hide results

    Forest Law by Kaiser

    Version: 1.00 | Updated: 08/31/98 | Search Guide | Bookmark Guide

    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.

    View in: