User:Speedmccool25/sandbox

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Introduction

Forest is a character that drowns the opponent in blows, then looks for a moment to backdash or sidestep around the opponent's retaliation to net huge damage. Forest has great all around damage on his moves and juggles, with and without Counter Hits. It's not uncommon for Forest to dramatically turn the match around with just a single opening. His combo damage in juggles is extremely high, and he has a decent i8 punisher for those moves that recover close to him. Forest's poking game is also very good, with fast, plus on block options for up close ranges, and some longer range options as well. Forest also has a variety of frame traps, with his great frame advantages and multiple parries, making it hard to know when to press against him. His Fake Step punch parry is incredibly rewarding if landed successfully, and against characters that heavily rely on punches (or lazy Mishimas who rely heavily on electric for their gameplan), it forces them to play differently, lest they eat a 60-70% combo.

To balance this out, Forest has to be a little more careful when trying to approach the opponent, as his longer range pokes are either slow, not very rewarding, or are very unsafe on block. Up close, he lacks a good low to gain plus frames on hit, with the exception of the generic d+4, which doesn't do much damage and puts him into full crouch. He also does not have a fast way to close the distance, such as a Mishima wavedash. Even his running 3, which for every other character gives a free hit or even full launch on block, does not give him a followup in any way. His safer poke moves have less range, and the longer range tools usually have a lot of recovery, which leaves him rather open to being whiff punished. This is a major drawback, as Tekken 3 is a game with very high damage and very good movement, so keeping things compact is important. Even still, Forest has a great set of tools for goading out the opponent into making the wrong read. If you love fast, aggressive characters that can turn on a dime to a defensive punisher, or just think Bruce Lee is awesome, then enter the dragon with Forest.

Strengths Weaknesses
  • Extremely High Damage: Forest has incredible damage on many of his juggles. On top of this, his juggles are very consistent, making his damage on average higher than most characters.
  • Parry Monster: Forest has three different parries, two of which (b+1+2 and d+1+3_2+4) lead to a launcher if it catches the opponent.
  • Strong Short Range Game: Forest's moves are fast, are usually plus or safe on block, and he has many delayable strings off those fast attacks to dissuade the opponent from pressing.
  • Magic 4: Great magic 4; i11, somewhat tracks in both directions, and launches on counterhit into an easy b+2,3,4 for very nice damage.
  • Hard to Get In: Forest struggles at longer ranges with poking and approaching, and must rely on strong movement and fundamentals to get in close.
  • Poor Long Range Options: Many long range attacks are very unsafe, further emphasizing your need to approach.
  • Lack of Safe Power Low: "Safe" and "Power Low", in any other Tekken game, don't fit in the same sentence. But in a game where a character like Jin has a launching hellsweep that's only -12, not having an extremely strong low option hurts quite a bit.
Forest Law
T3 Forest Face.jpg
Archetype Poking, Whiff Punish
Stances N/A
Fastest launch 3,4 - i14
Fastest CH launch d2,3 - i10
Parry d_df+(1+3)_(2+4)
Archetypal Moves
Mid Check df+1, df+4
Magic 4 Yes
Stature Kick d+4
Hopkick u_uf+4
Power Low db+4, FC df,d,df+3
Generic Moves
Remapped Moves
Missing Moves

Key Moves

4
Right High Kick
Tk 4.png / 4 - Hit Level: h - 16 DMG
Normal
Impact Recovery Total Hit Counter Block
i11 - +5 JG -4

A fantastic counterhit tool with very fast startup and great tracking to either side. Perfectly safe on block, and can easily juggle into a b+2,3,4, for very good, consistent damage.


3,4
High Kick to Somersault
Tk 3.pngTk 4.png / 3,4 - Hit Level: hm - 18,21 DMG
Normal
Impact Recovery Total Hit Counter Block
i29 - JG JG -19
Law's fastest launcher.

Perhaps Law's most powerful tool; 3,4 is an i14 natural combo launcher for amazing damage. Whiff punish and block punish with this move, and you'll be handsomely rewarded.


df+1
Quick Upper
Tk df.png+Tk 1.png / df+1 - Hit Level: m - 10 DMG
Normal
Impact Recovery Total Hit Counter Block
i13 - +8 +8 +1

A standard mid check like in other Tekken games, except this mid check tracks very well to Law's left side (and even somewhat to his right!), and is +1 on block. With his i8 jab, it's your turn to press after this move is blocked. A fantastic close range tool.


b+1<2<1
Dragon Storm
Tk b.png+Tk 1.pngTk 2.pngTk 1.png / b+1<2<1 - Hit Level: mmm - 12,12,15 DMG
Normal
Impact Recovery Total Hit Counter Block
i25 - JG JG -18
Combos from 1st hit on counter hit with minimum delay.

