lawlaw Tekken 8 Season 2 Guide


Introduction
Law is a rushdown control character that uses various rekka's (3-hit delayable strings) to get people to respect his offense. He is one of three slide (FC df,d,df+3) characters in the game, which is a full crouch low used to get responses from your opponent and control the tempo of the match. He is very beginner-friendly and good at teaching the fundamentals of Tekken. Law's win condition is trying to get the other person to try and squirm out of your extremely safe pressure that limits a lot of the other person's options, and then hitting them with a launcher, or landing one of his high-rewarding counter hits. One of Law's most annoying moves is his generic df+2, and in heat mode, he gets access to a virtually better version of that move with more range and tracking with 1+2. If you play Law, you are going to have to get used to taking the initiative, thinking quickly, being creative, and divining head first into danger, and adapting.
Law is a very offensive character. While he isn't as stance-heavy as Hwoarang, and not quite as delay timing heavy as Bryan, he sort of fits right between there. He is a control character, which means a lot of the time you're trying to limit their timing and their options with either your jabs, df+1, df+2, or options that could come from DSS. Law doens't have a crouch dash like a Mishima, but he has a crouch walk to pressure slide. The crouch walk with the threat of his slide is really good at getting in or getting the other person's timing in neutral. Which he doesn't have any other full crouch lows besides the generic low into flipkick, his while standing options are amazing, and his most common party starter. ws+4 into DSS is the main poke he uses to start his pressure from full crouch.
Strengths
- Amazing small-tekken: While the range on Law's jab isn't that far, the hitbox isn't crazy. The properties and strings that come from his small options are really good. His df1 and b1 are also really strong too. Basically, if Law gets in range of his jab, then he will maul you. He is the rushdown control character incarnate.
- Plus frames for days: Dragon hammer (f+1+2) and db+3 are super annoying and really safe options. ws3, ws4, wr3, f2~1, and f3,1 are all plus with DSS, and if something isn't plus, then there's a follow-up.
- Solid whiff punishment: 3+4,4 (i14) - b+2,2 (i16) - and b+4,3 (i14) at the wall are good whiff punish options. 1+2 in heat mode is BROKEN.
- Infinite money glitch: Law recovers heat meter whenever he lands Tornado Claw (1+2) or uf+2. This means if you ever land a slide, which guarantees a 1+2 99% of the time, or if you just are right with any of your timing reads with 1+2, you can stay in heat mode the entire round.
Weaknesses
- Naturally aggressive: By design, Law gets almost no value playing defensively. This doesn't mean you aren't supposed to block or set up shimmies, it means you need to be actively forcing reactions out of your opponent at all times. His only armor move is -14, though it does quite a bit of damage if you have good execution.
- Through the Fire and Flames: You cannot contest some characters without your heat mode. If you aren't good at managing your meter, then you will struggle
- Wolverine: Law is at his strongest at range 0. Characters that have extremely high reward mids, long range zoning keepout, very consistent jab evasion, or weapons force the Law player to get creative with his movement or buttons to get in to deal damage or create whiffs.
- Chinese boxing: Law's parry does not work versus knees, elbows, shoulders, weapons, Heihachi's forehead, or Kuma and Anna's butt