Street Fighter X Tekken/Law

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Law

Sfxt law face.jpg

Ideal Team Position: Point


Marshall Law is widely considered one of the Top 5 characters in the game thanks to him having an answer for practically any situation he finds himself in. His Flip Kick is the best anti-air in the game and his buttons and target combos are fast enough, and reach far enough, to punish blocked attacks that other characters would have great difficulty capitalizing off of. On top of that, he has a reasonably strong high-low game to keep opponents on their toes, and sports a set of reversals that help him turn the tide of battle whenever he finds himself on the defensive if he has the meter to burn for it. Additionally, he can fight off zoning fairly well as his Dragon Kick (hcb+P, f+K) is completely projectile invulnerable and typically safe on block if spaced correctly. A strong Law player has the potential to dominate a match, which is why it is important to exercise patience against him. Most of his blockstrings can be Alpha Countered easily, and Law needs to burn meter to keep himself from getting pressured too heavily on hard knockdown. If his opponent is willing to fight the urge to jump at him, and instead play a strong ground game, there are holes in Law’s offense that can be exploited. However, these weaknesses after often esoteric on a character-to-character basis, and can be offset if Law has an anchor character to overwhelm the opponent before they realize that there’s a gap in Law’s attack pattern.


Strengths Weaknesses

+Flip Kicks (hcf+K) is completely air invulnerable, leads to full combos, and can deal with jump-in angles from almost every possible position, including most cross-ups

+Several abusable blockstrings to confirm into combos, with Law being left at almost no disadvantage

+b+MP Target combo starter has only 9 frame startup and reaches incredibly far, allowing him to get full combo punishes off blocked spaced Cross Rushes that most of the cast cannot punish at max range

+Strong tag synergy thanks to Shaolin Spin Kicks being safe on tag cancel and causing an easy float state when used in a juggle on tag cancel, as well as Fist Fury Rush which has a long animation on hit for partners to easily tag in and continue with any combo they choose including a Full Charge Attack into raw Super Art.

+Decent air-to-air capabilities (not that you ever need to air-to-air someone with how good Flip Kick is!)

+Has an answer for almost any style of play (anti-zoning tools, anti-rushdown tools, rushdown ability, answers against all manner of aerial assaults, etc)

+st.LK has a larger hitbox than most other char’s st.LK, giving him a quick, long-reaching normal with surprising priority.

-Reversals are unusually slow at 16f startup time

-He can be overly reliant on forward dash for movement due to his slow forward walk speed

-His safest block string ender and usual tag cancel move, Shaolin Spin Kicks (qcb+K), can be interrupted on startup by reversals.

-His go-to poke, cr.MK, has a “creeping hitbox” that makes it unreliable for buffering


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Speccancel.png
Chcrumple.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
crossup
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Shin Crusher
Df.png + Lk.png
Low.png
Speccancel.png
Knockdown.png vs airborne
Slide Kick
Df.png + Mk.png
Low.png
Knockdown.png vs airborne
Dragon's Tail
B.png + Mk.png
Low.png
Hardknockdown.png
Speccancel.png
Knockdown.png vs airborne
Dragon Hammer
F.png + Mp.png
High.png
Groundbounce.png on Counterhit.png
Groundbounce.png vs airborne
Machine Gun Arrow
(close) Lp.png X 6
Knockdown.png vs airborne on
hits 2 - 6
Left Right Combo
(close) Lp.png ---.png B.png + Mp.png
Speccancel.png
Knockdown.png vs airborne on 2nd hit
Left Right Dragon
Fist Combo
(close) Lp.png ---.png B.png + Mp.png ---.png
B.png + Mp.png ---.png Mp.png
Groundbounce.png on 4th hit
Knockdown.png vs airborne on
hits 2 and 3
Left Right Blazing
Fist Combo
(close) Lp.png ---.png B.png + Mp.png ---.png
B.png + Mp.png ---.png Lp.png
Knockdown.png vs airborne on
hits 2 - 4
Left Right to Knee
(close) Lp.png ---.png B.png + Mp.png ---.png Lk.png
Knockdown.png on 3rd hit
Junkyard Kick
B.png + Mp.png ---.png Lk.png ---.png Mk.png
Hardknockdown.png on 3rd hit
Knockdown.png vs airborne on
hits 1 and 2
Dragon Rush Combo
B.png + Mp.png ---.png Lk.png ---.png D.png + Mk.png
Low.png on 3rd hit
Hardknockdown.png on 3rd hit
Knockdown.png vs airborne on
hits 2 and 3
Knuckle Rush
B.png + Mp.png ---.png Mp.png
Knockdown.png vs airborne on 1st hit
Groundbounce.png on 2nd hit