An amazing tool in his kit. i14, every hit is delayable, good pushback and safety, the hits track to his right, and launching for outstanding damage on counter hit, this is easily one of his best moves.


b+2,3,4
Junkyard Kick
Tk b.png+Tk 2.pngTk 3.pngTk 4.png / b+2,3,4 - Hit Level: mlm - 12,8,22 DMG
Normal
Impact Recovery Total Hit Counter Block
i25 - JG JG -8

A fast mid, low, mid string. Less useful on opponents who can low parry the second hit, but against characters that can't, this is a very annoying poking string that Law can utilize.


FC.df,d,DF+3
Slide Kick
Full Crouch.Tk df.pngTk d.pngTk dfp.png+Tk 3.png / FC.df,d,DF+3 - Hit Level: l - 17 DMG
Normal
Impact Recovery Total Hit Counter Block
i15 - KND KND -26
Can be floated on block for a full launch. Guarantees wakeup 3 on hit.

Law's slide. A very nice power low that makes people start to block low to avoid Big Boy Tekken Oki, and gives a guaranteed hit if you just want to cash out.


b+1+2
Fake Step
Tk b.png+Tk 1+2.png / b+1+2 - Hit Level: h/m
Fake Step
Impact Recovery Total Hit Counter Block
i3-i23 80f - - -
Law's punch parry. Total is when cancelled at it's fastest.

Law's punch parry. INCREDIBLY rewarding if successful. The followup 2 gives so much stagger time you can easily dash up and land 3,4 for a full launch. Against lazy players who rely heavily on punch strings, like Mishimas, it's worth throwing this out every once in a while.

Combos

(Counter Hit) b+1, 2, 1 < hold u/f+4, 3 or u/f+3, 4

hold u/f+4 < WS 4 < b+2, 3, 4

d/f+2 < b+2, 3 , 4 < b+2

tap u/f+4 < hold u/f+4, 3

b+2,3,4 < hold u/f+4, 3

Not a true launcher even on counter hit, but it can launch sometimes on opponents caught off guard

(Counter Hit) 3, tap u+4, WS 4, b+2, 3, 4

hold u/f+4, 3 < 4, tap u+3

Tough combo, but racks up the damage if you get it down

(Counter Hit) df+4, 3 < WS 4 < b+2, 3 , 4

(Counter Hit) 4 < b+2, 3, 4

(Counter Hit) FC 4, 3 < WS 4 < b+2, 3, 4

(Counter Hit) 3, 4 < WS 4 < b+2, 3, 4

f,f 3+4 < d/b+4

The Basics

Forest's main goal is to get close to start his up close pressure game. You will mainly want to use strong movement to get close, and be prepared to counter poke or stop reckless advances with your magic 4. You can also use df+2 or d+4 to try and keep opponents out while making your approach.

Once you're within range, this is where the party starts. Keep yourself on the opponent with 1 jabs and df+1's, but remember to track those pesky sidesteps. Unfortunately, homing moves don't exist yet, so your main counter to these are either stepping with the opponent, or using a move that tracks somewhat, like df+1 or standing 4.

Once you've gotten your opponent impatient, hit their attempt to take their turn back with a quick magic 4, or do a sidestep into 3,4 for a massive launch punish. This is the main gameplay loop with Law, get in, get them impatient, punish with half-health juggles.

If your opponent is turtling up, no big deal. Check them ducking with df+1, check them standing with d+4, and you have a few great throws to test the opponent's throw breaks. 2+4 gives great okizeme, f,f+3+4 has a "guaranteed followup" in db+4 (it's only guaranteed if they don't tech roll the knockdown, but hey, good knowledge check!), and f+2+3 has a very distinct but wildly different throw animation than regular throws, making it either much easier or much harder to break on reaction.

If you're on the defensive, you're in no means out of the fight. You have fast jabs, great sidesteps, and a plethora of parries to steal back your turn. His Fake Step, b+1+2, is massively rewarding if successfully landed, and has a fairly generous active window. Be sure to follow it up with 2 for the launch punish!

Succeed in doing this, and you'll find Law to be a fantastic contender in this game of death. His fists of fury can take down even the toughest opponents, and by following the way of the dragon, you'll find yourself with an excellent character!

Advanced Strategies

T3 Navigation

General
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Glossary & Notation
System
Characters
Anna Williams
Bryan Fury
Dr. Bosconovitch
Eddy Gordo
Forest Law
Gon
Gun Jack
Heihachi Mishima
Hwoarang
Jin Kazama
Julia Chang
King
Kuma
Lei Wulong
Ling Xiaoyu
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Ogre
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