law

law

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Quick overview

Poking and CH character. Bix mixups generally require slide.
SSR pretty strong against him. Watch out for df2 clipping.
SSL more consistent for b2, SWL for db3
SSR strong against DSS. SSL > Nunchuck/DSS f2.SWL>DSS4
(tested from +5, ws4 oB, with holding f). After ss3 oH (+7), you're
slightly off-axis, so SSR is even stronger? Now SSR > DSS4

HEAT

Heat powers: Nunchuck moves are powered up
1+2 / DSS 1+2: -13 -> -8, launcher.
DSS gets punch parry? b1+2?
Heat engagers: 1,1,1 | b1,2,2 | uf3 | ff3 / DSS f3 | DSS f1
Heat smash: i14 mid. +11 DSS oB

Stances

Dragon Sign Stance (DSS). Transitions:
ws3(+19oH,+17oB) | 4,3(+17oH,+8oB) | 4,3,4(+13oH,+8oB) |
ws4(+16oH,+5oB) | b2,3,4(+6oB) | ff2,f1+2/f2~1/DSS f2~1 (+5oB)
f3,1(+14oH,+4oB) | DSS1(+8oH,+0oB) | b1~f(+8oH,-3oB) |
1,2,2,2/2,2,2/b2,2(+10oH,-3oB)| ss3(+7oH,-13oB)| ws1(+2oH,-4oB)
ss1+2(+7oH,-4oB) | 1,1,2(+7oH,-5oB) | b1,2~f(+5oH,-9oB) |
Slide step. Transitions: 1,2,uf3 / u3 (+11oH,-20oB, cancel) |
d1(-1 on hit) | DSS~df

Standing block punishment

−15 pushbackdb2,4 / BT d3+4(-15 BT, massive pushback) | b3+4(-18) | ws2(-18) | ss1+2,1(-16, massive pushback) |
−15d2,3(-15) | b2,1(-15) | uf,n,4(-15) | UF4(-17) | ws3+4(-21, hard to time) |
−143,3 | df4,3 | d3+4, 3 / FC4,3 | b1,2,2(pushback) | b1+2 | UF4,3 | ff2,3 | ws4,3 | BT2,2(-14,-14) |
−131+2 | 1,2,2,1+2 / 2,2,1+2 | 3+4(13f gap, can always punish) | df3(pushback) | uf4 | ff2,1,3 | ff3 / DSS f3 |
−121,1,1 | u3,4 / 1,2,uf3,4 | b1,2 | b3(or -11 BT, pushback) | ss3+4 | BT4,3 |
-11 / -103,4(-10) | ff4(-11~-10) |

While standing block punishment

−15df3+4(-15) | d4,3(lh jail) | db4(-37) | b2,3,d4(-37) | uf3+4(-24) |
−14d3
−13db3 | uf1,3 | ss3 | BT d4 | DSS4 |
−12d1 | b2,3 (should LP) |
−11 / -10

String handling

f3,1: Have to parry second hit, you can only SSL on max delay (maybe if your character has really good SS).
UF4,3: i13 interrupt window(float) if you block on first active frame. Jab punish maybe safer. You can also SS second hit both ways.
uf1,3: Can cancel to uf1,3 string from ki-charge and unblockable.
b1,2,2: The first two hits jail undelayed, and if they delay you can SSR the second hit (so it doesn't hurt to input an SSR after first block).
you have to SWL the last hit.
ff2,1+2: SSR or jab interrupt. Both options lose to ff2,3.

Duckable highs

Plus on block

HB (+11 DSS) | 3+4,4 / DSS f4(+7~+15) | wr3(+6~+14) | f1+2(+3c) | DSS3(+3) |
ff2,f1+2 / f2~1 / DSS f2~1(+2) | ff2,f1+2(+2) | BT1+2(+1) | DSS2(+1) | ss2(+0) |

Low minus

4,u3(-1) | f3+4(-2) | 1,2(-3) | b4~b(-4 BT) | 1,2,3(-5) | b4,3(-5) |