Throws

Name
Command
Notes
Dragon's Fire
F.png or N.png + Lp.png + Lk.png
Throw.png
Run Up to Drop
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Somersault Kick
Hcf.png + K.png
Ex.png
Knockdown.png
   Backflipper
Somersault Kick ---.png Hcf.png + K.png
Knockdown.png
Dragon Charge
Hcb.png + P.png
Ex.png
Armored.png on Ex.png
   Cloud Gates
Dragon Charge ---.png F.png + P.png
High.png
Groundbounce.png
   Dragon's Flight
Dragon Charge ---.png K.png
Knockdown.png
   Dragon Knuckle
Dragon Charge ---.png P.png
Crumple.png
Knockdown.png vs airborne
      Dragon Knuckle Combo
Dragon Knuckle ---.png P.png
Knockdown.png
      Dragon Knuckle Flight
Dragon Knuckle ---.png K.png
Knockdown.png
Fury Fist Rush
Hcf.png + P.png
Ex.png
Knockdown.png
Shaolin Spin Kicks
Qcb.png + K.png
Ex.png Chrg.png
Wallbounce.png on 4th hit of Ex.png
Knockdown.png vs airborne

Super Combo

Name
Command
Notes
Junkyard Soul
Qcb.png + 3k.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 3 11 +3 -1 SM,EX,SA,CA 1 1 1 -
Far MP H 60 14 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Far HP H 90 11 2 27 -4 -9 SM,EX,SA,CA 3 1 1 Crumple on standing counter hit
Far LK H 30 6 3 10 +4 0 - 1 1 1 -
Far MK H 60 8 3 18 0 -4 - 2 1 1 -
Far HK H 90 13 4 23 -2 -7 - 3 1 1 -
Close LP H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 -
Close MP H 60 6 3 11 +7 +3 SM,EX,SA,CA 2 1 1 -
Close HP H 90 9 3 25 -2 -8 SM,EX,SA,CA 3 1 1 Forces standing
Close LK H 30 5 3 10 +4 0 - 1 1 1 -
Close MK H 60 8 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Close HK H 90 8 2 17 +7 +1 - 3 1 1 Forces standing
Crouch LP H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch MP H 60 5 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 80 7 4 31 -9 -15 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK L 30 5 3 9 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 8 4 12 +5 +1 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 11 4 30 hard knockdown -14 - 3 1 - -
Jump LP M 40 5 3 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 5 5 until ground+4 +16 +5 - 2 1 1 (vertical), 0 (diagonal) Knockdown on airborne opponent
Jump HP M 120 14 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 6 8 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 7 8 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 8 10 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 14 7 22 hard knockdown -7 - - - - Invulnerability frames 1-13, Resembles Somersault Kick
Dragon's Fire LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Run Up to Drop b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Shin Crusher df+LK L 40 17 2 18 +1 -2 SM,EX,SA,CA 1 1 0 Forces standing, Knockdown on airborne opponent
