty good damage despite of their ease of use. 
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. 
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. 
-1,2 b+2,(3,4_d+2,3)
Basic juggles.
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. 
To pull this one off hold forward during both jabs. Not really very hard to and 
looks nice.
Funky df+1 juggles. Just get the df+1 to hit early and then do the follow-ups as 
soon as possible. 
Does pretty good damage and isnt very hard to do once you get the hang of it. 
Another high damage somersault juggle, heh.
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.
A bit hard to time. You have to take a small of sorts before the hopkick and 
hold forward during the standing jab. 
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
Here is one involving a mid body blow to jab into the junkyard.
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. 
-1, 1,1,1,f+2,2,2
Ten hit juggles. The last one only works on big characters. 
-db+2,1, 1,1,1,f+2,2,2
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)
All are simple to do.
-1,2,b+2, (3,4_d+2,3)
-4,b+2, (3,4_d+2,3)
3,4/df+4,3/d+4,3/UF+4/3+4/ws+4,3/ws+3,4/d+3,4 Somersault combinations
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. 
The high somersault kick. Pretty easy to do and does quit some damage as well.
Just some other possible variation which are easier to do. 
Uf+4,3 Quick double Somersault
3+4,3 Double Somersault
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 
face down, feet towards opponent, 3 (when grounded) Recovering 3 kick
4 on CH Godlike Standing right kick
df+2 on the big characters (Gunjack, Kuma, Ogre2) Small uppercut
-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

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. 


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:

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 

For interupting attacks and setting up low mixup games. 

A great move to throw in between your pokes randomly as it is extremely fast, 
hits low and has good range and prioirty. 

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.

Mix it in between your attacks as much as possible since it is very fast 
although the recovery is nothing to write home about.


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.

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.

Useful in low poke setups, having pretty good range but not much speed. Try 
following it up with a crouch dash setup.

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.

Use it to keep the opponent at bay since it has very good range. 

It has very good prioirty and the fact that it juggle makes it an invaluable 
addition to your poking arsenal.  

One of your best retalitaion and defensive moves. Try sticking it out after a 
barrage of pokes or wherever you see it is proper. 

Good for in close transitions from a low attack. I ussualy follow it up with the 
dragon assault, df+1,3,2. 

Mainly for keeping out and interupting. You can use it to setup a large variety 
of moves. For setting up somersault mixups as well. 

For the sole purpose of a somersault setup, otherwise use the normal crouching 

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. 

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 
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 

-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 

-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 
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 
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 
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 
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+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.
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. 


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 

-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:
As in most cases, the jab is a very good option here due to its speed and its 
ability to setup. 
Your best option if the opponent remains ducking after the b+2 expecting the low 
3 kick.  
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.
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:

Do I need a damn reason for using it?

The good old standing 4 kick has plenty of priority and is an ok option here.

If they try to counter attack with a standard poke or attack after blocking. 

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.

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:

Very fast and not seldomed blocked. Probably the easiest way to get some damage 
out of the elbow, but not much.

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.

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:

My main option here most of the time as it is the grand daddy of all moves.

You may be able to snuff out yor opponent counter poke depending on what they 

You end up quite close to the opponent after f+2,2 making it a good place to 
sneak in a d+1 setup. 

Works pretty decently since you end up in its range although they are better 
places to use it.

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.

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:
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.

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. 

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.

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 

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.

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 

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 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 

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 

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 
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 
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 

-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,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 
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 
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 
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.
Just a few customs using a standing jab to a crouching 1. Nothing fancy here but 
these are decent.
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+1,2,1, 1, df+1,3,2
Damn, I'm just writing random customs now. 
Whoop, crouch dash mixups. The starters are pretty much random right now.
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.
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.
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.
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 

-Okizeme moves- 

Laws selection of moves to okizeme with is a bit limited but damaging.

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.

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. 

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 

Safest okizeme option. Does little damage but it gets the job done. Try 
following up with the dragon slide.

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.

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.

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. 

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. 


 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 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 

 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.

 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.

 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. 

 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.

 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.

 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'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.
 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.

 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. 

 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.

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.

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.

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 

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.

 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.

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.

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

-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 

-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 

-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.

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