Ya im still tryna figure out how to successfully punish laws bs....everytime i see my opponent select him im like "oh great another law" At one point i started feeling like i needed to just zone him and go for time out wins but that time out stuff doesnt feel like a win to me
Long time i suspected was just bait and punish law... AndyOCR says what i also suspected is that neutral jump is your friend and try to get law on the backdash...also try raw launchers to catch a low. All i can figure out about Law at the moment. There may be some safeblock moves to bait that EXinvincible so some personaltesting is required. Other than that it seems like the best thing to do is just wait for Law to come to you because Law's AA is stupid and cant be safe jump or beaten ever?(with my characters at least) and that AA can be combo off of for big damage so jumping at him is not advised...
I hope everyone knows that Law only has 1 safe string and 1 safe special being the junkyardkicks, although it is very spammable. Everything else is punishable.
@6 i dunno about that bro...ive tried to punish everything i see him dish out and i cant seem to punish some of his moves....the only time i really can hit him is when i use ogre and i can out prioritize his normals with ogres normals or bait out a move and punish but he is so safe on block its rediculous
He is not as safe as people think. I play Law and a friend can successfully punish most of what Law can do on block. Problem is that most people are so slow to react or too far away to hit with what can punish him. Most jabs....especially crouching ones are easy confirm punishes against Law. #6 has it about right.
@6: HOW punishable is the question. Light jabs? Low forwards? Sweeps? How big are these openings that he apparently has? Are we to punish him by mashing light and hoping he didn't push us out of range or something? Feels like the only answer, cause I got nothing.
so in other words ill have to mash jab on some of his moves lmao....sounds like a plan to me!!!
In sfxt mashing doesn't work. The whole game requires a timing. Low forwards work but are character dependent and spacing in a lot of cases is important. But the general rule is low jabs. Sweeps are usually too slow.
@11 what are you talkin about....sfxt is all about mashing bro...thats all ppl do online...mash dp...mash jab...mash grab...ppl love to push buttons in this game...i cant remember the last time i knocked somebody down and on wake up they didnt push a button and just tried to block lol
Fun, but you didn't answer the question. None of this explains what to utilize during all of Law's moves. You're just explaining a general concept of the game (that I know already). It's like me saying that Ryu's close st. HK is punishable. Yea, it's punishable...by only Vega and Law. > _>
the pro laws i vs use the 3 hit combo that cancel into the flip kick.
the 3 hit combo is fast + covers heaps of distance, and they backdash cancel
when the 3 hit doesn't connect. jump in, then i get flip kicked.
the closer i get i get that cr.mp/mk crap...how do i penetrate that
bastards defense...
As a Law player myself, I don't really like giving away my characters weakness but to better everyone having issues with his match-up, I'll spill a few beans.
Law's Junkyard combo is completely unsafe.
If I stop after the first hit, I'm -6 on block
after 2nd, I'm -4 on block
after 3rd (the long up kick that launches) I'm -8 on block.
any crouching/ standing Jab can hit me after the second hit and I can seriously be punished after the 3rd hit if I failed to confirm right. Most standing/ crouching mediums can easily hit him to start a big damage combo.
As for his flip kick, try to be random about when your going to jump. You CAN trade with him but think about the situation your putting yourself in by going for that. If you trade, he'll reset in the air and land on his feet fast enough to juggle you. If not, your eating a 300+ damage combo for a bad jump in attempt. Remember, empty jumps while being random works very well against it, it has 8 frames of start-up. Practice safe jumping on regular DP characters first because thier's are MUCH faster on start-up. (ex: Ken's is a 3 frame DP)
Lastly about the Junkyard trip into flip kick combo, try to see what your character can do about his back dashing part. After the 2nd hit before he goes low,the rest of that string is NOT a true block string. Meaning if you want to risk it, you can DP out of it or EX. His back-dash is fast but you can trip him too.
Hope this info helps, all for the greater good I guess.
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