Slide Kick df+MK L 60 16 10 14 +1 -5 - 2 1 0 Knockdown on airborne opponent, Projectile invulnerability frames 15-30
Dragon's Tail b+MK L 60 13 2 23 hard knockdown -8 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Dragon Hammer f+MP M 60 20 2 22 +5 -3 - 2 3(for 1 frame),1 0 "Ground bounce on counter hit, Ground bounce on airborne opponent, On hit: +4 on crouching opponent
"
- (close) LP > LP H 30 7 3 17 0 -3 b+MP 1 1 0 -
- (close) LP > LP > LP H 30 7 3 17 0 -3 b+MP 1 1 0 -
- (close) LP > LP > LP > LP H 30 7 3 17 0 -3 - 1 1 0 -
- (close) LP > LP > LP > LP > LP H 30 7 3 17 0 -3 - 1 1 0 -
Machine Gun Arrow (close) LP > LP > LP > LP > LP > LP H 30 7 3 17 0 -3 - 1 1 0 Knockdown on airborne opponent
Left Right Combo LP > b+MP H 30 5 3 13 +1 -1 SM,EX,SA,CA 2 1 0 -
Left Right to Knee LP > b+MP > LK H 30 5 7 14 knockdown -6 - 1 1 0 -
- LP > b+MP > b+MP H 60 14 2 23 -4 -8 - 2 1 1 -
Left Right Dragon Fist Combo LP > b+MP > b+MP > MP H 40 12 2 29 ground bounce -13 - 2 1 0 -
Left Right Blazing Fist Combo LP > b+MP > b+MP > LP H 40 10 3 25 +3 -10 - 1 1 0 -
- b+MP H 50 9 2 23 -2 -5 - 2 1 0 Knockdown on airborne opponent
Knuckle Rush b+MP > MP H 40 12 2 29 ground bounce -13 - 2 1 0 -
- b+MP > LK H 60 12 2 20 -1 -4 - 2 1 0 Knockdown on airborne opponent
Junkyard Kick b+MP > LK > MK H 60 13 2 25 float -7 - 2 1 0 -
Dragon Rush Combo b+MP > LK > d+MK L 60 13 2 23 hard knockdown -8 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Somersault Kick LK hcf+LK H 70 8 7 22 knockdown -7 - 7 2 0 Airborne frames 13-28, Crushes airborne attacks frames 1-9
Somersault Kick MK hcf+MK H 70 8 7 20 knockdown -4 - 7 2 0 Airborne frames 13-28, Crushes airborne attacks frames 1-9
Somersault Kick HK hcf+HK H 70 8 7 20 knockdown -4 - 7 2 0 Airborne frames 13-28
Somersault Kick EX hcf+KK H(H)(M) 120(60) 16 13(15)14 38 knockdown -60 - 5 1 0 Airborne frames 13-94, Invulnerability frames 1-17, Self knockdown on frame 95
Backflipper hcf+K during Somersault Kick H 70 5 10 26 knockdown -13 - 7 3 0 Airborne frames 3-26
Fury Fist Rush LP hcf+LP H 90 16 4 27 float -5 - 3 3 2 -
Fury Fist Rush MP hcf+MP H 90 16 4 27 ground bounce -5 - 3 3 2 -
Fury Fist Rush HP hcf+HP H 120 16 4 27 knockdown -5 - 3 3 - -
Fury Fist Rush EX hcf+PP H 120 16 4 27 wall bounce -5 - 3 3 0 Invulnerability frames 1-15
Shaolin Spin Kicks qcb+K H 40x3 17 2(12)2(14)2 21 +2 -1 - 5,5,5 1,1,1 0 Chargeable: 51F for EX Version and 100F for Super Art
Shaolin Spin Kicks EX qcb+KK H 20x3,60 11 2(12)2(14)2(35)2 18 wall bounce -3 - 5,5,5,5 1,1,1,1 0 Chargeable: 51F for Super Art, Invulnerability frame 1, Projectile invulnerability frames 2-86, Airborne frames 58-76, Charge has Invulnerability frames 1-20
Dragon Charge hcb+P - - 11 - 81 - - P, f+P, K - - - "-
"
Dragon Charge EX hcb+PP - - 11 - 81 - - P, f+P, K, Dash - - - 1 point of armor during frames 1-64
Cloud Gates f+P during Dragon Charge M 60 16 2 34 ground bounce -10 - 3 3 0 -
Dragon's Flight LK/MK LK or MK during Dragon Charge H 110 17 9 21 hard knockdown -8 - 4 4 0 Projectile invulnerability frames 1-30, Crushes airborne attacks frames 17-27
Dragon's Flight HK HK during Dragon Charge H 110 19 9 21 hard knockdown -8 - 4 4 0 Projectile invulnerability frames 1-33, Crushes airborne attacks frames 19-29
Dragon Knuckle **LC P during Dragon Charge H 70 11 15 40 -25 -24 - 3 1 0 Float on airborne opponent
Dragon Knuckle EX P during EX Dragon Charge H 70 11 15 29 crumple -12 - 3 1 0 Float on airborne opponent
Dragon Knuckle Combo P during Dragon Knuckle H 130 15 4 43 knockdown -17 - 3 3 0 -
Dragon Knuckle Combo EX P during EX Dragon Knuckle H 130 15 4 43 knockdown -17 - 3 3 0 1 point of armor during frames 1-18
Dragon Knuckle Flight K during Dragon Knuckle H 100 16 9 34 knockdown -21 - 4 4 0 Airborne frames 11-30
Dragon Knuckle Flight EX K during EX Dragon Knuckle H 70 16 9 34 wall bounce -21 - 4 4 0 Airborne frames 11-30
Junkyard Soul qcb+KKK H 20,20,290 8 2(12)2(14)2 50 hard knockdown -35 - 5,5,5 1,1,1 - 62 frames cinematic freeze before attack begins, Invulnerability frames 1-7
Cross Art **LC qcf+MP+MK H,M,H 150+ 9 2(21)2(20)4 45 switch -47 - 3,3,3 1,1,1 - 66 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 14 2 20 -1 -5 EX,SA,CA -
Far HP H 63 11 2 36 -13 -18 EX,SA,CA Crumple on standing counter hit
Far MK H 42 8 3 23 -5 -9 - -
Far HK H 63 13 4 30 -9 -14 - -
Close MP H 42 6 3 21 -3 -7 EX,SA,CA -
Close HP H 63 9 3 34 -11 -17 EX,SA,CA Forces standing
Close MK H 42 8 2 23 -4 -8 EX,SA,CA -
Close HK H 63 8 2 33 -9 -15 - Forces standing
Crouch MP H 42 5 4 21 -4 -8 EX,SA,CA -
Crouch HP H 56 11 4 35 -13 -19 EX,SA,CA Forces standing
Crouch MK L 42 8 4 22 -5 -9 EX,SA,CA -
Crouch HK L 63 11 4 39 hard knockdown -23 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HK, cl.MP, cr.HP xx hcf+MP, cl.HP xx hcb+P>P>K (404)

(0bar, medium)

  • cl.HK, cr.HP xx hcf+HK, cl.HK, cr.MP, cr.HP xx hcf+MK, hcf+MK, hcf+MK (428)

(0bar, corner, medium)


Hit Confirm Combos

  • cr.LP, cr.LP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (298)

(0bar, easy)

  • cr.MP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (347)

(0bar, easy)

  • b+MP>LK>MK, cr.HP xx hcf+HK, cr.HP xx hcf+HK>hcf+K (345)

(0bar, easy)


Post-launch Combos

  • cl.HP xx hcf+HK, st.HP xx hcf+HK>hcf+K

(0bar, medium)


Advanced Combos

  • f+MP, cr.LP, cr.MP xx hcf+MP, cl.HP xx hcb+P>P>K (328)

(0bar, overhead, hard)

  • hcf+MK, b+MP>MP, cr.HP xx hcb+P>P>K

(0bar, antiair, easy)

Combos Into Supers

  • N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro